Lost Worlds

New Rule: Damage Classifications

Damage Classifications

Ship damage comes in these categories

Destroyed: The ship has been vaporized. Nothing usable is left, but it might be possible to recover some debris to identify the vessel.

Wrecked: Cannot be repaired, crew may or may not survive. In certain circumstances the hulk may be salvaged and earn 1-10% of the cost of the vessel.

Crippled: Badly damaged, two or three drives destroyed. Stranded, can’t go anywhere on her own. Can be repaired for 50% of the cost of the vessel. This repair takes 8-18 weeks plus time to ship out new drives from a class A Starport of the right tech level.

Disabled: Mission-killed and stranded in this combat but jury-rigged repairs are possible by her own crew given time out of combat. This may return the vessel to combat capability but may still be stranded without a working jump drive. Can be fully repaired for 25% of the cost of the vessel. This repair takes 3-8 weeks at a class A or B Starport of the right tech level.

Major Damage: One or more major systems are disabled but the ship can still fight and is not stranded. Crew may be able to repair somewhat on a temporary basis to return to a fight. Can be fully repaired for 10% of the cost of the vessel. This repair takes 2-4 weeks at a class A, B and sometimes C Starport of the right tech level.

Minor Damage: Damage to ship systems that does not hinder its mission. Only slight damage to fuel tanks, weapons, appearance. Can be fully repaired for 1% of the cost of the vessel. This repair takes one full week at a class A, B or C starport but can be repaired at a lower tech level than the design.

The Wisconsin Peace Conference

The Wisconsin Peace Conference opened 4/21/5627 (Turn 14) So far delegates from 17 governments are in attendance. The Washington delegate has stated he will only be an observer but has now been called on to speak twice. He initially said he would vote to break ties, but recently said he thought it would countermand his neutrality and has said he will not vote at all.

At the beginning of the conference, Washington received the first chairmanship by agreement and decided to rotate the chairmanship weekly, round-robin. He determined the order in which the chair would rotate by rolling polyhedral dice.

Effectively the chairman controls the floor for a week, though others are permitted to speak, no item can be brought to a debate or vote without the chair’s permission.

Week 1: Newyork
Week 2: Colarado
Week 3: Adams
Week 4: Eizen
Week 5: Foster
Week 6: St. Thomas
Week 7: Texas
Week 8: Kalifornia
Week 9: Arizona
Week 10: Nimitz
Week 11: Carolina
Week 12: Utah
Week 13: Grant
Week 14: MacArthur
Week 15: Lincun (Arrived late)
Week 16: Howayee (Arrived late)

So far the Peace Conference has accomplished these things:
5/4/5627 They approved a resolution urging both Grant and Lincun to retreat their forces and settle their differences peacefully.

5/5/5627 They approved a resolution to ban the sale of armed vessels and nuclear weapons to both Monro and Tayler and further to make a formal request to Washington and the Consortium to honor the embargo.

5/27/5627 They approved a resolution to formally grant all foreign ambassadors diplomatic immunity and demanded the release of any foreign ambassadors detained by any power.

6/2/5627 They approved the creation of a framework agreement that would allow for any colony or subject system to secede from its parent system and assert its own sovereignty. This would require a referendum of the population on the world as well as requirements for economic independence, population and tech level which will be determined later.

6/9/5627 They approved a resolution that all Powers should support Texas with as much medical aid as they could each provide and agreeing to free passage for any ships engaged in medical or scientific research related to ATEP.

6/16/5627 They tabled a proposition for all Powers to reveal their fleet strengths until all powers could confirm a position from their governments.

The Thrantix by TR Campbell
Excerpts from a popular nonfiction book

The Thrantix

By T. R. Campbell

Mankind has been fascinated by this insectoid race since our first encounter.
Thrantix are hexapedal with chitinous skin and compound eyes. They bear a strong resemblance to Terran mantises but lack the cutting forelimbs. The front two limbs each have four manipulative digits. Color is a uniform aquamarine. Thrantix are thought to undergo some sort of metamorphosis in early life but are unwilling to discuss the matter. Thrantix are deaf but have an advanced sense of smell which is based in their antennae.
It is not clear what Thrantix eat, whether or not they sleep, or much else about their physiology. Contact between humans and Thrantix has never been intimate enough to discover these things. No human has ever dissected one and communication difficulties prevent anyone from finding out much about them.
Almost nothing is known about Thrantix history. A probe from Thrant was definitely sent to the Washington system in around the late 4700s. This would indicate that the Thrantix had a working understanding of space travel at least a thousand years ago. When humans contacted the Thrantix in 5322 they already had a working jump drive but did not appear to be using it except to travel back and forth to their colony at Raygun.

The Thrant system is named after St. President Roger Thrant, the 54th President of the United States. Their name is derived from St. Thrant’s name as nobody has ever been able to figure out what they call themselves or even if they have a name for their own race.
The world has four natural moons, all of them small, and one artificial moon constructed by attaching four planetoids together. The reason for the artificial moon’s construction is unknown.
Thrant has a dense oxygen-nitrogen atmosphere breathable by humans. Despite the heavy industrialization of the world there does not seem to be a significant pollution problem. Two major salt water seas are in the northern and southern hemispheres and together cover 60% of the surface. The world is significantly warmer than Washington but within human tolerance. Urban sprawls cover two major portions of the world and are surrounded by large agricultural zones, but most of the rest of it is covered in forest and jungle terrain. Those who have visited the world say that the dominant life forms are all insects in various sizes, but notably no humans have ever visited the wilderness areas.

The Thrantix have had a colony under the southern sea on Jeferson, but nobody is sure when it was started or why. As a rule the Thrantix are not swimmers and it is not at all clear why they would choose to occupy a domed city on a water world when there are better, more comfortable worlds nearby.
The colony on Jeferson does not accept visitors. They occasionally trade with humans but always come to them.

Thrantix communicate at short range by scent. They communicate over longer distances by flashing lights. Both of these communications techniques are prone to mistranslation. Their written language is no easier to understand. Talking with the Thrantix is only accomplished with advanced computerized translators and is still often frustrating and sometimes dangerous. Their brains appear to operate on a different level with different priorities than human brains.
The Thrantix do not believe in social protocol and seem have no concept of manners or courtesy. Their tone as translated by humans always comes across as abrupt. They will always state their immediate intentions in a manner that sounds like a demand. If a Thrantix ship enters the system its first message is typically “You will permit us to refuel.” Which is really them asking permission to refuel. Because this is usually their first message, humans are good at translating that. Immediately after this as they proceed to refuel without waiting for a response they will explain why they have come to the system. This is where things break down because their intentions are often inscrutable.

In 5625 a Thrantix ship entered the Howayee system. This is the log of the communications as recorded by Howayee traffic control.
Thrantix Vessel: You will allow us to refuel
Howayee TC: Aloha Thrantix vessel you are cleared to refuel at gas giant Powhatan any available pattern. Welcome to Howayee.
TV: We seek six thousand seven hundred and fifty units of liquid water consumption. We seek to forty four thousand and fifty-four units. Forty-four three units each of us will give you one of the forty-seven units.
HTC: Thrantix Vessel please stand by.
TV: We seek six thousand seven hundred and fifty units of liquid water consumption We seek to forty four thousand and fifty-four units. Forty-four three units each of us will give you one of the forty-seven units.
HTC: Thrantix Vessel, we do not understand your last message. Clarify.
TV: We seek six thousand seven hundred and fifty units of liquid water consumption We seek to forty four thousand and fifty-four units. Forty-four three units each of us will give you one of the forty-seven units.
HTC: Thrantix Vessel, you are cleared to enter atmo at bearing three-two-niner mark eight seven for ocean refueling. Beacons indicate safe areas. Still trying to translate the rest of your message.

After this the Thrantix ship refueled at the gas giant, repeated its message twenty more times, appeared to ignore all responses from traffic control and left the system. To date nobody has been able to figure out what they wanted.

Humans visiting Thrant are handled by a traffic control system that just gives coordinates. They are usually directed to dock at the orbital port where they can conduct business. Occasionally they are directed to land at one of the two major downports, usually to load on cargo. There they are required to remain within a fenced off “reservation” as the Thrantix word is translated by most automatic devices. Some report that they are presented with goods for trade immediately and others say they have waited a week with no activity only to be approached as they were leaving.
It is not known how the Thrantix economy works but from time to time they seem to have excess goods that they will push on visiting traders. They seem to have particular ideas of what can be accepted in trade. They will trade raw materials for other raw materials, for example, but they will not trade raw materials for finished goods. Or sometimes they will if the finished goods are made from the same raw materials that are being traded. They never trade food or any other consumables, since it’s not clear what they eat anyway. If they like what a trader has to offer they will present the amount of goods they will trade for what he has in his cargo hold, despite whether his ship can hold those goods. They will let him come back and get the remainder later. Some traders say that the Thrantix are confused if they carry more than one type of item and others say it does not seem to be a problem, but they will either buy everything in the cargo hold or nothing at all.
The very nature of communications with the Thrantix makes trading with them a gamble. Traders report that often the deal they are offered is extremely lopsided either way. One trader reported that the Thrantix offered him a single crate of lead bars in exchange for his entire hold full of rare woods. On another visit he was offered thirty nuclear warheads in exchange for a hold containing six tractor combines. He had to pass on the deal for fear of getting arrested for carrying illegal warheads.
Some traders have reported that of late the Thrantix have shown interest in human media productions including movies, books, video games and oddly even music. It is not known if they comprehend the content of such works or why they would be interested.
If the Thrantix approve of a trade transaction they will, sometimes, end the transaction with the translated sentence “This more.” This is an indication that they want the trader to come back and repeat the deal. This is one of the few generally comprehensible phrases in their language.

Arthur Kent
One man claimed to have spent enough time on Thrant and dealing with the Thrantix to learn their language. Arthur Kent (5470-5549), a Newyorker by birth, described himself as an amateur sophontologist, but his critics say he was actually more of a tramp merchant, traveling in his own vessel from world to world and purchasing small items to try to sell at a profit. He was not the only man engaged in such trade but he was the only one who made a point of stopping regularly at Thrant. He attempted to learn their language but was stymied by their reliance on scent. He claimed that the Thrantix recognized him as a business partner and eventually as a friend. He claims that he was eventually invited into their underground lair where they initiated him into the mysteries of their culture.
Kent, in his self-serving autobiography, stated that he gained access to a higher level of his own consciousness by consuming drugs given to him by his Thrantix hosts over several such subterranean visits. It was through this expansion of his mind that he was able to finally comprehend the scent distinctions of the Thrantix true language and could finally understand what they were thinking. Which, according to him, is too complex to explain to humans. He claims he was never able to properly speak to them because he had no means of generating the specific scents required.
Kent also claimed that the Thrantix communicated through flashing lights only as a type of Morse code. He said that they didn’t consider this their language and rather only a means to transmit information. The distinctions he made are unclear.
His outrageous claims aside, Kent’s observations are more believable and may be accurate. He says that there are at least two classes of Thrantix society. The upper class (which he called “The Wealthy”) have a luxurious amount of space and enjoy all manner of sophisticated technology. The lower class (which he called “The Poor”) lives in squalor and often literally in dirt. He observed dead Thrantix of the lower class on several occasions and noted that nobody seemed to make any effort to remove them. He rendered an opinion that there is a third class of administrators (“The Rulers”) that actually run the society from a deep underground location.
Most of Kent’s claims about learning the Thrantix language are not believed, but he became somewhat famous during his lifetime for his interaction with them. He expressed a wish that his body be taken to Thrant upon his death and given to the Thrantix for burial. The friend given this dubious honor reported that they refused to take it.

The Jonas Theory
Noted sophontologist Richard Jonas proposed the theory that only some of the Thrantix are self-aware sophonts that he refers to as Masters and the rest are a near-robotic suborder he calls Slaves that simply do what they are told. It is not clear if Slaves develop into Masters or if all Masters are descendants of other Masters.
Under this theory in Thrantix prehistory a Master was a rare commodity and would herd its nonsentient cousins together and induce them to build an underground nest. The number of Masters is estimated at one out of twenty-seven. It is possible that the ratio is shrinking and there are more Masters now than there used to be.
This theory goes along well with Kent’s observations, if they can be believed, of the clear stratification of Thrantix nests.

The Thrantix have warships as anyone visiting their homeworld can attest. They seem to build only one type of heavy warship, roughly cruiser size and one smaller type, roughly escort size. They have been involved in only two known conflicts.
In 5569 during the Third Regional war, a task force consisting of six cruisers and a fleet carrier from Lincun arrived in the Thrant system. They requested permission to refuel at the ocean but the response from the Thrantix was unclear. When they moved to refuel, the Thrantix warships formed a line and attacked them. All seven Lincun ships were disabled or destroyed. The cruisers returned fire and disabled two of the Thrantix ships.
Of note, this is what the Thrantix said when asked for permission to refuel:
“Can be accessed by only one warship at a recharge. The rest should be a distant orbit. We go to battle the sea, your ship.”
While this is confusing, the first part of the message seemed to say they would allow them to refuel one ship at a time. The task force commander either mistranslated or misinterpreted this or perhaps he chose to ignore it.
This encounter was witnessed by a merchant captain from Jeferson who had been similarly given unclear refueling instructions. He wisely decided not to approach Thrant, and witnessed that after the battle the Thrantix made no attempt to rescue any of the survivors, neither the humans nor their own.
Despite this incident, the Thrantix do not seem to treat ships from Lincun any differently than those from any other human world.

In 5618 a task force of three Thrantix escorts entered the Filmore system. They intercepted a single armed merchantman Window Rock, flagged from Arizona. They disabled her with laser fire and appeared to board her. They ignored all queries from Filmore traffic control and departed the system. Window Rock was abandoned and left adrift. When she was boarded later there were no crew left aboard and signs of a struggle. Her log simply said she had jumped to Filmore from Thrant. What became of the crew is unknown and the Thrantix do not seem to be willing to discuss the matter.
Comparing notes, the same week a similar Thrantix task force arrived at Poke and Vanburen. They caused no trouble and did not contact traffic control. The common interpretation of this incident is that Window Rock’s captain or crew did something offensive on Thrant and the Thrantix sent out three task forces to the three possible destinations of the Jump-2 merchantman in order to apprehend them.


Running this is much more complicated than I had anticipated, and as time goes on it’s getting more and more so. For this reason I expanded from three to five-day turns.

However now I’m getting moves from players on day five, meaning I still have to try to put it together in one evening.

I’d like to try to get a rhythm going where if we’re on five day turns I get everyone’s turn by day 3 and then I have two days to get the turn resolved. I’m aware that this is a time commitment and I don’t want to make the game take up too much of your time as players. Keep in mind though that it takes you just a moment to send a message to fifteen worlds, I have to track where all those couriers went and follow up their arrivals turn by turn. As most of you can attest, I screw that up sometimes.

The week before the April 15th 5627 deadline we will pause the game so people can rebudget for the current year. Judging from how long it took everyone to design their initial fleets, I expect this will slow the game to a crawl. I’m going to put an arbitrary two week pause in place so everyone can have a chance to decide what they are buying and/or building. A new aspect of this will be shipyard construction times before your new ships see action. This should make the Consortium more popular.


Tomorrow I’m going to send each of you an email starting the first turn. This will set up how the turn emails will work.

First it will show all news received from the last week. News is general public information.

Second it will show information received from your intelligence or espionage efforts.The first turn they will likely have nothing to report.

Third it will show information received from your naval forces. The first turn they will likely have nothing to report.

Fourth If your advisors have anything to volunteer they will say so at the end of the email.

I want you to respond with what you want to do on that turn (for the game week starting at the date given). This will consist of your orders.

If you want to issue Standing Orders, specify that they are Standing Orders. I am keeping a document with all Standing Orders from each power. Standing Orders do not revoke themselves. If you put out a Standing Order to attack all forces from Elenoy your ships will continue to consider that your order. If the order is vague your commanders will interpret it to the best of their ability.

For this first turn we will take a week, I can go back and forth with you and tell you if the order is too vague, if you are advised to change something, and so on. After that things are going to get a lot tighter. We will move to three-day turns, allowing maybe one or two back and forth exchanges before the final turn orders are given. Eventually I hope to move to one-day turns at which point I will be sending you one email a day and getting one email back with your order. At that point the training wheels are off and your orders had better be accurate. If your order isn’t clear you will get a response back that the commander does not understand. If he understands but thinks it’s a mistake, most of them will err on the side of following their orders to the limit, provided they are not obviously suicidal.

In all cases, including the first turn, at the end of the turn when I have all the moves there are NO TAKEBACKS. If you meant to order Task Force 2 but ordered Task Force 1, and I have already executed the turn, that’s it. You issued the wrong order and it was carried out. You will know I executed the turn when you get an email that starts the next turn. We may set up a specific time of day in the future to be the cutoff.

If I don’t hear from you before executing the next turn it means you got no actions on that turn. So try to maintain a schedule of checking your email at least once per turn period.

Misjump Misadventures

Misjump Misadventures
Misjumps are uncommon. They only occur due to specific factors:
1) Jumping from within 100 diameters of a large body (Far Orbit)
2) Use of unrefined fuel
3) Unmaintained drives
4) Battle damage
5) An unskilled crew

Each of these factors increases the chance of a misjump. Jumping within ten diameters of a large body (Close Orbit) always results in a misjump.

Misjumps are usually fatal, or at least result in a vessel that is never seen again. Occasionally one gets lucky and is recovered. There are three noted occasions where ships have survived misjumps to notable effect.

2126 New America colony ship misjumped from an unknown system. After two weeks in jumpspace she arrived at the edges of the outer system of Washington, approximately .1 light years away from the primary. This was barely in survivable maneuver distance for the colony ship.

There is by no means a consensus as to exactly what caused New America’s misjump but there are several theories.

The most commonly accepted idea is that a fast-moving meteoroid large enough to create a gravity well approached the ship as she was entering jumpspace and impinged on the formation of the vessel’s jump field bubble. This is what the ship’s captain apparently believed at the time it happened.

Historian Richard Baxter states a different opinion in his paper on the subject. He believes that the crew of New America made a fatal mathematical error in calculating jump distance. Based on reconstructed logs and quite a bit of guesswork, he concluded that the navigator, or one of his aides, miscalculated the spectral diameter of a star. They may have been within 50 diameters or less of the system primary but believed they were more than 100 diameters. Baxter bases this on eyewitnesses that state the star of the unknown departure system was red (Type M) when the navigator’s log says it was orange (Type K). He believes that it would be a simple matter for the navigator to have looked at the wrong stellar data when plotting his jump vector.

Another historian, Dr. Dena Pelton thinks it may have been the fuel. Again she formed this opinion by looking through the logs. New America had a fuel shuttle which drew atmosphere from gas giants and transferred it to a holding tank. This unrefined slurry usually included methane, ammonia, water ice crystals and other impurities and a refinery processed this into liquid hydrogen for use in the jump drive’s fusion reactor. This is still how frontier refueling is carried out. Pelton’s discovery, however, was that the length of time between the fuel shuttle’s last sortie and the colony ship’s attempt to enter jumpspace would have been insufficient to refine all the fuel in the ship’s tanks. It is possible that an impurity in the fuel caused a brief loss of power to the drive, which could account for the fateful misjump.

It is unlikely that the exact cause will ever be known for sure. All of the above factors may have contributed to the event, but the ultimate results are well known. New America’s drive was badly damaged and could not be properly repaired. The passengers had to abandon ship in the Washington system and founded a colony there.

5322 Intrepid, a scout ship from Washington bound for Quincy also survived a misjump. She was on Washington’s seventh scheduled scout mission after the jump drive’s reinvention and it was the second mission for the ship herself. Intrepid misjumped because she was using unrefined fuel and did not have a fuel refinery, the importance of which was not yet known. She was jolted out of jumpspace at the 100 diameter limit of the gas giant in the previously unexplored Jeferson system.

Intrepid was in jumpspace for six weeks and the crew only survived because the ship had fuel for two successive Jump-1. They used the remainder of their jump fuel to operate the power plant. As it was the crew was nearly starving upon arrival and was fortunate to discover edible native life in Jeferson’s ocean.

Just like New America, _Intrepid_’s jump drive was badly damaged by the misjump. Unlike their ancestors, however, they were able to make emergency repairs over the next few weeks and return home. Their journey took on historical significance as theirs was the first vessel to travel so far from Washington and also because they made first contact with the Thrantix on their return journey.

5434 Bellevue, a tramp merchant barque based out of Grant had the misfortune of being in the Jonson system when it was attacked by a naval squadron from Lincun. _Bellevue_’s captain, Roger Hayes, was content to spend the battle landed on the floating platform that constituted Jonson’s starport. He witnessed the attacker’s defeat of the system squadron and he watched as they took orbit around Jonson and began bombarding the surface and population centers with nuclear weapons.

Thinking quickly, Hayes raised ship and made an escape just as the starport was destroyed. As he broke atmosphere he was intercepted and engaged by a pair of fighters which he managed to defeat despite sustaining damage from a missile strike. More fighters were directed toward him, and he desperately engaged the jump drive from well within the 100 diameter safe limit.

The entire population of Jonson was killed in the bombardment causing outrage among all the powers of the sector. To dodge this, Lincun claimed at first that Grant had destroyed its own colony at Jonson in order to put the blame on their enemy. Lincun’s allies were disgusted at the action, but could hide behind the claim that there were no witnesses and nobody was sure what had happened.

Six weeks after the attack, Bellevue emerged from jumpspace 100 diameters from Grant. She had arrived at her programmed destination, just very late. Two crew members were dead of radiation sickness, another had died from injuries sustained in the battle with the fighters. The captain and three other crew members were in low berths as their power plant fuel had been exhausted two weeks before. Their stories, plus the log and flight recorder information from Bellevue, made a damning case. Despite efforts at censorship, Bellevue’s news made it to Lincun itself. The ensuing public outcry brought down the government. Lincun’s allies could not justify their continued association and soon jumped ship and started asking for peace.

Bellevue’s misjump and recovery led directly to the end of the First Regional War. There is a statue commemorating Bellevue and Roger Hayes in Grant’s Capitol Square.

The (non)battle of Jersey
An example of how not to give orders

October 16th, 5556
Newyork was at war with Elenoy (at that time, a loose confederation). They were winning the war, at least from their perspective, when the government obtained second-hand reports of warships in the Jersey system.

For over two decades, Carolina had been conducting a humanitarian aid mission on Jersey, one of Newyork’s former colonies. There were rumors afoot that Carolina and Elenoy had made some sort of treaty. The Newyork government became concerned that Carolina had permitted fleet elements from Elenoy to operate and base at Jersey.

To address this, Newyork High Command sent Task Force Seven, consisting of the cruiser Wall Street, three frigates and two destroyers under the command of Commodore William Bunch.

Bunch’s orders were as follows:
Take Task Force Seven to the Jersey system. Observe any naval or base construction activity taking place there. If enemy forces from Elenoy are encountered, engage them with reasonable caution. If forces from Carolina are encountered, do not reveal the purpose of this mission. Do not engage forces from Carolina under any circumstances.

The last sentence, which wound up causing all the trouble, was added at the insistence of the President of Newyork. He did not want to give Carolina a casus belli and end up with a two-front war. What he did not know, and could not have known, was that Carolina had already made a decision to go to war against Newyork that very day.

When Task Force Seven arrived in the Jersey system on October 23rd, they found a squadron of four destroyers in orbit around the gas giant. This was Carolina’s Desron Four under the command of Commodore Jacob Lawson. Bunch analyzed the situation. He couldn’t get to the gas giant without running past the Carolina destroyers. He had clear orders not to engage them, and they would likely consider this a provocation. So he hailed Lawson and asked for permission to refuel.

Lawson knew that he was at war with Newyork, and he also knew that he was severely outgunned. Yet from Bunch’s actions, he surmised that Bunch did not know they were at war. He could allow Bunch to refuel and leave and everyone would be all right and none the wiser. But Lawson was a shrewd commander and instead told Bunch no.

Because of this, Bunch was in a bad situation. His ships only made jump 3 and they had used all their jump fuel traveling from Newyork to Jersey. They couldn’t refuel without calling at the gas giant. The system had no water present and no other source of fuel. Furthermore, the task force had been assembled by a committee and had no courier craft along that he could send back to inform Newyork High Command of his problem. The obvious solution would be to wipe out the Carolina destroyers and just refuel at the gas giant, but he had been told Do not engage forces from Carolina under any circumstances.

Bunch attempted to negotiate with Lawson, but Lawson stonewalled him. Meanwhile, he took the time to send one of his destroyers back to Carolina to inform them of the situation.

And so began the longest and quietest engagement of the Third Regional War.

After a week, Newyork High Command noted that TF7 had not returned or reported back. They determined that a force from Elenoy had likely destroyed or disabled them. They prepared to send a larger force but due to the war they did not have the ships to send.

Meanwhile, Carolina Naval Command got Lawson’s message. They quickly put together and dispatched Task Force 3 consisting of the battleship Charleston, two cruisers and nine destroyers under the command of Admiral Lawrence Shand.

Shand arrived November 8th to find the situation unchanged. Bunch’s task force was in the inner system, waiting while Lawson’s remained in orbit around the gas giant. Shand did some calculations and figured the Newyorkers had about one or two more weeks of fuel for their power plants. He could engage and defeat Bunch now and take losses, or he could accept his bloodless surrender when he ran out of fuel. He fell into orbit around the gas giant and waited.

Due to shrewd power conservation, TF7’s power plants lasted three more weeks during which no help arrived. Finally, on December 1st with only hours of life support left, Bunch admitted defeat and surrendered his force. Shand boarded and took all the ships intact without firing a shot.

On December 8th, the Newyork Third Fleet jumped into the Jersey system and found only a single courier. It was another four weeks before they found out they were at war with Carolina and they didn’t learn what had happened to TF 7 until the end of the war.

It should be noted that William Bunch was no idiot, he was just painted into a corner. He was repatriated after the war and, oddly, decorated for following the very orders that had defeated him.

The Game Begins in Ten Days!


The first turn will be May 1st-May 7th (7 real-time days)
Second turn will be May 8th-May 10th (3 real-time days)
Third turn will be May 11th-May 13th (3 real-time days)
Fourth turn will be May 14th-May 16th (3 real-time days)
Fifth turn will be May 17th-May 19th (3 real-time days)
Sixth turn will be May 20th-May 22nd (3 real-time days)
Seventh turn will be May 23rd-May 25th (3 real-time days)
Eighth turn will be May 26th-May 29th (3 real-time days)
Then I will evaluate whether to move to two-day or one-day turns depending on how difficult it is for me to keep up the schedule.

Leaders List

Take a look at the competition under the Characters tab: Leaders

5623 Treaty of Wisconsin Declarations
Declaration from all powers on ships laid down over 2 years

Treaty Declarations PDF


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