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- [As of end of Session 18]
- Balance: 17.8 KRP
- Helen's Personal Subordinates:
- 10x Helen Clone (illegally produced clones of Helen confiscated in Imported Session 43)
- - Act as trainers and body doubles to attend functions that Helen or Hanna cannot attend.
- 1x Armor Fight League Corporate State Representative (Helen Clone)
- Helen's Personal Armor:
- X-1 Advanced Prototype
- - Using nanomachines and a small warp field generator fitted to a belt, ring, or other small item, this advanced Armor can be stored for easy access and is fully combat-ready. The X-1 is currently the most advanced Armor built by UYPV.
- Helen's Personal Fleet:
- 707th Royal Guard
- - Made up of elite pilots and soldiers from across the UYPV Empire, they are a motley combination of clones and normally birthed humans.
- ISS State Capitalism - Flagship
- - Helen's new flagship, incorporating Maxwell's Demon and other bleeding edge technology. Approx. 5600m long, with a high speed internal transit system for crew to get around
- - Armed with: 1 Ancient-built All Purpose Fleet Destruction Cannon, 3 Gamma Ray Cannons, 7 light railgun cannons, 4 fighter bays
- - 1 Advanced Warp field generator, able to go 3000 light years per day.
- ISS Enterprise - Super Dreadnought
- - Formerly an Interstellar Cryo-Ship, it has been converted to a space dreadnought
- - Interstellar Drive System, Particle Shield, Gamma Ray Weapon, Alcubierre Warp Drive, Quantum Vacuum Drive, Self-Repair System, Creation Engine, Prototype Advanced Wormhole Drive (can only be used 4 times before Wormhole Generation Coils need to be replaced)
- - 5 Missile Launchers (forward), 4 Missile Launchers (rear), numerous anti-missile/anti-fighter turrets
- - Complement:
- - 150/200 Armors
- - 40/40 Atmospheric Shuttles
- - 30/30 Fighters
- - 30/30 Drones
- 4x Fleet Carriers
- 4x Battleships
- 32x Cruisers
- 4x Patrol Ships
- 4x Planetary Assault Group (1 Atmospheric Assault Carrier, 4 Cruisers per Group)
- 2x Stealth Cruiser
- 5x Yamato-class Dreadnought (with Cloaking Systems)
- 3x Bird of Prey (Spearhead-class Assault Carriers with Cloaking Devices)
- Other Ships:
- SS Profit Venture
- - Resurrection Ship
- - Laser Defense Array, Particle Shield
- SSD Technical Improvements
- - Clinton-class Space Destroyer (Resurrection-capable)
- - equipped with Gamma Ray Weapon (engagement range: 90,000km), Particle Shield, Quantum Vacuum Drive, Self-Repair System, FTL Drive
- BPC Tourmente
- - Mistral-class Amphibious Assault Ship (Central Command Carrier)
- - Laser Defense Array, Particle Shield, Self-Repair System
- Economic Junction
- - New Montana-class Battleship, nuclear reactor
- - Forward guns are railguns, aft guns are 16-inch guns (with one being a missile launcher, others fire shells with rocket boosters)
- - Laser Defense Array, Particle Shield, Self-Repair System
- Lorelei
- - 214-class Diesel Hybrid Submarine, Self-Repair System
- ISS Joint Stock Venture
- - Originally the Virgin Galactic’s Dauntless spaceship
- - Uses muon-catalyzed fusion drives
- - has an anti-matter core and a foldspace drive
- - Particle Shield, Gamma Ray Weapon, Quantum Vacuum Drive, Self-Repair System, Creation Engine
- Turenne
- - Aegis-class Destroyer (Base Ship)
- - Laser Defense Array, Particle Shield, Self-Repair System
- Grand Condé
- - Horizon-class Frigate (Resurrection Ship)
- - Laser Defense Array, Particle Shield, Self-Repair System
- Saint Arnaud
- - Kirov-class Missile Battlecruiser
- - Laser Defense Array, Particle Shield, Self-Repair System
- - Nuclear Reactor-equipped
- UYPV Fleet
- Jovian Magnetic Energy Array Cannon Network
- 20 Million-strong Clone Army
- 15 Fleets (1 fleet added every 2 Sessions[every even session])
- - 5 Groups per Fleet
- Fleet Group
- - 1 Enterprise-class Super Dreadnought flagship
- - 2 Jupiter-class Fleet Carrier
- - 4 Mars-class Battleship
- - 16 Saturn-class Cruiser
- - 4 Venus-class Patrol Frigate
- - 36 Eta Asp/90 Archangel/36 Gamma Asp/32 Juggernaut
- - 540 Starfighter Mk2/54 MMU
- Attached to each Group
- - 4 Planetary Assault Group
- - 1 Spearhead-class Atmospheric Assault Carrier
- - 4 Saturn-class Cruiser
- - 2 DES Shade-class Stealth Cruiser
- Research and Development
- In Progress:
- Anti-Conjoiner Vaccine - 100RP (Started Session 10/ ? Remaining)
- - A vaccine which will prevent forced melding between Humans and Conjoiners. While the vaccine itself can be created quickly, medical testing for general roll-out will take at least a year. Time to Completion: A few weeks/one year
- Complete:
- Human-Animal Hybrid Genetic Technology
- - This technology allows for the creation of true Human-Animal hybrids, who combine the intellect and cunning of humans with the aggressiveness and power of an animal.
- Advanced Beam Weapons - 10KRP (Started Session 10 / 0 Turns Remaining)
- - Using ancient Unified Alliance Technology, we can produce beam weapons that are much more efficient than older weapon systems. Time to Completion: 2 Turns.
- Personal Shielding - 1KRP (started Session 4/ 0 Remaining)
- - A personal shield can resist anything up to a nuclear weapon, and makes true "Mobile Infantry" possible. 6 Turns.
- Advanced Human Machine Interface - 1KRP (Started Session 5-2/ 0 Remaining)
- - This system allows a direct interface with computers, providing a significant edge in both military and civilian applications. 6 Turns.
- Transporter v1.0 - 2KRP (Started Session 5-2/ 0 Remaining)
- - A crude matter-to-energy-to-matter teleporter, suitable for transporting supplies and objects but not living beings. 4 Turns.
- Computronium v1.0 - 0.8KRP (Started Session 5-2/ 0 Remaining)
- - A substance which can turn any surface into a computing layer. Version 1.0 allows the conversion of most materials and surfaces up to 0.3mm thick into computing matter. 4 Turns.
- Galactic Network Sensor Upgrade - 0KRP (Started Session 5-2/ 0 Turns Remaining)
- - The Ancient Gate Network and Warp Boosters in the galaxy are controlled by a huge complex on the Ringworld. By tapping into this complex and its network infrastructure, it is possible to use the Gates as sensors to monitor all traffic within their sphere of influence, which is 80% of the Milky Way and much of the Magellanic Cloud. Total time: 3 Turns.
- Degenerate Matter Reactor - 0KRP (Started Session 5-2/ 0 Turns Remaining)
- - Using observational data from the Machine Emissary, it is now possible to design Degenerate Matter Cores for spacecraft and Armors. These new cores produce much more energy and enable warp flight for almost all craft. Total time: 3 Turns.
- FTL Raider - .3KRP (started Session 4/ 0 Remaining)
- - This ship actually can STOP ships in hyperspace, and drag them to a point for abduction; 4 sessions.
- FTL Launcher - .3KRP (started Session 4/ 0 Remaining)
- - This allows you to build a network of FTL boosters to send craft to far off places (other Arms of galaxy), 4 Sessions.
- Maxwell's Demon (Started Session 4/ 0 Remaining)
- - An innovative new heat management system that dumps heat into a controlled unit of warp space, this allows for ships to become larger without also increasing radiator size to extreme levels. Total Time: 3 Turns.
- Pulsed Beam Cannon
- - ancient weapon technology that was reported in the original records as being effective against the Machines near the end of their war.
- Ancient Database Decryption and Translation
- - The decryption and translation of the ancient race's databases. This provides access to the Advanced One's galactic Gate Network (covers 80% of the galaxy) and access to their weapon designs. Also the true name of the Ancients: the Unified Alliance.
- Automation/AI Interfaces for Tanks
- - An automation system for tanks that allows it operate completely with an onboard AI, and no longer requires a biological crew.
- Creation Engine-optimized Main Battle Tank Design
- - Modifications and redesigns for an MBT that lets them be produced easier, faster, and in whole by a Creation Engine of the appropriate size.
- Creation Engine-optimization for Sabrina Specials and Starfighter Mk2's
- - Modifications and redesigns for the Sabrina Specials and Starfighters that lets them be produced easier, faster, and in whole by a Creation Engine of the appropriate size.
- Creation Engine Update
- - Upgrade to the Creation Engine design. The upgrades provide better atomic fidelity, faster construction speeds, and for the creation of larger constructs.
- Advanced Shielding
- - Basic research into advanced shielding technology. A requirement to survive the high radiation near the center of galaxies, and to enter the Machine zone near the center of the galaxy.
- Gravity Jammer
- - The Gravity Jammer is a device that allows the projection of a negative mass field, forcing ships in warp to drop out of FTL and preventing most forms of FTL drive from operating. This can be tuned well enough to force a ship to come out of warp at a desired location.
- Advanced Sensor Suite with Electronic Camouflage System (AS)
- - Improved sensors, also allows us to see through walls and doors, and a secondary function acts as a cloaking field
- Boeing Global Satellite System
- - global network of 5 satellites. Used as spy sats, comm sats, and to receive the Resurrection Signal from employees who die.
- Next Generation Particle Drive/Cannon (NGPD)
- - Across the board bonuses
- Advanced Gun System (AGS)
- - Allows forces to fight at longer ranges
- Advanced Network System (ANS)
- - Enables us to feel and understand other linked pilots’ minds and thoughts
- Victory System (VS)
- - Allows us to cast off armor and transcend physical limits, but burns through available particles and energy
- Orbital Laser System
- - Microwave Beam Cannon Satellite, capable of initiating orbital strikes, which just barely conforms to the new UN Space Warfare Treaty regulations concerning anti-ballistic missile defense satellites. Does take some time to move into position, however.
- Obsolete Machine
- - Captured NK Remnant Armor. Research of the machine provided resistance to EM attacks for all Armors.
- Global Security Initiative Surveillance System
- - enables complete monitoring of all Earth traffic by expanding on the existing Boeing Monitoring Suite; will be required to let others use this system sometimes.
- Quantum Vacuum Drive (QVD)
- - Using research from the Warp Drive, you can produce Casmir Effect Engines, which use the energy inherent in vacuum to produce momentum. This means a spacecraft could head from Earth to Space with this new gravity drive, and even produce shields without an Aether Controller. This also would be applied to conventional ships and Armors, increasing durability and overall flight time.
- New Map of Space (Virgin Galactic)
- Ship-based Particle Shielding
- - Aether Particle Shielding designed to be equipped on warships
- Generation Ship Interstellar Drive System
- Repair System (Nanomachine self-repair system) -
- - Basic system works on people
- - System for Armors
- - System for Drones
- - System for ships/spaceships
- Captured Archangel-class Armor Alloy
- - Led to Imperial Armor Upgrade Kit. Improves resistance to biological and chemical attacks
- Juggernaut-class Anti-Armor Armor (improved version of Colossus)
- Next-Generation Fortress-class Gamma Asp
- - A Fortress-class version of the Asp Variable Geometry Armor
- Creation Engine
- - further development of the Repair System allows for nanomachine assemblers to construct any manufactured product from the molecular level up, needing only energy and raw materials.
- Improved Creation Engine research has allowed for greater atomic fidelity, larger Engine size, and a greater range of objects which can be built.
- Quantum Computing
- - Improves R&D rate, provides bonus of +5 to EWAR and +2 to Aether Control
- Small FTL Drive
- - FTL Warp Drives designed for cruisers and destroyers
- Compact FTL Drive
- - FTL War Drives designed for space fighters and Armors
- FTL NavCom
- - FTL Navigational Computer that allows space fighters and Armors to make the needed FTL calculations without an AI or Ace-level Aether Control
- FTL Drive Pre-Installation
- - All purchased spaceships will have an FTL Warp Drive pre-installed.
- Bio-Mechanical Automated Terraforming System
- - A fusion of nanomachinery and genetically modified creatures, this system rapidly terraforms a planet. It is completely autonomous, using nanomachines and worker drones to collect raw materials to convert into more terraforming bio-machinery.
- Foldspace Drive
- - Slow, reliable, and can be done only in outer space, but works well for point to point jumps in solar systems.
- Alcubierre Warp Drive
- - Can be instantaneous, cheap, energy intensive, and requires a period for the ship to either discharge its particles or suffer potential catastrophic failures. Warp drives placed on external nacelles allow for more efficient generation of the warp bubble. Warp drives placed internally are better protected at the cost of lower efficiency and slower speeds.
- Wormhole Drive
- - Fast, low energy, but without guidance you can go anywhere in the universe, making correct navigational calculations extremely important.
- Wormhole Stargate Network
- - Fast and ultra low energy, but only connects to nodes where a gate has been established. Also the size of the ship is restricted to the size of the Gate.
- Trans-Warp Drive
- - An American research project which allows for an internal warp field generator that does not compromise speed for the security of an internally mounted warp drive. It also is faster, more reliable, requires less maintenance (0 maintenance costs), and can travel up to 500 light-years without stopping.
- Advanced Genetic Modification
- - New South American Network research into advanced genetic engineering.
- Society Control System
- - New South American Network research which increases efficiency and societal planning of colonies.
- - +30RP per colony, faster colony development, +5 Bonus to Aether Control, ability to directly control non-pilots using Aether, even when out of an Armor.
- Notable Facilities
- Second Resurrection Site (Island in the Caribbean)
- Titan Soldier Plant (Island in the Caribbean)
- Orbital Launch Site (Island in the Caribbean)
- Vacation Home (Island in the Caribbean)
- Home Port (Virginia, 2 slips, Private Contractor)
- Home Port (Island in the Caribbean)
- Space Port (former Boeing facility, located on one of the Far Asteroids)
- Clone Army Bunker (in Botswana)
- UYPV R&D Central Laboratory (on UYPV Island)
- UYPV R&D Laboratory (on Mars)
- UYPV R&D Laboratory (in the Caribbean)
- L1 Orbital Shipyard and Refining Complex
- Miller's School for Girls (on School Island)
- Atlantis Station (formerly SAS Atlantis, a 15-mile long generational colony ship)
- Corporate State Space Elevator (South Africa)
- Commonwealth of Nations Space Elevator (Western Hemisphere)
- Research Outpost (Cygnus X-1)
- Research Outpost/Alpha Site (Magellanic Clouds Galaxy)
- Epsilon Tauri Penal Colony
- Koeili Fleet Systems Shipyard
- Holdings
- Venus
- All except 1 colony on Mars
- UYPV Island (off the coast of South Africa)
- Port City on the southern tip of Corporate Space (formerly Corporate State)
- Jovian colonies and Europa
- Saturn colonies except Titan
- All of Corporate State
- 4 islands in the Caribbean
- 1000 Systems
- Ringworld (homeworld of the Felinids)
- Dyson Swarm (with Class A Stellar Engine and Unified Alliance (Ancients) dockyard)
- UYPV Budget
- 400 KRP per Session
- Military expenditures limited to 30% of Per Session Budget.
- Personal Budget is 2KRP per Session (can be banked)
- Treaties, Agreements, and Special Bonuses
- Corporate State Manufacturing Bonus (-30RP to cost for all major projects, +600RP every 2 Sessions to UYPV)
- UN-granted Stargate Network Control (all Stargates are under UYPV control, UYPV collects 100% of tolls, UYPV-designs are the universal standard for gate design)
- African Union Space Elevator usage
- Society Control System (+30RP per colony, faster colony development, +5 Bonus to Aether Control, ability to directly control non-pilots using Aether, even when out of an Armor)
- Quantum Computing (Improves R&D rate, provides bonus of +5 to EWAR and +2 to Aether Control)
- Production of Advanced Clones by Japan
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