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Philippe
Aug 9, 2013

(she/her)

What's your reason for holding on to Doctrine: Loyalty (C2)?

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Addamere
Jan 3, 2010

by Jeffrey of YOSPOS

Tasteful Dickpic posted:

What's your reason for holding on to Doctrine: Loyalty (C2)?

It's an aesthetic choice, stemming from the prologue where those who followed Commander Yang were identified in the narrative as loyalists to the original Unity mission and chain of command.

That's the real reason, but I could hurf a blurf about the beneficial techs for which it is a requisite and which it's in our interest not to help the other factions get any earlier than they otherwise would.

The biggest thing about the latter is a Secret Project enabled by a later tech that I consider absolutely essential from an aesthetic perspective for Yang to get, good guy or otherwise.

Addamere fucked around with this message at 21:34 on Mar 13, 2016

Teledahn
May 14, 2009

What is that bear doing there?


Looking forward to maps. Maps are awesome.

GunnerJ
Aug 1, 2005

Do you think this is funny?
welp guess this is as good at time as any to throw this back out

quote:

From: Adj-Gov. Maxwell R. Peters
To: Project Trance Research Group
Subject: Re: Interested in your findings, observations, etc. of mindworm attack capabilities.
Date: MY 2147.11.20

Original Message posted:

Adj-Gov. Peters,

We've been given to understand that part of the larger "project" at Unity's Lantern is an experiment in cultivating human psychology and personality on a societal level to both maximize compatibility with the transparent society and to withstand mindworm attacks. This is of great interest to us for obvious reasons, doubly so given that a few years ago you dealt with the survivors of Squad Two's attack on a fungal tower.

Given this, we are reaching out to you for help with our own "Project Trance." We are working on a prototype defensive system based on psychological possibilities implied by the Gaians' deep neurology findings. We believe that a sort of specialized information warfare suite built into soldiers' surface suits could be configured to issue fast-acting audiovisual hypnotic stimuli. Basically, sounds and images calibrated to put the soldier into a state of calm or focused anger, or other useful emotional states.

The vagueness of what we hope to get out of this is why we're asking for your help. The ultimate goal is to make it so soldiers with the benefit of this Trance System will be better able to withstand mindworm attacks. Therefore, any information you have about known mindworm attacks, from the most common to even things you can only speculate about, would be helpful to our efforts. We'd ask that you simply provide a list of entries in the following format:


TYPE: The designated name of the attack based on its general operation on the mind.
WEAPONIZED: Whether or not our mindworm handlers can direct domesticated boils to induce this attack.
SEVERITY: A quantification of how debilitating the attack is, expressed as a ranking where lower numbers indicate a less debilitating attack. An attached program will ask for more specific information and return the appropriate number based on a complex calculation involving the average time it takes a survivor who experiences this attack to overcome its effects, psych exams of indirect observers who report associated symptoms, and casualty rates in any encounter where this type is experienced. Where this is not possible, we ask that you estimate.
MALIGNANCE: A quantification of how much long-term psychological trauma an attack causes, expressed as a ranking where lower numbers indicate a less traumatizing attack. Again, the program will run a calculation based on the number of survivors currently in therapy for issues related to the attack and how long it took survivors no longer in therapy to be cleared of serious psychological debilitation.
INDIRECT EFFECTS: Symptoms reported by audiences of recordings of hostile mindworms.
DIRECT EFFECTS: Reported experiences of those who have had direct contact with hostile mindworms.
NOTES: Other information you find important.


We imagine that you are familiar with all the "standard information" about mindworms and you may feel that you're telling us things we already know. That may be true in some cases, but please don't leave anything out just because it seems "too obvious." We need completion, and independent verification of details will help us make sense of all the information available.

We appreciate any and all help you can offer.

Greetings,

I was very excited by these same implications of Gaian deep neurology, and I am glad to see that the Hive is dedicating a research team to exploring it. Obviously, I am happy to help in any way I can.

I've put together a compendium of known, suspected, and potential mindworm psychological attack types based on a synthesis of Hive-wide research, speculation on some still unconfirmed reports, and my own observations. Much of this data has been adapted from materials I put together years ago as part of a public health/security education initiative. At the time, there was still a widespread misconception among the people of Unity's Lantern that fear is the only way mindworms incapacitate humans. People think that because it's the most common, but I felt it was dangerous for the public at large to be so ill-informed.

The more speculative entries are based largely on Unity Squad 2 reports. I'll copy over part of my summary of the awful aftermath as I observed it at the time, although doubtless your understanding of what happened has already long since leaped past me. Some of my notes reference these facts, otherwise I wouldn't bother.

quote:

Four out of every five of the soldiers who set out to scour the fungal thickets to the east are now dead and the survivors had suffered a large number of physical injuries, which is actually somewhat unusual. Typically there are very few non-lethal injuries in battle with mindworms because by the time they are able to physically injure a human, they are just about to kill. They do not damage any part of the human body except for those that provide direct access to the brain: orifices in the head, the eyes, the ears, sometimes the temples. In any of these cases, death almost always follows, although not swiftly. For those few who do survive a physical attack from a mindworm, wounds are extremely debilitating: blindness, deafness, loss of teeth or the tongue or much of the nose, and severe brain damage. These are, again, rare cases. Usually the damage for survivors is entirely psychological. There are also equally rare cases of accidental friendly fire injuries by victims of fear attacks who fire their weapons indiscriminately. For very different reasons, such incidents are also usually lethal.

This was not the case with Squad 2. Of the remnants, roughly one third had some physical injuries, and these mostly did not fit the usual profile of a mindworm attack: severe burns, lacerations, and, apparently, gunshot wounds. Something very strange happened in that battle which may signal a kind of paradigm shift in mindworm behavior.

Well, we all know that now. It's a bit embarrassing to read the ominous, dramatic tone here, but I can't really overstate how on edge everyone looking into the survivors' accounts were. We all felt a great looming dread whenever any of the survivors... went away into themselves.

Anyway, the file, formatted as you requested, is attached.

quote:

[File: "Mindworm Attack Types: Classification, Effects, and Treatment Challenges"]

TYPE: Discomfort
WEAPONIZED: N/A
SEVERITY: 0
MALIGNANCE: 0
INDIRECT EFFECTS: None noted.
DIRECT EFFECTS: Minor aches, hallucinations, or an itching sensation.
NOTES: This is not really an attack, per se, but an ongoing passive effect which all who directly contact hostile mindworms experience if they do not succumb to actual attacks. It seems to mostly be a defensive mechanism to stall or distract any humans that mindworms cannot incapacitate in order to increase the chances for success in attacking others or escaping combat.

TYPE: Fear
WEAPONIZED: Yes.
SEVERITY: 1
MALIGNANCE: 1
INDIRECT EFFECTS: General anxiety and a desire to stop watching.
DIRECT EFFECTS: Visions of deep-seated fears or forced recollection of frightening experiences leading to panic and instinctive (but typically ineffective) flight-or-fight responses.
NOTES: Long-term symptoms can be burdensome but are rarely debilitating. Some survivors develop phobia disorders or a lingering difficulty feeling safe.

TYPE: Intimidation
WEAPONIZED: Yes.
SEVERITY: 1 (Note: The program doesn't seem to allow for partial values as ranks, or else I am sure this would be lower.)
MALIGNANCE: 0
INDIRECT EFFECTS: Nonspecific anxiety.
DIRECT EFFECTS: Visions of generally terrifying, distressing, or surprising things. This attack is the stuff of horror movies rather than one's own nightmares, although with a much more visceral, direct impact because the visions seem fully real with no need for a "suspension of disbelief."
NOTES: Not an attack type used in the "wild." Rather, this is what is used in the last phase of Hive military training for the Mindworm Exposure Test. The attack is disturbing enough to potentially cause debilitation through freezing up or fleeing but not personally specific enough to need any long-term therapy. That, in fact, is why the military uses this for training, as "real" attacks have the serious potential to inflict lasting damage or casualties in training. It also provides a minimal "baseline" of psychological resilience: soldiers who cannot maintain composure against this simulated attack, the theory goes, will never withstand a real one.

TYPE: Doubt
WEAPONIZED: Yes.
SEVERITY: 1
MALIGNANCE: 2
INDIRECT EFFECTS: A feeling of concern about any recent stressor and a desire to leave in order to try resolving or confronting it.
DIRECT EFFECTS: Confusion to the point of distraction, obsessive thoughts about ideas or issues which the victim finds baffling or irresolvable.
NOTES: Doubt attacks have long-lasting negative effects on survivors' ability to form or maintain relationships, their job performance, their loyalty to the cause, and basically any social obligation requiring any degree of certainty, decisiveness, or trust.

TYPE: Despair
WEAPONIZED: No.
SEVERITY: 2
MALIGNANCE: 3
INDIRECT EFFECTS: Sadness or overwhelming apathy.
DIRECT EFFECTS: Feelings of complete hopelessness and futility. Victims rarely hallucinate anything. Some report being completely apathetic even as they saw worms crawling up their bodies. May induce sobbing fits that reduce the victim to a fetal position and suicidal ideation.
NOTES: This is a very rare attack type. For a time it was thought to be a variation on doubt or shame attacks, although there was no consensus which. (The ambiguity of its effects in this respect may be one reason why handlers have so much trouble directing domesticated mindworms to induce this attack despite being capable of the other two.) In some ways it may be the most fortunate type because it could account for a number of actual suicides during combat with mindworms, and most agree that a bullet to the brain is a better way to die. Unsurprisingly, long-term depression is a lingering effect.

TYPE: Shame
WEAPONIZED: Yes.
SEVERITY: 3
MALIGNANCE: 4
INDIRECT EFFECTS: Unspecific embarrassment and a desire to escape from the sight of others.
DIRECT EFFECTS: Forced recollection of memories of incidents which cause the victim to feel mortification or extreme guilt, often accompanied by hallucinations which exaggerate any particularly shameful "trigger details" of the memory.
NOTES: Possibly the most dangerous attack type we can positively confirm exists. Long-term trauma resembles despair attacks except that the shame involved in opening up about what happened makes any psychological treatment very difficult. Often, specialists in therapy for survivors of sexual assault find their expertise needed for these cases as the symptoms and reported feelings are disturbingly similar.

TYPE: Desire (Unconfirmed)
WEAPONIZED: No.
SEVERITY: 4 (?)
MALIGNANCE: 3 (?)
INDIRECT EFFECTS: Overwhelming hunger, thirst, or sexual frustration.
DIRECT EFFECTS: Hallucinatory visions of objects of physical craving such as food or solicitous attractive sex partners followed by exaggerated sensations of the pleasure of satiating these cravings.
NOTES: The existence of this attack type is only suspected on the basis of rare and abnormal indirect reactions and the testimony of two survivors of different attacks. One claims she was very hungry at the time of the attack and was incapacitated by imagined indulgence in a feast. The other said that he "fell into" a sexual fantasy dream-world before experiencing an orgasm several minutes long. Both these survivors have difficulty enjoying food and sex, respectively, as if reality is not matching up to the perfected fantasy they experienced. If it is real, it is potentially more dangerous than a shame attack because the victim enjoys the experience and does not want to fight it. The rarity of reports may reflect how effective it is or that it does not really exist.

TYPE: Wish-Fulfillment (Hypothesized)
WEAPONIZED: No.
SEVERITY: 5+ (?)
MALIGNANCE: 4+ (?)
INDIRECT EFFECTS: ?
DIRECT EFFECTS: Theoretically, victims become ensconced in an elaborate hallucinated dream-like narrative in which their goals are accomplished, or in which they overcome regrets by imagining a "do-over" where they make the choices they really wish they had originally, or where personal longings for escape or a certain lifestyle seem fulfilled.
NOTES: This is a speculative description of an attack type which may be possible and is based on the novel sophistication of the desire attack type. Rather than inducing carnal urges and cravings, it would seize and elaborate on more cerebral desires for success, a new beginning, escape, etc. which are psychologically satisfying for the personal imagined narrative the victim would experience rather than pleasurable sensations. The only evidence of its possible existence is a dubious report from Squad 2 of a soldier who broke free from a comrade dragging her to safety in order to run into a mind worm boil. She reportedly was acting as if she were at her own wedding, complaining of being taken from her walk down the aisle while in custody and supposedly saying "I do!" before being consumed. Nothing in any of the recorded footage of the battle confirms this story, however.

TYPE: Social Strife (Suspected)
WEAPONIZED: No.
SEVERITY: 6
MALIGNANCE: 7 (?)
INDIRECT EFFECTS: ?
DIRECT EFFECTS: Possibly strong general paranoia or specific distrust of/animosity towards one's comrades, or an artificial hostility to commanding officers. May manifest in a breakdown of military discipline or outright attacks by victims against their comrades.
NOTES: This description is based on the fact that Squad 2 suffered extensive injuries from what seem to have been human weaponry - from guns and knives to flamethrowers and grenades - although Squad 2 denied that there were any other human military forces in the area of operation. However, none of the survivors reported having experienced anything like the effects speculated about here. They in fact have great difficulty remembering anything that happened, and trying to force recollection can cause them to lapse into a coma. The very high Malignance score reflects that, although it's not clear what long term effects this has for survivors who don't closely examine their memories. They explained these injuries as having been friendly fire, although there was an unusually large number of such injuries. A very disturbing possibility because this would be the first attack that manipulates/subverts humans' relationships to each other. Interestingly, before Unity Squad 1 attacked a fungal tower, a commander apparently encouraged some of his troops to form close bonds with each other, which may have enabled some of the survivors to escape. Survivors there also had an abnormally large number of "friendly fire" injuries, but not as many as Squad 2.

TYPE: Social Delusion (Unconfirmed)
WEAPONIZED: No.
SEVERITY: 7+ (?)
MALIGNANCE: ?
INDIRECT EFFECTS: None.
DIRECT EFFECTS: Victims, as a group, are drawn into a shared illusory scenario, forgetting their real circumstances and interacting with each other as if at some normal social function.
NOTES: This is perhaps the least credible item on this list. The source is a video recording of unknown provenance which has been floating around the datalinks. It was not made by the Hive military and does not depict Hive soldiers. Instead, a body of soldiers with as-of-now unrecognized insignia are shown preparing to defend against a horrifyingly large boil of mindworms closing on their position. At a certain moment, the whole scene shifts and soldiers put down their weapons and begin talking to each other (in what sounds like Russian) as if they were all students in a study group. They are completely oblivious to their circumstances, including the worms crawling up their bodies and poised to strike at the eyes. The most chilling part of the recording is that the worms appear to delay the deathblow until all the human soldiers are helpless and surrounded before gouging into the brain in a single bloody, synchronized motion. This attack would appear to involve the worms not only manipulating human social interactions on a large scale, but coordinating their own attacks so as not to shatter the illusion. If real, it could be even more deadly than any other attack due to how the victims' interactions mutually reinforce the incapacitating illusion. However, we have absolutely no idea how reliable the source is. We do not know where it came from, but the humans depicted are clearly not Hive soldiers, nor do they look like members of any faction our diplomatic corps is aware of as of this writing. While the events depicted look realistic enough, it is possible that it could have been rendered with very advanced special effects technology. Additionally, observers of recordings of this attack report no indirect effects whatsoever. Possibly this is just how socially-coordinated attacks work (for example, they may be too subtle to affect the audience of a recording), but here we are corroborating a dubious source with a hypothetical possibility based on an unconfirmed theory. It seems likely (we can only hope) that the recording is a hoax or even a work of fiction. Nonetheless, it is included here for completion's sake.

TYPE: Puppeteer (Suspected)
WEAPONIZED: No.
SEVERITY: 8+
MALIGNANCE: 7 (?)
INDIRECT EFFECTS: ?
DIRECT EFFECTS: Victims may lose control of their bodies, which will be directed by the mindworms to attack other humans, increasing confusion and breaking morale in addition to the direct casualties this causes.
NOTES: This is an alternate explanation for the strange outcome of Squad 2's attack. It stems from the fact that some survivors described a feeling losing control or watching their actions as if an external observer or of simply being a passenger in their own bodies. This may simply reflect disassociation from false memories or something much, much worse. If it is possible for mindworms to take control of human beings and compel them to attack each other, that is another qualitative shift: they no longer need to influence emotions or use illusions, they can simply seize control. It would be the worst imaginable kind of attack, in my view.

[End File]

GunnerJ fucked around with this message at 16:15 on Mar 14, 2016

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS
Sorry this second part took so long. Supper turned into a nap turned into sleeping for 11 hours. :downs:

————————————————————————————————————————

Begin Part Two. Click Here for Part One.

————————————————————————————————————————


The State of the Human Hive, 2150


(Click to expand.)

Over the course of the past decade, a new settlement has been founded along the northern coast of the continent, and the combined cavalry forces of the Hive military are lined up along the Morganite border to secure passage for a convoy of settlers headed west. The new base will span the isthmus where presently the westernmost rover squad, Unity Rover One is stationed; however, further analysis of the site reveals that the terrain is presently too rocky for the colony pod’s dredging equipment, and so Formers will need to be diverted from other tasks to make the land suitable. Not visible on this map is 1st Scout Patrol, Great Collective led by Captain-Adjunct Hildebrand, which occupies the same map grid as the colony convoy.

Hive territory now fully surrounds Morgan Antimatter, and bisects the territory of the Morganites such that the two bases cannot be accessed by land without violating established borders. Why the Morganites have allowed this blatantly aggressive move to go unchecked can only be accounted for in the overtly submissive demeanour that CEO Morgan has displayed towards Chairman Yang during past correspondence.

All remains quiet along the Gaian border, though the looming threat of the xenovitae just outside of sensor range from Unity’s Lantern remains a cause for concern and tension. The majority of Hive territory remains open, undeveloped wasteland which as yet serves no purpose. Lacking any sea units other than Unity Foil One, cartographic data concerning the northern sea and what lies beyond is thus far extremely limited.



Hive military strength remains unrivaled on Planet, owing to a strong tradition of basic infantry units that are only now beginning to field more advanced equipment. Notable in this decade was the production of the first two prototype units in the Hive, the Recon Rover assault vehicle armed with a heavy laser and the Trance Synthmetal Sentinels garrison detail armed with advanced defensive gear. Hive forces maintain a single naval craft recovered from the Unity, two light rover squads also recovered from supply pods, and a single captive mindworm unit that has grown to “Great Boil” status, which is the equivalent of Veteran human troops.



Hive energy production has increased significantly over the past decade, more than doubling in capacity with the construction of solar collectors outside the inland bases Labour Network and People’s Eyrie. Energy surpluses have been invested in the rapid construction of base facilities and units throughout the decade, with only nominal reserves maintained for the purposes of making loan payments and maintaining upkeep costs. With the expansion of base facilities throughout the Hive, the drain on the energy budget is expected to increase significantly in the coming decade, though no plans have yet been laid for addressing these concerns.



Hive base operations are mostly controlled by central authority, administered remotely through Military Headquarters at The Hive. Local governance is limited to the implementation of mandates delivered via command channels in most settlements, with the notable exceptions of Unity’s Lantern and People’s Eyrie which remain under the mostly autonomous governance of Adjunct-Governor Maxwell Peters and Adjunct-Governor Thirteen, respectively. The current, preliminary draft of the next ten-year plan calls for reducing inefficiency in those bases so far distance from The Hive as to incur energy waste, to otherwise increase resource production focusing on population growth in those settlements which are not, and in colonies with no immediately pressing needs to devote excess industrial capacity to supplementing the shortfalls elsewhere. An example of the latter is the redundant garrison unit currently in training at Fecundity Tower, which is already billeted for transfer to The Hive immediately after commission.



The Hive has grown since last decade, and further growth is projected in the next decade. Twice as populous as any other settlement in the mainland base cluster, it remains the center of Hive economic, industrial, and research output even in the absence of specialized base facilities in those regards. With the recent construction of an atmospheric condenser to the east, the once arid and inhospitable hinterlands surrounding the initial bastion of humanity on Planet now bears fertile soil and thriving terran flora. Farms and forests provide a rich and varied diet to the citizenry, and colonywide infrastructure is centered here. The current project under construction, The Human Genome Project, is slated to consume the entire industrial output of the base over the course of the next decade, though the Chairman has considered expediting construction should an energy surplus present itself.

Not pictured, we received our first drone! It’s not actually a drone due to the presence of a military unit, which may act as police to counteract the presence of one drone per military unit up to a maximum determined by our POLICE social engineering rating. At present, this limit is 3 military units serving as police per base to counteract the presence of up to 3 drones. Without additional base facilities or psych spending, this effectively allows our bases to grow to a maximum of 6 population without seeing a drone, or to 8 population for bases with a Recreation Commons. Since bases cannot grow beyond 7 population until a mid-game tech is researched, this effectively means that so long as we maintain 2 garrison units and a Recreation Commons per base, we will never see a single drone.

If someone wants to write about drones and their treatment in Hive society, then the above game mechanics are relevant. Right now, the only settlement where any significant drone activity can exist (i.e., a citizen/population unit) is The Hive itself, and that activity is only absent due to police presence.




Fecundity Tower, the second base established after Planetfall, is disproportionately productive for its size owing to the development of local infrastructure and access to nearby resources. The monolith complex and terran forests provide balanced resource production, and the presence of both Recreation Commons and Recycling Tanks provides for a generally happy and efficient citizenry. Early in the next decade, additional garrison forces in excess of local requirements will be produced and billeted to The Hive, after which point the production queue remains unallocated.



Great Collective has yet to attain the prosperity of other bases, though its strategic position along the Morganite border mkaes it an important position to hold. As with Fecundity Tower, its industrial is disproportionately high for its size; though, its population is less privileged. The lack of terran farms results in the need for a substantial amount of old-fashioned nutrient processing of the native flora, and a resultingly blander diet borne of intense labour. A second terraforming crew is slated for production early in the next decade, and cultivation of the surrounding landscape will in turn fuel growth and happiness.



Though younger than Great Collective, the inland settlement Labour Network enjoys a higher growth rate and contributes greater energy output to the Hivewide research and production efforts due to the solar collectors that have been constructed nearby. Recently completed Recycling Tanks contribute to the overall resource production and reclamation, and the education and training offered by a planned Children’s Créche is projected to have positive long-term effects on both population growth and energy efficiency. The local garrison is twice the strength of other bases, owing to its distance from central authority and its proximity to the Morganite border.



People’s Eyrie is simultaneously the most remote outpost of the main Hive settlement cluster and potentially one of the most prosperous due to the abundance of arable land and other nearby resources. Verdant plains and gently rolling hills surround the settlement on three sides, while to the east rugged terrain promises a wealth of buried minerals. The nearby monolith is an object of particular interest given the Chairman’s mandate to prioritize study of alien structures, and a single solar collector augments the local energy grid. Under the direction of Adjunct-Governor Thirteen, the settlement has completed a Children’s Créche in the previous decade, and now begins work on the first Network Node in Hive territory. Archival records note that the Adjunct-Governor’s visionary plan to build a Network Node at the base preceded the Hivewide mandate to increase the priority of research efforts, which has earned praise from the Chairman and other members of the cadre.



This base is not named Hole of Aspiration. Please provide a write-in vote to rename it. Thanks in advance!

With the local garrison now manned, work has begun on Recycling Tanks to augment the meager resource production available from the surrounding environment. In many ways the settlement resembles The Hive of fifty years ago—situated on a peninsula, and surrounded by arid, rocky wastes unsuitable for cultivation. Terraforming units from other settlements have recently planted a terran forest nearby, and are slated to continue improving the area in the coming years. Thanks to these pooled efforts, this base will not suffer for lack of development for nearly so long as did The Hive.



Unity’s Lantern is the second most populous Hive settlement, and the most truly autonomous owing to the vast distance separating it from the primary cluster of Hive bases on the mainland. Adjunct-Governor Peters has thus far raised two Formers and commissioned the construction of Recycling Tanks and a Children’s Créche that is due for completion next year. These facilities, combined with the abundance of prepared farmland and the especially nutrient-rich land surrounding the recently completed completed atmospheric condenser, promise abundant growth for the foreseeable future. The production queue contains an additional garrison unit, of the recently prototyped Trance Synthmetal Sentinels, and a Recreation Commons; however, these priorities remain entirely under the purview of the colonial governor.


(Click to expand.)

Pursuant to the formal alliance with the Spartans, they have shared their cartographic knowledge and provided access to their datalinks. Below is the assembled knowledge available at a glance, though more in-depth analysis and interpretation is both possible and suggested.



At a glance, the Spartan military forces are quite small as a result of having taken significant battle casualties. Of particular interest is the registry entry for a “Battle Ogre MK1” assault vehicle, for which detailed information is unavailable, and the “Impact”-equipped speeder and infantry units currently in production. If the brief technical descriptions are to be believed, then all three of these combat units represent technology far beyond that available to the Hive—especially the “Battle Ogre”. That the Spartans have access to such technology is less a concern to the Chairman than the fact that somehow the latter was lost in combat—against what?



In keeping with Hive understanding of Spartan ideology—a survivalist faction which places minimal importance on creature comforts—Spartan energy production is scarce and expenditures are all but nonexistent. Chairman Yang notes the similarity between the Spartan budget sheet of the current year with the Hive balance sheet of only a few years ago. One wonders what Santiago plans to do with that energy surplus that she is holding in reserve.



A cursory glance at Spartan base operations reveals two trends: first, a top-level emphasis on military production and expansion; second, suboptimal production management. That the production burden at Santiago’s headquarters has been allowed to exceed its capacity—and thereby bring industrial output to a standstill—speaks of bureaucratic inefficiency or some other troubles within her regime.



Sparta Command is the largest base in the Spartan Federation, and its design as an above-ground fortress is the archetype from which the other bases are drawn. Surrounded by xenofungal forests, rolling foothills, and overlooking a great inland lake system fed by numerous mountain river tributaries, Santiago’s initial settlement and seat of government is the westernmost of all Federation facilities and the one closest to Lal’s adjoining border. The military headquarters complex is the only notable base facility, with all other structures dedicated to living spaces, training grounds, economic and industrial facilities, and so on. The terrain around the base remains mostly wild and untamed, with a single unused mine shaft directly east of the settlement the only visible improvement beyond the base itself. As noted above, industrial output has grinded to a halt; however, closer inspection reveals this to be the result of overburdened support infrastructure. From these reports it becomes obvious that while the Spartans highly value military production, their emphasis is short-sighted to the point that no great effort has been taken to address ongoing maintenance of equipment and personnel services. This lack of foresight has recently caught up to them, and crippled their ability to produce further structures and units.



Hommel’s Citadel, named after one of Santiago’s advisors, is directly east of Sparta Command and connected by road. By contrast with Santiago’s base of operations, Hommel has thus far avoided mismanagement of resources in his fiefdom. His populace enjoys a rich and varied diet of Earth crops, livestock, and their various byproducts, and thus far his military production has been limited to what the nascent support infrastructure can bear. Of all the member of Santiago’s senior staff, Hommel has been simultaneously the most resource conscious, which is reflected in his base boasting the greatest surplus of all Federation settlements, and the most open to commerce and diplomacy with the Hive; notably, the admittedly one-sided trade route with The Hive is the only such arrangement in the Federation.



Janissary Rock appears to be the youngest of the three Spartan settlements, and the least hospitable to human development. Though less inhospitable than area surrounding The Hive at Planetfall, the surrounding area is nonetheless mostly arid, rocky, and in great tracts choked with xenofungus. The river west of the base represents the area most suited to improvement, which with proper management could provide abundant resources for the fledgling settlement. We have as yet no data on the local governance of this remote outpost, which is simultaneously the northernmost and easternmost Spartan fortress. Of note to early examination of the available records, its distance from Sparta Command and the absence of a connecting roadway guarantees that any assault or sisge would likely be decided long before reinforcements could arrive from the other Spartan settlements.



Let me know if anyone is interested in more information about the Hive or Spartan bases, and I’ll be happy to click through the additional tabs that are available; e.g., Citizens or Psych. Also please speak up if there’s any other information you’d like to see presented in these decennial reports. Feel free to speculate in or out of character, about the stuff we don’t have access to that appear on the Spartan Security Nexus and other screens; however, please do not outright spoil anything—especially the Battle Ogre.

Cadre Meeting
The decennial meeting of the full Hive Advisory Cadre is an open forum for discussing all manner of concerns that have arisen over the course of the past decade. As network infrastructure has expanded in recent years, many Hivers have taken to gathering in the common areas of their respective settlements to watch the 2050 address “live” rather than wait to view excerpts on their local intranet archives. Aware of the change in projected viewing habits, the Chairman has elected to begin the meeting by addressing several impromptu comments and questions that have been posed towards himself or the Cadre over the past few years, before moving onto the more formal business of voting measures and feedback. An excerpt of such follows:

quote:


QUESTION: What are the Chairman's views on controlling breeding with the aim of increasing genetic diversity?

CHAIRMAN: About ten years ago, Doctor O’Connell—I think it was Criona? [Glances off-camera briefly.] Right. Criona O’Connell outlined the general Hive policy on eugenics just under a decade ago, which is plainly that I don’t endorse it. Maybe in some indefinite future we will have a comprehensive and worthwhile understanding of the human genetic code, and then we might revisit the issue. But now? Any such program would be nothing but blind speculation—blatant racism, couched in scientific language. And that’s without addressing the spectre of actually enforcing such a breeding program—mandated mate selection, classification of desirable and undesirable people, and all that. Until we can dispense with the genetic lottery entirely and uplift the entire people, Hive policy will not touch this issue.

QUESTION: Why do we tolerate the gays and the childless? They don’t contribute like everyone else does!

CHAIRMAN: Whether to take a stance on these and similar issues was actually a question that arose privately several decades ago, almost immediately following Planetfall. And I can see the logic, just as I can see the logic that the physically weak, the mentally dull, the emotionally stunted, or the socially inept “contribute” less than … who, exactly? An imaginary übermensch? Everyone contributes as they are able and is provided their needs, both of which vary. I myself have no children, and I doubt whomever submitted that question would doubt that I’ve done my share of contributing. If there’s a question about the points system or the ethical calculus that has refined it in recent years, then perhaps that’s a question for the entire Cadre?

Comments and questions about social policy, such as those outlined above, are read and addressed by the Chairman for about two hours. Other topics in this segment included the matters pertaining to the Social Uplift Service, education and training goals, and requests for speculation about the Progenitors and their technology. The segment concludes with selection of questions submitted by various children in Hive settlements, which included such weighty questions as the Chairman’s favourite character from Viking and the Hedgehogs. Following the question-and-answer segment, business turns towards the formal matters of state for which the Chairman seeks counsel from the advisory cadre. On the agenda are several measures concerning both internal and external concerns ranging from diplomatic policy to troop readiness and overall Hive policy for the next decade.

Contact Miriam: We’re told that Miriam has Doctrine: Flexibility, which is the tech that lets us build sea units. And who knows what else she might offer us? We’d need to buy or otherwise negotiate for the commlink frequency from Dierdre to make contact. Yea or Nay will suffice.

Rename Base: “Hole of Aspiration”: I hate the name, and it doesn’t really seem in keeping with the otherwise inspiring base names. Write-in your picks for a better name!

Renovate Garrisons: Right now we have a bunch of Scout Patrols that can be upgraded to Laser Infantry (2-2-1) for 90 energy each, or Trance Synthmetal Sentinels (1-2t-1) for 30 energy each; alternately, we can just build new units with minerals, disbanding the existing ones to expedite construction, and in so doing gain better morale. The latter is a lot more feasible given our lack of energy output compared to mineral output. Finally, we can just leave our military how it is. The benefit of Laser Infantry is that they can hit back harder against human aggressors in the event of attack, and the advantage of Trance Synthmetal Sentinels is that they are more likely to survive mindworm attacks. Options are Laser, Trance, and Keep; pick up to two choices for this ballot.

Research Priority: Since it turns out I can swap priorities whenever I want, we’ll be doing this every update from now on. As before, options are Build, Conquer, Discover, Explore and you can pick up to three of them on your ballot. We’ll go with the top two after single transferable votes are counted via Droop Quota.

Nietzschean posted:

:siren: Addendum to the current voting measures! :siren:



Options are presented in the order of the screenshot above (pick up to 2):
A.: Reject the trade.
B.: Take the trade.
C.: Offer Ethical Calculus

D.: Worship the Helix Fossil



This is what he's offering us! Probe Teams are spies that we can use to steal tech from the enemy, incite riots, steal money, infiltrate their datalinks (so we can see everything about them, like we can with the Spartans), or even take over an enemy base. Hologram Theatres are like Recreation Commons but more expensive and their effects stack, and The Virtual World is a secret project that lets us have a free Hologram Theatre in every base where we have a Network Node. Planned is an Economics social engineering choice which offers us +2 GROWTH (+20% population growth rate), +1 INDUSTRY (10% reduction in mineral costs), and no negatives at all because we're immune to its –2 EFFICIENCY penalty. Seeing as how we don't have any Economics plan right now, it'd be the first one we'd now have a chance to use. Librarians are specialist citizens. Rather than work a base square, they provide a flat +3 Labs bonus per Librarian; they still require food to be supported, though.


Feedback: Diplomacy.
So far we’ve been making friends with everyone we can, and we have a Pact with the Spartans. Should we pursue pacts with other factions, or just limit ourselves to the one for now? Should we break off the pact with the Spartans? Should we sever ties in general with everyone? Give me some thoughts on how you folks think the Hive should react to the presence of the Mogul to the left of us, the Green to the right of us, and various factions across the sea and elsewhere. Feel free in these thoughts to reference the official fluff where it doesn’t violate the already-established narrative.

Feedback: Unit design and names.
Thus far I’ve been making pretty optimal, cheap units. But we can definitely throw reason aside and make the “best” units possible; i.e., a Trance Speeder Colony Pod (0-2t-2) for 162 minerals, or the various iterations of Formers mentioned after the previous update. If anyone has a specific idea for a unit, then feel free to suggest it. At present we can make Infantry or Speeders; Small arms, Lasers, Colony Modules, or Terraforming Units; with No Armor or Synthmetal Armor; and with either No Ability or Hypnotic Trance. In addition to unit design proposals, feel free also to suggest alternate names for existing unit types we can produce. “Trance Synthmetal Sentinels” is the most obvious choice right now, but going forward we’re going to start encountering really long and unwieldy unit names if we stick to the default, descriptive naming convention. If you care about that, then suggest some alternatives! If you’d like to see screenshots or cost estimates for a given unit (because admittedly the cost formula is somewhat complex), let me know and I can do that. Everything in this regard will be write-in suggestions/votes.

Feedback: Morganite War Plans
During the narrative earlier in the update, the Chairman called for war plans to be made ready in anticipation of either a defensive or offensive conflict with the Morganites. If you've got ideas, then let's see them!

Housekeeping
AJ_Impy: Right now there’s 17 turns projected before we need to mess with the production queue at People’s Eyrie, though that number will change somewhat as the base grows. Unless you have other goals in light of the update, we’re on track to just let that Network Node ride. Formers from People's Eyrie were responsible for the Solar Collector and roads right outside of base, and have gone off with those from other bases since improving another square didn’t offer any benefit at the time due to the base’s population. Unless you have other goals in mind, I’m planning to have them build another Solar Collector in time for the base to hit 3 population, directly northeast of the current collector, which will result in a 2-1-2 square.

GunnerJ: Unity’s Lantern gains a Children’s Créche next turn which should lower the growth figure displayed in the base screenshot by a turn. Formers at M can plop down a farm in 2 turns to make growth even faster, too. I’ve got a Trance Synthmetal Sentinels in the queue because I went and added it to a bunch of bases, but I’ll go ahead and bump up the Recreation Commons to keep in line with the plan you had in mind at the end of the previous episode. Let me know if you’d like to change anything.

Yarville: You can’t see it on any of the maps that I’ve provided, but your Scout Patrol squad is in the same square as the Colony Pod visible on the territory map. You’re at 100% strength.

Closing Remarks
There is no vote this cycle about further bases, because we realistically can’t do any of the options I’d like to present within the span of the next update. I’m bringing our single naval unit back to The Hive in the next update probably, which will allow us in the update after that to consider expanding across the northern sea. In the interim, we’ve got a bunch of empty territory we could potentially fill, and a few more strategic locations where we might look to plopping down bases at some indeterminate future. As always, if anyone wants to manage a base then give me a name and location and I’ll prioritize getting it set up for you as soon as possible.

Overall we have had a pretty good early game thus far, and we’re positioned well to transition into the mid-game; though, given our low energy and research production, that could be a while. We are under no threat right now, and our options are open. As always, if there is anything else folks would like to see in the next update that I haven’t explicitly addressed then please say so!

Including the two parts, this update turned out to be 32 goddamned pages long. :stonklol:

Addamere fucked around with this message at 18:55 on Mar 15, 2016

my dad
Oct 17, 2012

this shall be humorous
Contact Miriam: Yes - No point not getting in contact with more factions.
Rename base: Deep Authority
Renovate garrisons: Trance - Considering our support network, we're better off using a larger number of cheaper, specialized units.
Research priority: Build, Explore - Time to kick the hive machine into overdrive
Diplomacy: Be as friendly as possible with people you don't plan to go to war with.

Unit design and names:
Tranceguard for the anti-worm garrison units.

Develop a design for, but do not produce, trance synthmetal (crawler) formers.
In case of mindworms posing an imminent threat to exposed formers, those at risk can be rapidly upgraded to this design to give them a chance to survive the attack. (people can feel free do add their fluff about this, I imagine some sort of modular design thing) Having sensor grid coverage would be of immense help to this plan, too.

I'd suggest a similar thing for colony pods, but seriously, they need an escort anyway, so what's the point?

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS

my dad posted:

Develop a design for, but do not produce, trance synthmetal (crawler) formers. In case of mindworms posing an imminent threat to exposed formers, those at risk can be rapidly upgraded to this design to give them a chance to survive the attack. (people can feel free do add their fluff about this, I imagine some sort of modular design thing) Having sensor grid coverage would be of immense help to this plan, too.

I'd suggest a similar thing for colony pods, but seriously, they need an escort anyway, so what's the point?



Mister "my dad," if that is your real name, would you care to address rumours that you're actually a decepticon?

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker
The votes of the People's Eyrie Adjunct-Governorate are as follows.

Contact Miriam: Yea. If anyone else kept their pod sane, reasonable and rational, it will be the Unity's Psych-Chaplain.
Rename base: Seed of Aspiration. It should be our hope that what we plant will grow to be of great benefit to all.
Renovate garrisons: Tranceguard. Their principle is to protect and defend. Should we need offensive forces, we should produce them as needed, but offensive action is only palatable n order to better defend ourselves. Let us not belie our intent.
Research priorities, in order: Discover, Build, Explore.
Foreign policy: Surround and contain. As with Morgan, so with others. Accept friendship and pacts but be wary of ulterior motives.
Housekeeping:The stated plan is approved and affirmed. The plan is sufficient for the time being, so we enact it diligently.

Noelor
Oct 5, 2009

I can't believe the most important question here was left unanswered in the transcript:

Nietzschean posted:

The segment concludes with selection of questions submitted by various children in Hive settlements, which included such weighty questions as the Chairman’s favourite character from Viking and the Hedgehogs.

Miriam: No to paying Dierdre (or anyone else) for the "Believers'" contact details. Based on what little we know, relations with this colony seem like they would be about as fruitful as with Lal. I'd suggest waiting until we meet them ourselves, or until Santiago reaches them to see if she will once again pass on colony details without charge.

my dad posted:

Rename base: Deep Authority
This sounds good.

Garrisons: Trance garrisons seem best for our immediate needs, but failing that Laser patrols would be better than letting our military stagnate for the sake of saving a few minerals.
I would agree that, in either case, it is better to properly re-train our soldiers in use of new technology, and re-structure their organisation where necessary, rather than simply throw some credits and new armaments into their hands.

Research: We should never stop learning how to build better homes for our citizenry, but the time is upon us now to explore how to encourage life here, rather than continue gazing at the theoretical science found in our navels.

Diplomacy: We should continue being as welcoming as is reasonable to those from the other colonies. Remember: the Morganites are not Morgan. The "Peacekeepers" are not Lal. let us not be afraid, but also let us not be the ones to throw the first stone in any human conflict on Chiron.

This seems like a sound technical upgrade to our formers even without the name.

I also think that, while the descriptive names for units are good, abbreviation is inevitable - especially in the military. I do not doubt that Synthmetal units are already referred to as "Synth" or "SM" or something similar out in the field. We crave brevity in our language, soldiers especially. I see no reason not to embrace that, so long as reference is available on our newly-restored internet to check what all the initials stand for.

Philippe
Aug 9, 2013

(she/her)

AJ_Impy posted:

The votes of the People's Eyrie Adjunct-Governorate are as follows.

Contact Miriam: Yea. If anyone else kept their pod sane, reasonable and rational, it will be the Unity's Psych-Chaplain.
Rename base: Seed of Aspiration. It should be our hope that what we plant will grow to be of great benefit to all.
Renovate garrisons: Tranceguard. Their principle is to protect and defend. Should we need offensive forces, we should produce them as needed, but offensive action is only palatable n order to better defend ourselves. Let us not belie our intent.
Research priorities, in order: Discover, Build, Explore.
Foreign policy: Surround and contain. As with Morgan, so with others. Accept friendship and pacts but be wary of ulterior motives.
Housekeeping:The stated plan is approved and affirmed. The plan is sufficient for the time being, so we enact it diligently.

Agreed.

Prav
Oct 29, 2011

Contact Miriam: Yea, we want contact with Miriam and are willing to pay moderately for it if required.
Rename base: The Hole of Aspiration is named for a great terran work of art, and commemorating its inextinguishable memory is entirely natural.
Renovate garrisons: Keep the garrisons, but augment them with 2-1-1 Infantry and 2-1-2 Rovers.
Research priorities: Exploration, Conquer. The sea is calling - we don't even know what's over the horizon north of The Hive. Is it India?
Feedback: Diplomacy:
Morgan is largely harmless. His continued existence can be tolerated.
Diedre is, for the moment, best kept at friendly arm's length - Unity's Lantern far away from the Hive, and the woman is just a bit too fond of the native fauna. Probably shouldn't trade them biotech.
The Spartans seem unlikely to do anything but destroy themselves, we should be careful to not get caught up in whatever mess they make.
The Peacekeepers stand for war. Thankfully they're pretty far away and not an immediate concern.
Contact and amicable relations with the other leaders is highly desired.

Prav fucked around with this message at 15:51 on Mar 14, 2016

Montegoraon
Aug 22, 2013
It feels like there ought to be more to the Human Genome Project than just mapping what various genes do. Since DNA is not so much a blueprint as it is a compressed data file, a sensible next step would be to build a supercomputer capable of decompressing that file, giving a complete simulation of a human body, though not accounting for environmental factors.

GunnerJ
Aug 1, 2005

Do you think this is funny?
Contact Miriam: Waste of energy and diplomatic capital, nay.
Rename Base: I like Seed of Aspiration as well.
Renovate Garrisons: I don't understand the options. Build Trance Synthmetal Sentinels to replace existing Scout Patrols.
Research Priority: Go with (1) Discover, (2) Build, (3) Explore.
Feedback: Just out of curiosity, do you still want stuff related to war plans and the Morganites, etc. as mentioned in part one of the update? Seems like kind of a moot point now. :v:
Lal's Offer: Offer Ethical Calculus instead (C).
Feedback: No suggestions. (ETA: I like Tranceguard.)
Unity’s Lantern: I think I have demonstrated that I am too rusty with this game to make decisions about terraforming beyond general directives... so I'll leave that to the "expert manager's" discretion outside of the few road, fungus, and sensor related ideas from before. Keep the Trance Synthmetal Sentinels in queue, then queue up a Network Node. I'd write some fluff up for this decision and others but I'm knee deep in real life obligations. Honestly I'm banking on the Virtual World being a thing that could happen.
Other stuff: I know you said you can't take recommendations on new bases, but that isthmus on the other end of the inland sea from Unity's Lantern looks tasty if the water beyond it connects to a larger body. A base there could be another choke-point/canal and turn the sea into a passageway. But it is deffo kind of an out-there possibility.

GunnerJ fucked around with this message at 17:30 on Mar 15, 2016

GunnerJ
Aug 1, 2005

Do you think this is funny?

Montegoraon posted:

It feels like there ought to be more to the Human Genome Project than just mapping what various genes do. Since DNA is not so much a blueprint as it is a compressed data file, a sensible next step would be to build a supercomputer capable of decompressing that file, giving a complete simulation of a human body, though not accounting for environmental factors.

This always confused me because I was pretty sure even when I played this game years ago that mapping the human genome was something that was possible in the near term in real life. And it actually was completed in 2003. Given that, I like this idea for a sort of CAD for human DNA.

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS

GunnerJ posted:

Renovate Garrisons: I don't understand the options.
Options are to turn Scout Patrols into Laser Infantry, to turn Scout Patrols into Trance Synthmetal Sentinels (possibly renamed to Tranceguards), or to Keep existing Scout Patrols as they are and find some other use for our base production queues.

GunnerJ posted:

Feedback: Just out of curiosity, do you still want stuff related to war plans and the Morganites, etc. as mentioned in part one of the update?
Sure.

GunnerJ posted:

Other stuff: I know you said you can't take recommendations on new bases, but that isthmus on the other end of the inland sea from Unity's Lantern looks tasty if the water beyond it connects to a larger body. A base there could be another choke-point/canal and turn the sea into a passageway. But it is deffo kind of an out-there possibility.
Noted.

my dad
Oct 17, 2012

this shall be humorous

Nietzschean posted:



Mister "my dad," if that is your real name, would you care to address rumours that you're actually a decepticon?

Let's just say that I'm more than meets the eye. :v:

GunnerJ
Aug 1, 2005

Do you think this is funny?

Nietzschean posted:

Options are to turn Scout Patrols into Laser Infantry, to turn Scout Patrols into Trance Synthmetal Sentinels (possibly renamed to Tranceguards), or to Keep existing Scout Patrols as they are and find some other use for our base production queues.

OK. I was just confused because from the description it seemed like there was also a question of whether to use energy to upgrade them or just build new units and disband existing ones. I'll put a note in about my preferred method unless it's already been decided/at your discretion.

quote:

Noted.

Not that I'm going to do this, but if I asked for a Colony Pod to be queued up at Unity's Lantern, would I be able to direct where it deploys a new base? This actually has a lot of narrative implications because it is one thing to delegate authority of a single city to a lieutenant and quite another for that lieutenant to act as if his city were effectively the capital of an offshoot society with its own expansion imperatives. Dunno if you've said anything about this but it seems like it would make sense if Adjunct-Governors could not even request colony pods, leaving expansion of the Hive overall at Yang's discretion.

RiotGearEpsilon
Jun 26, 2005
SHAVE ME FROM MY SHELF
Contact Miriam: No. She's awful and she's going to make us pay out the nose for whatever bullshit she gives us.
Rename Base: “Hole of Aspiration”: I like Seed of Aspiration as well.
Renovate Garrisons: 1st choice Keep, second choice Trance. We already have perceived military dominance versus our human rivals at the moment. No need to push hard to maintain that for now.
Research Priority: I abstain from voting.
Feedback: Diplomacy. The Hive does not abhor or abstain from violence as a general rule, but I do not want us to fall in to the traps of military adventurism and The Big Hate that previous earth collectivist cultures have fallen in to. I endorse a continued policy of non-aggression and proactive non-military expansionism. If we start killing off the few surviving humans on this planet in order to secure their future survival and prosperity, we're walking a line so thin that not even the Chairman could balance it.
Feedback: Unit design and names. Minimalism fits our aesthetic pretty nicely, tru. We have the efficiency and support to produce large armies of cheap units rather than small armies of powerful, expensive units.

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS

GunnerJ posted:

Not that I'm going to do this, but if I asked for a Colony Pod to be queued up at Unity's Lantern, would I be able to direct where it deploys a new base? This actually has a lot of narrative implications because it is one thing to delegate authority of a single city to a lieutenant and quite another for that lieutenant to act as if his city were effectively the capital of an offshoot society with its own expansion imperatives. Dunno if you've said anything about this but it seems like it would make sense if Adjunct-Governors could not even request colony pods, leaving expansion of the Hive overall at Yang's discretion.

I agree that it makes more sense in the narrative that Adjunct-Governors' authority ends with their own base rather than some kind of extended feudal structure, and I'd imagine that from time to time—behind the scenes—even in the mostly-autonomous bases there would be mandates from central command to do this or that because the Hive overall needs more of a particular widget or whatever. You can somewhat see an example of that in how the Formers from PE did some stuff to directly benefit PE, but then wandered off to go do other things for a while rather than continue to make improvements that wouldn't be useful for several years or decades due to population constraints. I'd hitherto just not presumed to actually disrupt the production queues of PE or UL, so as not to have promised X and then delivered Y; but, now that you mention it, especially given UL's high potential growth rate it would be far more efficient to produce colony pods there and send them out to the nearby areas then to produce them in one of the primary cluster bases and then ship them over. Would you be cool with that?

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker

Nietzschean posted:

You can somewhat see an example of that in how the Formers from PE did some stuff to directly benefit PE, but then wandered off to go do other things for a while rather than continue to make improvements that wouldn't be useful for several years or decades due to population constraints.

It should be noted that this is something that the anti-individualist ethos of PE would wholeheartedly and gladly support. Just as no individual is greater than all other individuals, so too is no metropole greater. The efficient use of PE's formers for the benefit of the whole colony is something in which great collective pride is taken.

GunnerJ
Aug 1, 2005

Do you think this is funny?

Nietzschean posted:

I agree that it makes more sense in the narrative that Adjunct-Governors' authority ends with their own base rather than some kind of extended feudal structure, and I'd imagine that from time to time—behind the scenes—even in the mostly-autonomous bases there would be mandates from central command to do this or that because the Hive overall needs more of a particular widget or whatever. You can somewhat see an example of that in how the Formers from PE did some stuff to directly benefit PE, but then wandered off to go do other things for a while rather than continue to make improvements that wouldn't be useful for several years or decades due to population constraints. I'd hitherto just not presumed to actually disrupt the production queues of PE or UL, so as not to have promised X and then delivered Y; but, now that you mention it, especially given UL's high potential growth rate it would be far more efficient to produce colony pods there and send them out to the nearby areas then to produce them in one of the primary cluster bases and then ship them over. Would you be cool with that?

Yeah absolutely, I mean I'm not really the boss here, the greater good overrides particular priorities!

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS
I mean while effectively true since I beep the boops and the buttons and the puddin pops, we've still got a social contract to maintain here. :)

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
Apropos of nothing, what techs would we need to breed and/or deliberately capture mindworms? Also, what do we need before we can try for the Virtual World?

Montegoraon
Aug 22, 2013
Capturing mind worms requires only a PLANET score of more than 0, and we have +1 thanks to the Manifold Nexus. Answering the other two questions would violate the thread's spoiler policy.

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS
Barely a moment passes without none of you asking me, "What does a Hive military unit look like?" Below is the answer to this non-question.

quote:

Hive military forces conform to a modified version of the rank structure and unit organization of the United Nations Security Force (UNSF), which in turn drew its design from the classification codes of the defunct North Atlantic Treaty Organization (NATO) of old Earth.

Each of the independent infantry units thus far known as “Squads” consists of 107 soldiers: a Company Commander (CO), typically a Captain (CPT/OF-2), who commands the unit; an Executive Officer (XO), typically a First Lieutenant (1LT/OF-1), who serves as second-in-command to the Company Commander; a First Sergeant (1SG/OR-8), who assists the Company Commander; a Battlefield Surgeon, a medical officer responsible for unit health; an Armory Sergeant, responsible for maintaining squad equipment and weapons; a Supply Sergeant, responsible for maintaining miscellaneous squad supplies; a Mess Sergeant, responsible for coordinating meal preparation; a Readiness Sergeant, responsible for coordinating training and education; and three platoons of 33 soldiers each, typically designated first, second, and third.

Each platoon is composed of 33 soldiers: a Platoon Leader (PL), typically a Second Lieutenant (2LT/OF-1), who commands the unit; a Platoon Sergeant (PSG), typically a Sergeant First Class (SFC/OR-7), who assists the Platoon Leader; a Platoon Forward Observer (FO); two Telecommunications Operators (TCO); a field medic (FM); and three sections of nine soldiers each, typically designated first, second, and third.

Each section is composed of nine soldiers: a Section Leader (SL), typically a Staff Sergeant (SSG/OR-6), armed with a 5.56mm UNSF assault rifle and equipped with a communication and navigation suite, who leads the section and provides overwatch to her subordinate fireteams; and two fireteams of four soldiers each, typically designated alpha and bravo. Each fireteam is composed of four soldiers: a Team Leader (TL), typically a Sergeant (SGT/OR-5) or Corporal (CPL/OR-4), armed with a 5.56mm UNSF assault rifle with an underslung 20mm single-shot incendiary grenade launcher and equipped with a communication and navigation suite, who provides tactical leadership for the fireteam and acts as the designated grenadier; a Designated Gunner (DG), typically a Corporal or Private First Class (PFC/OR-3), armed with either a standard flamegun or other crew-served heavy weapon (7.62mm medium machine gun, laser cannon, etc.) and equipped with a secondary communication suite, who provides suppression fire and serves as second-in-command to the Team Leader; an Assistant Gunner (AG), typically a Private First Class or Private (PVT/OR-2), armed with either a 5.56mm UNSF assault rifle or secondary heavy weapon and equipped with extra ammunition for the fireteam; and a Designated Rifleman (DR), typically a Private (PVT/OR-1), armed with a 7.62mm UNSF battle rifle, who serves as a forward scout for the fireteam.

Edited to reflect the knowledge of folks who are more familiar with guns than I am! :eng101:

Addamere fucked around with this message at 15:04 on Mar 15, 2016

RiotGearEpsilon
Jun 26, 2005
SHAVE ME FROM MY SHELF
Pree asma, forgive me for this pedantry I am about to inflict. What I am about to tell you is not knowledge you should feel bad for not having, and I share it because I think you will enjoy learning it, not out of any attempt to chastise.

In your previous post you make reference to a '7.62mm UNSF assault rifle'. The 7.62x51mm NATO round is not generally used with assault rifles; it's a fatter, more powerful round, associated with semi-automatic 'battle rifles', sniper rifles, and medium machine guns. The NATO round loaded in the M16 and similar light assault rifles is the 5.56x45mm, which is lighter but comparably lethal versus people, and easier to carry in bulk.

the more u kno

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS

RiotGearEpsilon posted:

Pree asma, forgive me for this pedantry I am about to inflict. What I am about to tell you is not knowledge you should feel bad for not having, and I share it because I think you will enjoy learning it, not out of any attempt to chastise.

In your previous post you make reference to a '7.62mm UNSF assault rifle'. The 7.62x51mm NATO round is not generally used with assault rifles; it's a fatter, more powerful round, associated with semi-automatic 'battle rifles', sniper rifles, and medium machine guns. The NATO round loaded in the M16 and similar light assault rifles is the 5.56x45mm, which is lighter but comparably lethal versus people, and easier to carry in bulk.

the more u kno

No offense taken at all! I actually looked this up prior to doing the writeup, and I'm curious on your thoughts relative to mine:

My thinking was that one of the major reasons to change from the M14 to the M16 had to do with the fact that you're shooting at mostly unarmoured targets in a real-life modern battleground; however, this is not necessarily the case in SMAX, where we'll be shooting at future-tech armours, vehicles, and base structures with the same rounds. In my initial draft for that post, I'd considered making two different weapon calibers and separating the assault rifle and battle rifle roles; but, I just sort of assumed—kind of like in games such as Mass Effect—that future-tech allows us the luxury of a weapon that's good at a lot of roles within the same caliber. Another thought was the recoil and weight that a fatter slug has in full-auto is less of a concern with future-tech small arms and envirosuits which I assume we're using. I've never had the pleasure of rucking around with an infantry loadout in real life (I was a squid), so maybe this is something I'm writing off more easily than I should be?

Feedback appreciated.

Yarville
Jun 14, 2013

Nietzschean posted:

Another thought was the recoil and weight that a fatter slug has in full-auto is less of a concern with future-tech small arms and envirosuits which I assume we're using. I've never had the pleasure of rucking around with an infantry loadout in real life (I was a squid), so maybe this is something I'm writing off more easily than I should be?

Feedback appreciated.

Even with future-tech recoil dampening, I doubt your average battle/assault rifle is going to be fired on full auto very often, if it even has that capability. If you're using NATO for reference, the M16A4s used by the US military only fire on single shot or 3 round burst, mostly due to accuracy concerns. Any man portable full-auto capabilities at the squad level is going to come from either light machine guns shooting a 5.56 (for us, it's the SAW, which I carry) or a medium machine gun shooting a 7.62 (like the M240).

As someone who who has had the unfortunate pleasure of carrying an infantry loadout, 5.56 is definitely more portable and is the NATO standard. That said, it's really not that big of a deal and your reasoning is sound, especially if we're working with future tech.

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS

Yarville posted:

Even with future-tech recoil dampening, I doubt your average battle/assault rifle is going to be fired on full auto very often, if it even has that capability. If you're using NATO for reference, the M16A4s used by the US military only fire on single shot or 3 round burst, mostly due to accuracy concerns. Any man portable full-auto capabilities at the squad level is going to come from either light machine guns shooting a 5.56 (for us, it's the SAW, which I carry) or a medium machine gun shooting a 7.62 (like the M240).

As someone who who has had the unfortunate pleasure of carrying an infantry loadout, 5.56 is definitely more portable and is the NATO standard. That said, it's really not that big of a deal and your reasoning is sound, especially if we're working with future tech.

Thanks for this. I'll at the very least standardize the caliber to the type of rifle. Another question: what would be the advantage of battle rifles supported by a light machine gun vs assault rifles supported by a medium machine gun? Why would you want one versus the other? I'm assuming the medium machine gun makes more sense as a "heavy weapon," for use against human enemies as a counterpart to the flameguns used against mindworms. Correct me if I'm wrong!

e: Updated the post in question, btw.

Addamere fucked around with this message at 00:30 on Mar 15, 2016

RiotGearEpsilon
Jun 26, 2005
SHAVE ME FROM MY SHELF
Your reasoning is sensible and interesting. I can think of several reasons that high-power cartridges might become popular again and a lot of them seem like they'd apply here. I'm glad I raised the issue and elicited this commentary! Okay done brown nosing

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS

RiotGearEpsilon posted:

Your reasoning is sensible and interesting. I can think of several reasons that high-power cartridges might become popular again and a lot of them seem like they'd apply here. I'm glad I raised the issue and elicited this commentary! Okay done brown nosing

I went ahead and went with there being both assault rifles and battle rifles, and there being medium rather than light machine guns, so that a squad can get that full-power rifle cartridge against vehicles or the flameguns against worms. I think this'll be the final version. And yeah, this was a good talk!

Yarville
Jun 14, 2013

Nietzschean posted:

Thanks for this. I'll at the very least standardize the caliber to the type of rifle. Another question: what would be the advantage of battle rifles supported by a light machine gun vs assault rifles supported by a medium machine gun? Why would you want one versus the other? I'm assuming the medium machine gun makes more sense as a "heavy weapon," for use against human enemies as a counterpart to the flameguns used against mindworms. Correct me if I'm wrong!

e: Updated the post in question, btw.

Well, I'm no tactician, but I don't think a military necessarily has to make that choice in the first place. We currently field assault rifles supported by both LMGs and medium machine guns. Having a platoon equipped with battle rifles versus a platoon equipped with assault rifles won't really change the rate of fire or supressive capability of a platoon, which is the main use of any automatic weapon. That's why we carry 1 SAW (and more recently, IARs, which are basically just M16s with a fully automatic function!) per fireteam, so that if needed, there is an easily portable capability to lay down a bunch of rounds. Medium machine guns, on the other hand, are a lot more useful in fixed positions or mounted on vehicles. The downside when you're carrying them by hand is that they are less portable and often require more than one person to operate.

Ideally, you're going to have a 6-9 light machine guns per platoon and 1-2 medium machine gun squads from a separate weapons company. And that's not even getting into heavy machine guns!

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

quote:



Personal log, Criona O'Connell
Uploaded to Hive intranet at 0:00 Hive Standard Time, MY 2150

I stare in the mirror at a face that is not my own.

Such is the nature of the Process. Not restorative, but transformative. Biologically speaking, the Process remakes you into a genetic chimera: parts of your body are still built from your original genetic structure, but the rest is a stitched-together Frankenstein's monster of genetic structure. Your brain is the only truly original part of your body left, re-sleeved into a new host body in its biological mid-twenties, the end of maturation and significant body change. My face is a close facsimile of who I used to look like, and if you saw me now standing next to my original mid-twenties self you'd think us sisters. My eyes are darker, hair lighter, mouth and nose subtly wrong. Close, but not my original face. The chimeric nature of the Process is why it requires cells harvested from the human body at or shortly before death. I'm no doctor, I don't pretend to understand how exactly it works, but there's no denying how ghoulish the Process is. Maybe not ghoulish, but vampiric. There's a thought for you: vampires never actually existed until we invented them, people who steal the blood of the living to fuel their own youth. The Process even comes with the standard procreative clause: the Process renders women sterile.

Except it's not youth, not really. I look very similar indeed to the young Irishwoman who taught science and math to children, who enjoyed boxing at the local gym on the weekends and a good stout at the pub after a long day teaching. A young woman who never left Earth's surface, she was well into her thirties when Belfast fell and she was sent to the Unity program.

It's the eyes. They're how you can tell the Advisors who have taken the Process. For all that they're biologically young they are the eyes of old men and women, the dwindling Enochs and Methusalehs and wizened old mountaintop hermits. Most of the Terrans are dead now, those who chose to take the Process are a distinct minority among our peers. Our friends wither and die, becoming one with the Hive in death. We endure and we press on, old minds and old souls in fresh young bodies. I was asked why I did it, by a lovely young woman I met in the gym yesterday. Hivers like to stay fit, and I can still show the Planetborn a few tricks in the boxing ring. And elsewhere, in retrospect that was rather odd foreplay. It was a good question, though. Chloe is Planetborn, and the idea of rejuvenation and staying in mortal flesh rather than becoming one with something greater perturbed her.

I think the answer comes down to insanity, and to drive. I undertook the Process because I feel my work on Planet is unfinished. How could I pass into paradise when I've barely scratched the surface of Planet's mysteries? Let me labor a while longer, Lord, let me work on the riddles You placed before us. One of the great psychological dangers of longevity, Earth thinkers long theorized, is obsession. The Process doesn't affect the brain directly, and my memory remains a devouring fog. I write so much in part simply to remind myself of my past and who I am, encoding memory into a form longer lasting than an aging brain's biochemistry. As neurons wither, the mind narrows, choosing what to discard and what to keep. Do I really need to remember how to speak and write French? I was fluent once, but now when I see that tongue written I have only a nagging sense that I've lost something. The Process is imperfect, I told Chloe. The brain is a marvelous thing and we've learned how to take good care of it, but even the supreme achievement of biological evolution on Earth wears down in time. The only real limit on the Process - and it's not a trivial limit - is the brain and the mind it holds. When this body begins to fade, I will probably not be able to do it again due to simple neural degradation.

Chloe thought that was funny, sleeping with a woman old enough to be her great-grandmother. I'm not really a Hiver, she said. Useful, loyal, productive, but I don't fit in like the Planetborn Hivers. I'm still a stranger to this society for all that I helped build it. It's a subtle madness, not like the would-be philosophers and demagogues. A beautiful pariah, she said, well on my way to becoming one of the mad oracles from Earth myth.

Admire those who say they seek the truth, I told her. Run like hell from those who say they've found it.

I had thought that would be the end of it, a night of stolen companionship and simple physical need, but Chloe invited me to speak at the Feeding Bay this morning, to tell a few stories of Earth to the day's first shift as they ate breakfast. We all have access to every scrap of information we brought with us, yes, and surveillance here is complete and similarly available, but something I didn't appreciate until this morning was the difference between reading about Earth in a textbook and hearing someone speak who had lived it. Who was there, and can tell you all the things recorded pictures and words can't. I've never been much of a public speaker, but it felt like a duty. A duty as one of the dwindling people born and raised on Earth. I'm still not certified by the doctors to resume normal duties while the Process works itself out, so I had to find something to do.

More than just history, though, I ended up telling the morning shift the story of King Arthur, a tale I brought with me from the merry old dead and buried United Kingdom. We called it the Matter of Britain, I told them, a tale mostly fabricated to make the English feel better about themselves and lay claim to a grand and mystical legacy. That got some laughter, Hivers tend to be forward-thinking; we know we're here to build something new, not wallow in past glories. Long story short, I focused on Camelot. Mythical Camelot represented an ideal, precisely which ideals varied depending on the circumstance and agenda of the person telling the story. The idea, though, was always clear: a romantic past golden age ruled by King Arthur, the very best of men. The very best, yet also profoundly flawed I noted to the crowd, and the flaws of men undid the utopia.

I asked them what lesson we in the Hive today could draw from Camelot, King Arthur, and his Knights of the Round Table. I got a lot of answers, but the one I like best is the fallacy of thinking our best days are behind us. It's a common strain throughout human history: past ages of perfection when everything was better, when the gods walked the land, when men lived forever and wielded magic, and so on and so forth. For the most part, it's just a large-scale cultural version of yammering about the good old days and those darn kids these days. We in the Hive know better. We have no myth of Camelot. We know perfectly well where we came from and that we've come here to build something better than past eras, because those past eras were lovely for most people.

It's not, mind, that we're erasing the past or forgetting it. But we're here to make something new, and that is perhaps my role and that of other Terrans. We're the witnesses, those who can tell you what no security camera can. Or perhaps we should start teaching others while we can. Immortality is a pretty dream, but another fifty or sixty years is all I can get right now.

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS
:siren: Addendum to the current voting measures! :siren:



Options are presented in the order of the screenshot above (pick up to 2):
A.: Reject the trade.
B.: Take the trade.
C.: Offer Ethical Calculus

D.: Worship the Helix Fossil



This is what he's offering us! Probe Teams are spies that we can use to steal tech from the enemy, incite riots, steal money, infiltrate their datalinks (so we can see everything about them, like we can with the Spartans), or even take over an enemy base. Hologram Theatres are like Recreation Commons but more expensive and their effects stack, and The Virtual World is a secret project that lets us have a free Hologram Theatre in every base where we have a Network Node. Planned is an Economics social engineering choice which offers us +2 GROWTH (+20% population growth rate), +1 INDUSTRY (10% reduction in mineral costs), and no negatives at all because we're immune to its –2 EFFICIENCY penalty. Seeing as how we don't have any Economics plan right now, it'd be the first one we'd now have a chance to use. Librarians are specialist citizens. Rather than work a base square, they provide a flat +3 Labs bonus per Librarian; they still require food to be supported, though.

RiotGearEpsilon
Jun 26, 2005
SHAVE ME FROM MY SHELF
C.
Certainly we should accept his offer, but if he's willing, we should offer Ethical Calculus instead. It's only polite; Lal's faction yearns for collective bottom-up rule and the doctrines we've discovered would allow them to begin implementing it. We can see how it affects them.

my dad
Oct 17, 2012

this shall be humorous
Take the trade

If it were anyone else, I'd suggest Ethical Calculus instead, but I ain't one to give Lal the secrets of true democracy for free.

edit:

If we take the trade, I'd suggest making use of librarians as soon as possible, especially in faraway settlements with lots of food but with energy efficiency issues.

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead
Yeah, Lal might be able to make more use of Ethical Calculus than of Loyalty. Let's take the original offer. Planned Economy is just ridiculously valuable for Yang, and the other benefits aren't too bad.

RiotGearEpsilon
Jun 26, 2005
SHAVE ME FROM MY SHELF
Y'all are ungenerous and discourteous! But I suppose Lal has been a dick... Still, is that any reason to deny the great masses of his citizenry their heartfelt ambitions of structural political participation?

Addamere
Jan 3, 2010

by Jeffrey of YOSPOS

RiotGearEpsilon posted:

Y'all are ungenerous and discourteous! But I suppose Lal has been a dick... Still, is that any reason to deny the great masses of his citizenry their heartfelt ambitions of structural political participation?

One might make the argument from a Hiver perspective that it would be immoral of us to provide Lal the means by which to inflict Democracy upon his populace.

edit: On the other hand, if he goes Democratic and then decides to make war on us we can at least have a clean conscience knowing that his people are behind it. Hmm.

Addamere fucked around with this message at 17:32 on Mar 15, 2016

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AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker
C, he needs guidance rather than weaponry. Accede to his terms if he wishes to remain unenlightened.

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