Venusian Trade and Export Authority

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Venusian Trade and Export Authority

Postby narwhalwarlord » 25 Oct 2014, 17:47

Image

Thank God for Aeroflot and its fantastic logo.

Background

Venus' economy is almost entirely self-sufficient, and requires little in the way of foreign trade. However, at the same time it is important that the Venusian economy is able to both export goods to foreign nations and safely ingest foreign technology. Extranational ommercial contracts, such as those with Pallas and the PCG, also are huge sources of income. In short, trade is an important, if non-essential, part of the economy. In order to regulate, manipulate, and direct it towards the nation's interest, the Venusian Trade and Export Authority was created. It is a body administered by the central government whose main purpose is to organize exports, formulate trade deals, govern buyouts of foreign corporations, and administrate extranational commerce for the good of the country. It has a veto on any trade and export deals, serves as the arbitrator for external buyouts of internal companies, monitors extra-Venusian savings funds owned by Venusians, mediates all deals between internal corporations and foreign regimes, has extensive investigative powers to prevent smuggling, and sets quotas for intake and outtake of foreign goods. It also has the ability to block any deployments by PMCs from foreign firms to Venus or from Venusian firms to foreign governments in the name of public safety. Some allege that it has commerce raiding and industrial espionage capabilities, but those individuals are generally ignored because they are regarded to be insane.

HFPE: It's true.

More HFPE: The VTEA also controls the mercenaries rather closely. It's amazing how powerful a group of trade commissioners can be - but that's just Venus for you.

What This Means

Welcome to the Venusian storefront. Exports will be organized by type. PM if you're interested in acquisitions. Maximal discretion is guaranteed. Prices provided are on a unit-by-unit basis. Attempts to reverse-engineer or reproduce techs are considered to be in breach of international law. Note that these all come from different corporate sources, but aren't listed as such here for simplicity's sake.

Military Gear:

Personal Weapons:

Code: Select all
Vendetta Light Pistol: Laser pistol, semiautomatic. Can be recharged through sunlight or by hooking it up to any combat mech. It can typically fire 60 or so shots before requiring recharge, but it can also be "overloaded" to release a heavier blast capable of punching through most light armour or seriously damaging shielding.

CC2000

Starfire Heavy Pistol: Extremely powerful semiautomatic railgun using all of our techs around electromagnetism and stuff. Yeah. Clips typically fire ten rounds. These are very rare and extremely expensive, but on the plus side individual rounds can tear through most armour like tissue paper. Almost exclusively issued to the most  terrifying of assault troops, given that each costs more than a tank and is considered more dangerous than such. Also features Neutrality tech for a total absence of heat profile when firing and an ultraprecise laser rangefinder which serves on the side as a useful method for detecting stealth units.

CC350,000

Jebu Assault Gun: Semiautomatic light assault rifle. It's a laser weapon, which allows extremely fast fire-rates. Although individual shots are rather weak, the upside is that it can reduce unarmoured foes to a paste within moments, provide serious suppression, or if fired in sustained bursts breach shielding. Its small size makes it useful for close-quarters fighting. Roughly equivalent to the MP5.

CC3000

Komitadji Storm Rifle: Light assault rifle model. Once again a laser weapon. It's notable for being extremely energy-efficient, durable, and cheap to manufacture. Each gun comes with a one-use underslung ultraheavy laser cannon which can, by exhausting the clip and all of its extra internal batteries, rip through tank armour. It's designed almost exclusively for low-level insurgency and is a near-guaranteed success in that area. Interestingly enough, the stock contains a fold-out high-efficiency solar panel, allowing the user to effectively sustain combat operations without materiel resupply.

CC4000

Janissary Battle Rifle: Mainline combat rifle. Laser rifle, as are most of the Venusian weapons. Decently accurate, but very powerful. It's mostly an anti-infantry weapon, although with an underslung "boom tube", as the high-powered one-shot laser guns are called, it would serve just as nicely for deterring armour or light mechs. The scope can be hardwired directly into any modern combat suit, which is pretty sweet.

CC5000

Hades Combat Shotgun: A massive pump-action two-handed beast, the Hades is deeply inaccurate and serves for only one purpose - exerting massive force. Payloads can be anything from buckshot to Strings of Damnation, but the end result is unparalleled muzzle velocity, if rather short range. Anything hit by any projectile from a Hades risks serious damage. Against shields at close quarters, the Hades is extraordinarily deadly.

CC4000

Sipahi Armour Deterrence Rifle: An incredibly high-powered anti-materiel rifle. This railcannon needs to be fired from the prone position for effectiveness. Gel padding on the stock is also required to prevent damage to equipment.  Or people. The purpose of the Sipahi is to hit big things and halt them, and with its incredible stopping power and sheer strength this monstrosity is likely to do that.

CC33,000

Raider Personnel Elimination Rifle: While the Sipahi is intended for the elimination of mechs - although people can also be destroyed by that monstrosity - the Raider laser rifle is dedicated to the elimination of individuals. With a built-in HUD for the targeting display and powerful stabilizers, the Raider is capable of incredible accuracy. Couple that with built-in targeting computers and a guide program that can be turned on or off to instruct on shooting, and the product is a powerful and hyper-accurate sniper rifle which even a greenhorn could use. Power settings can be changed, and are ranked by penetration rating - from simple human flesh to concrete walls. Effective range for killing unsheilded and unarmoured humans is 4.5 miles.

CC40,000

Ross Squad Support Weapon: This is where it's at. Named after the former Fuhrer-President and current Minister of Internal Security, this weapon serves as squad support and provides ultraheavy cover fire. Must be either chain-fed massive quantities of FireTooth ammo or hooked up to a power source. At top fire rate, it can spit out over 600 shots a minute, each powerful enough to vaporize flesh. Furthermore, if it is tied into the aforementioned power source it has no limit to the number of shots which can be fired out of it, leaving troops with near-indefinite cover fire. Mainly anti-infantry, but could also easily be used against AFVs, helicopters, light aircraft, and light-to-medium mechs. Can also, like the Vendetta, be "overloaded" and fire a single ultrapowerful laser beam, although this attack is far more powerful than the pistol's.

CC15,000

Carnage Tube: A shoulder-carried one shot laser cannon. When one shot is said, it is meant that due to the ten-minute recharge time, the firer only really gets one shot realistically. Still, it is enough. A hit with the Carnage Tube is enough to burn through a tank or a light mech or even slightly hurt larger things. Easily usable by novices, leading it to be an excellent insurgency weapon. However, it is also powerful and hard-hitting enough to be a useful battlefield support weapon, especially when reconfigured to hook up to an infantry mech's reactor. That makes recharging around 5x faster, leaving the Carnage Tube as a viable and valuable support weapon.

CC25,000

Guardian: Guided shoulder-mounted missile launcher and missile designed to take out shuttles, drop pods, and aircraft. The launcher itself is fairly bulky and requires an IHES to use. The missile itself is extremely fast, able to reach Mach 8 in just under 15 seconds. Max range of 6 km. It homes in using a variety of different measures, including ground-based visual feeds, heat sensors, radar, magnetic sensing, and any other methods available to the launcher.. The warhead can either be a powerful standard chemical warhead with a concentrated blast intended to blow holes in enemy units or, in incredibly extreme and often stupid circumstances, either a small nuclear warhead (think the Davy Crockett, but on an AA missile) or an antimatter charge. These would only be issued in extreme circumstances, but would also be massively damaging to anything they hit. The missile has Shepherd and Sudden Death in order to maintain relative concealment, but is ultimately designed to be fast and mass-deployable, not stealthy. The Guardian can also be converted to instead be handled by humans without battlesuits, so that so long as they have some kind of mount they can use it effectively.

CC42,000


Armour and Mechs

Code: Select all
IHES Mk.3:

Istanistan State Arms in partnership with Synthetic Insights and Advanced Interface Systems, a division of Binary Helix.

Using Bridging the Gaps, Redirect, Falsehood, and Return, the latest IHES model is the most advanced yet, hooking the battlesuit directly into the pilot's nervous system, allowing a massive new degree of previously undreamed-of fine control and synchronization between machine and human. As such, it will be far more powerful in combat.

Also equipped with energy shields, Refractive Armour, Neutrality, Holofields for vision obscuration, an array of linked Arc Reactors for maximal power, a group of AIs for targeting and tactical awareness, RotA comms, a streamlined HUD using (HFPE) Truth to promote calmness and steadiness, Cytherium circuitry for maximum efficiency, an internal oxygen supply, air scrubbers, an Element-0 core for increased agility or a "lockdown mode" for when immobility is an advantage, and improved mechanics.

Several variants exist:

Standard: See above.

CC5mn

Heavy Weapons: Improved targeting software and "lockable" limbs. Lacks holofields and synchronization between pilot and suit is lower.

CC5mn

Assault: High-power Holofields, high-level synchronization, and more powerful frontal shielding. However, targeting is primitive and not particularly good.

CC4mn

Phalanx: Improved frontal shielding, improved comms software, improved armour, and improved power supply. Less powerful targeting software, no Holofields, little in the way of rear shielding, and slower movement.

CC6mn

Officer: Improved comms, tactical computers, HUDs, and shielding. Limited Holofields, armour plating, and synchronization.

CC10mn

Electronic Warfare: Vastly more powerful computers, communications, AIs, and broadcasting equipment. Low synchronization and armour plating.

CC8mn

Engineer: Built-in tool kit, advanced diagnostic software, advanced AIs and HUDs. Far less powerful in combat (although the plasma torch does help).

CC7mn

Sniper: Very powerful Neutrality, targeting software, HUDs, radar-resistant paint, clips for attaching appropriate foliage and/or camo blankets. Decreased shielding, armour, defenses, and power supply. No Holofields.

CC10mn

Commando: Massively more powerful El-0 core, improved Neutrality, far more powerful RotA comms, and improved shielding and armour. Really expensive.

CC25mn

Combat Autonomous Unit Mk.1: Building on the Mk.1 Heavy Encounter Unit, this is basically that (14_foot-tall biped, energy shields, titanium armour), but run by an AI for usefulness. Also equipped with Neutrality, an Arc Reactor for power, and angles set by Enlightenment to subliminally message fear and awe. Kinda ancient, but hey - combat bots!

CC15mn

AICU Mk.3: Basically a robotic version of the IHES Mk.3's Standard. The AI's pretty nice. Nothing much else.

CC6mn

Patriot: A robotic tank. Top speed of 50 MPH, refractive armor, EM shielding, energy shielding, railgun as the main cannon, FireTooth machine guns, Arc Reactor power source, sloped armor, fairly low profile, Neutrality, Unexpected Death, and several AIs working in tandem to run the vehicle.

CC50mn

Archer: A robotic artillery piece. Fires Avenger missiles. Very powerful energy shielding, Neutrality, Arc Reactor, Unexpected Death, several AIs, advanced sensory package, and can deploy spotter drones.

CC46mn

Aegis: Robotic AA vehicle. Uses laser cannon. Powerful energy shielding, Arc Reactor, Neutrality, Unexpected Death, powerful radar and heat sensors, multiple AIs working together.

CC45mn

Paladin: Light robot tank. Top speed of 75 MPH, refractive armour, light energy shielding, main gun is a railgun, FireTooth machine gun, multiple AIs. Very maneuverable.

CC30mn

Mk.1 Heavy Combat Unit (HCU-1): Heavy combat mech. No particularly impressive features, but it's all-round pretty good on all the requisite areas for a 40-foot combat suit.

CC 200 mn


Aircraft

Code: Select all
Mk.1 Aerial Domination Independent Unit: A new aerial drone which is designed to be deployed en masse and have great tactical flexibility. Spam Drones, as they are often called by troops using them, are about 7 feet long. They are configured roughly like the Osprey gunship, with the addition of a jet engine at the back. This enables them to either hover, move forward at a slow pace using the propellers to move them, or to fold the propellers up and activate the jet, sending them screaming forward. They are deployed in large packs. For weapons, they have a single hardpoint on the bottom of the chin where a sniper rifle, an anti-tank missile launcher, a high-powered precision laser cannon, a Phoenix AA missile, a large-blast anti-infantry missile, a mid-sized bomb, or more specialist gear may be stored. They are equipped with basic Neutrality and Sudden Death systems, along with a basic Holofield. The stealth isn't great, but they're really cheap and hard to target due to their small size and rapid maneuvers. They are controlled by a hive AI - each one has a small and relatively unintelligent AI, but the more of them there are in an area, the smarter they become as a whole. As such, they are capable of uncanny coordination.

Their mission role would mainly be to simply appear en masse and devastate enemy ground troops, under the understanding that a light drone for a tank is a good trade-off.

CC25mn

S4 Nocturne: Fairly powerful and advanced fighter aircraft. It includes a Farraday Cage to prevent EMP attacks, energy shields, a powerful stealth suite including Neutrality, Holofields, and Unexpected Death, an advanced piloting AI, an Arc Reactor for power, twin FireTeeth, eight Hardpoints for carrying various cargoes, a top speed of Mk.14, and VTOL jets for a high turn radius and easy takeoff and landing. Run by a Piloting AI. It also has (HFPE) Truth-based paint patterns designed to cause fear and awe, drastically lowering the effectiveness of enemy pilots.

CC170mn



Missiles, Rockets, and Assorted Weapons of That Sort

Code: Select all
Avenger Missile: 2014-tech cruise missile with Sudden Death. Can carry a variety of payloads. Low-flying for radar avoidance.

CC100,000

Phoenix Ground-Air missile: New and powerful anti-aircraft weapon. Can reach speeds of mach-15 and reach into the upper atmosphere. El-0 core allows for greater agility. Neutrality and Sudden Death provide stealth. Extremely powerful radar for guidance, enough to overwhelm the usual Sudden Death systems. Can also use heat sensors or guidance from the ground to hit enemy aircraft. Launchable from trucks, silos, ships, and mecha-sized rocket launchers. Yep. Mecha-sized rocket launchers.

CC75,000

Sky Hammer I: Simple single-stage missile, variable warhead. Fired from ground. Capable of reaching lot-to-mid orbit. Only really useful in huge masses or against dropships unless equipped with atomic/antimatter warheads.

CC85,000


Spacecraft

Code: Select all
Guardian: 200-meter long medium frigate. Equipped with Refractive Armour, energy shielding, 24 light anti-missile laser turrets, 8 missile pods which can be filled with Star Hammer IIs or Star Hammer Downs, a powerful drive, RotA comms gear, Neutrality, an Arc Reactor for power, and a shipboard AI for targeting. Also has 20 IACUs and 30 crew. Not designed for prolonged warfare, but should do for defense and orbital superiority.

CC3bn

Star Dancer: A new space fighter, based on the Starclimber, equipped with holofields, railguns, Unexpected Death systems, a single Sky Hammer II heavy missile, and a black paint job to befuddle visual targeting. Uses an Arc Reactor for power. Run by a Pilot AI to cut the need for trained fighter pilots. Instead, we just copy-paste 'em. Maximum speed of 1 km/second. Uses a drive based mostly on short, powerful burns and inertia in order to decrease detectability. All systems can be completely powered down for stealth.

CC300mn

Star Dancer II- New space fighter. Living pilot. Equipped with 4 FireTooth laser guns and 4 Star Hammer Is. Basic shielding. Neutrality and a black paint job with Truth designs in deeper black for stealth, holofields and Truth designs in lights to promote terror and confusion while in combat. Fairly good turn radius, pretty fast but not too fast. 14 meters long.

CC400mn

Glimmer I: The starfighter line's going well, so here's to corvettes. 50m long. 40 Star Hammer Is and 6 FireTooth guns. Shielding. Crew of 3. Same stealth details as above. Short range, mostly for defense and light raiding.

CC800mn

Darkstalker Support Frigate: 140 m in length. Defences mostly rely on shielding, as it is not meant to be a close-in ship. The shielding itself is fairly light. However, with Neutrality systems, Sudden Death anti-radar plating. a black paintjob, and a policy of keeping as far as possible from combat. It also has 25 laser point defence clusters.

Its main armament is its complement of 20 Star Hammer Ultras, which enable it to make devastating strikes against enemy vessels at long range, making it a powerful combatant. Also aboard are 6 Star Hammer IIs in case things get too close for comfort. Powerful computers allow it to work ECM on enemy fighters and missile systems nearby, and also make it useful for fleet coordination and guidance.

CC1.4bn

Justicar Heavy Cruiser: The Justicar heavy cruiser was the first spaceship designed by the Republic of New Hope to actually have the warp drive installed within it. Its design team involved scientists and engineers from the government, ISA, Synthetic Insights, Giu-De Nar Drive Systems, Trans-Venusian Hulls, and various other smaller concerns.

It has almost no ranged weapons, stealth, or subtlety of any kind whatsoever. Its sole purpose is to get as close to the enemy as possible and maul them for as long as possible.

Its shielding is fairly heavy, but its real strength is in its armour - 100 inches of layered titanium, mirror, and Dispersion Armour battle plating, backed by internal bulkheads enabling damaged sections to be isolated, powerful fire-control capabilities, internal sectional shielding, very strong internal pylons and honeycombing to absorb impacts, redundant drive and power systems, and a special innovation - the bridge, life support, and power station are buried within a second sealable section deep within the ship, protected by further armour. Less essential systems are placed in outward shells. Crew is kept to a minimum, with an onboard AI handling the smaller tasks.

The nuclear reactor serving for power can be transformed with no great difficulty into a massive nuclear bomb in the event of a catastrophe.

The ship has a warp drive, which is what is used to get so up close and personal with the enemy in trans-stellar space. The jumps often require the computing aid of a Darkstalker, but the shock value of a Justicar popping in right beside enemy ranged units is inestimable.

Within gravity wells, it relies on a massively powerful nuclear engine and an Element Zero Core's mass-lowering properties to speed the ship up.

The Justicar's weapons systems are equally vicious, mostly based on 10 heavily armored and shielded high-laser batteries, backed by dozens of point-defense batteries, 10 Star Hammer Downs' and, distrubingly enough, a reinforced ramming prow for entirely ridiculous actions against weakened enemy capital ships. This is backed by the Element Zero core, which would increase the mass of the prow for greater effect.

CC3.1bn



More advanced gear is unlocked upon achieving close relations with the Venusian government.

Computers and Comm Tech

Code: Select all
Navis: Direct mind-upload based computers. All functions controlled by thought and interpreted, then executed, by a Sanity Filter. Pretty damn awesome - using our Light Computers tech, these things get pretty near quantum speed. Solely available as desktops. CC1000 for a basic model, 2000 for a high-end hyper-advanced model, and 10,000 for a military-grade model with full-scale hacking support, built-in infowarfare capabilities, consciousness shields, high-end firewalls, tracing programs, extreme encryption software, viral manufacturing capabilities, and mind-Internet interfaces.

Crackers and Cheese: Using all of our computers tech involving the Light Computers research, AI investigation, and Multifunctionality Bits memory transformation capabilities, the Crackers and Cheese project is designed to supplement code-breaking capabilities. The project itself is the creation of a powerful new computer that specializes in logic, pattern-finding, and linguistics. In short, it can brute-force nearly anything with time, and the bigger it is the more powerful it gets. Prodded along by both specialized AIs and, ideally, uploaded code-breakers using the Sanity Filter. Weaker than internal use models, but still quite an impressive codebreaking engine.

CC1.1bn

RotA-capable Communications Gear: Comms gear capable of using high-level frequency variation tech developed under the name RotA. Handled on a case-by-case basis, so PM for your particular needs.


Construction and Industry

Code: Select all
Mk.1 Engineer: A peaceful and inherently civilian variant on the IHES series. Although it is based around the same framework, all of its military ware is stripped and replaced with diagnostic, analytical, and repair functions. Tactical programs are replaced with instructions programs for identifying and repairing issues in advanced systems. Engineers may be equipped with dozens of different toolkits for different jobs. They have Solar Cells and Arc Reactors for power. Engineers are capable of EVA and have magnetizing foot and hand surfaces to allow for the gripping of tools and hulls.

CC800,000


Venusian Security Corporation

Code: Select all
The Venusian Security Corporation is the premier private security firm on the planet. Its origins lie in the dismantlement of the Veterans' Appliance Corporation after the VAC engaged in anti-Venusian actions. The Republic of Venus sponsored the reconstruction of the dismantled security forces under carefully vetted leadership, to form the VSC. Troops of the VSC undergo substantial training before being considered available for combat operations, and officers usually have experience in the Venusian Army, Colonial Militia, or Marines. Genetic modifications are standard, creating a stronger, more resilient, and more capable soldier.

1000 Security Details. A Security Detail is composed of ten men; eight with Jebu Assault Guns, 1 with a Ross Squad Support Weapon, and 1 with a Sipahi Armor Deterrence Rifle. Security Details are good at protecting officials, but are the best choice for frontline duty. 600,000 CCs for a year, or 6000 for a day.

500 Mainline Regiments. A Mainline Regiment is composed of 200 IHES IV infantry and 10 Guacho tanks. A Mainline Regiment uses the most advanced arms produced by Venusian companies. Mainline Regiments are capable of fighting both regular and irregular troops. Ten million CCs for six months, the shortest period of time available for a Mainline Regiment to be hired.

200 Internal Stability Regiments. An Internal Security Regiment is composed of 100 IHES IV infantry, 100 assorted former SSC computer experts and intelligence officers, and 10 Raven II drones. An Internal Security Regiment is designed to suppress opposition on the home front. They will plant cameras and fly drones overhead, sharing information with the employer all the while, to gather information on dissenters. Vital for newer regimes that do not have time to create a robust security service of their own. 12 million CCs for 6 months, the shortest amount of time for which an ISR may be hired

20 Air Superiority Wings. Each is composed of 10 S5.5 Liberators, used to shoot down enemy aircraft. 10 million for 6 months.

3 Space Fleets. Each Space Fleet is composed of 1 Justicar Mk 2 Battle Cruiser, 3 Sentry-class Heavy Frigates, 5 Parthian Light Frigates, 10 Sparkles, and 30 Star-Dancer 3s. Costs 10 billion for 6 months. Crews all experienced from either the Star Navy or the Outer Reaches Authority fleet.
Last edited by narwhalwarlord on 27 Oct 2014, 03:17, edited 1 time in total.
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Re: Venusian Trade and Export Authority

Postby UFOash » 25 Oct 2014, 17:52

Just popped by to say the CPNJ heartily approves of your logo ;)
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Re: Venusian Trade and Export Authority

Postby chrisman39 » 25 Oct 2014, 17:55

Hmm interesting. Welcome to business new competitor!
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Re: Venusian Trade and Export Authority

Postby narwhalwarlord » 25 Oct 2014, 18:01

We hope to compete nicely in the international market and mutually work towards greater fulfillment.

OOC; By which we mean undercut, bribe, buy-out, and hack you until you collapse.

XD
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Re: Venusian Trade and Export Authority

Postby narwhalwarlord » 25 Oct 2014, 18:01

UFOash wrote:Just popped by to say the CPNJ heartily approves of your logo ;)


And do you approve of the merchandise?
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Re: Venusian Trade and Export Authority

Postby jonisilk » 25 Oct 2014, 18:35

Very interested in the Mk 1. Engineer.

We'll take 20,000 units for general industrial use, if that's alright.

We'll credit you the full 16 bn cc on confirmation of the order.

In peace and plenty, for all.

ps. would be nice to see more commercial/consumer products, if you have them.
Last edited by jonisilk on 25 Oct 2014, 18:44, edited 1 time in total.
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Re: Venusian Trade and Export Authority

Postby chrisman39 » 25 Oct 2014, 18:41

narwhalwarlord wrote:We hope to compete nicely in the international market and mutually work towards greater fulfillment.

OOC; By which we mean undercut, bribe, buy-out, and hack you until you collapse.

XD

As a friendly welcome, Republic Supply is offering a fifty percent discount on all "Republic Supply Services" used on Venus! :P
Joking... probably. You'd have to try to buy one to see for sure.
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Re: Venusian Trade and Export Authority

Postby Subotai45 » 26 Oct 2014, 17:11

jonisilk wrote:Very interested in the Mk 1. Engineer.

We'll take 20,000 units for general industrial use, if that's alright.

We'll credit you the full 16 bn cc on confirmation of the order.

In peace and plenty, for all.

ps. would be nice to see more commercial/consumer products, if you have them.


Confirmed, if Nar hasn't already done it.
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Re: Venusian Trade and Export Authority

Postby jonisilk » 26 Oct 2014, 17:41

Excellent.

Thinking about it, it wouldn't take much work on my part to adapt them to field use by the Darius Initiative - adding to/developing the medical techs further and adding an extra compartment for storage of a decent sized piece of Comfort Blanket (our signature medical tech) - enough to construct a temporary shelter for two when instructed to hold solid form and can be added to further pieces to create bigger temporary structures.

We might also look to adapt them to other uses depending on the industry or sector in which they would be put to work (I envisage them being of great use to our transportation fleet and in construction. In particular, I think they'd be most useful for the agricultural work planned that will see us relocating 16 million acres of soil every harvest as we rotate soil from the 200-mile radius of the founding tree, to other locations within the agricultural district).

If you wouldn't mind us adapting the tech further along these lines, then I'd like to order another 30,000 suits (so that's another 24 billion cc).
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Re: Venusian Trade and Export Authority

Postby UFOash » 26 Oct 2014, 18:09

narwhalwarlord wrote:
UFOash wrote:Just popped by to say the CPNJ heartily approves of your logo ;)


And do you approve of the merchandise?


Why, yes! I'll likely be making an order once I work out how much money we actually have in the treasury :)
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