Y(2)$@
We need more firepower at the silent colony. We also need to explore designs for better combat vehicles. We must also find out as much as we can from the enemy space center, as it might spur on our own space program. It might be good idea to come clean with the Erde with the nature of the threat. At the very least, we might be able to keep them from our hair. At best we might be able to get some reinforcements at the Silent Colony and technological aid. Better they expend combat machines and personnel on the SC, rather than us and our ally.
Extinction Is Not An Option, Duke.
Jeep-Eep on
I would rather be accused of intransigence than tolerating genocide for the sake of everyone getting along. - @Metzger Meister
@ELM : We cant build a SHIV and put the wind farms online at the same time.
Even if they knock the SHIV out of the sky we can research nukes then explain to them in no uncertain terms that we are just as violent and criminal as they think we are and that we are willing to nuke them out of orbit in revenge and end this whole experiment in human life together.
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
I don't think telling the Erde is going to get us anything. I'd rather try SHIV'ing the comm tower, and then using the SHIV on the Erde as well.
Then we have a talk with the Corporations about renegotiating the terms of our agreement.
Once we take out the Silent Ones we can always build more SHIVs, can never have too many!
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
So the only thing we've got against us is time. We're guessing they're pushing the Ion Storm to a class 4 right now, and it may require a little more time to push up to a class 5.
If looking at the numbers of the battle, we BARELY lost that one. If had attacked with ReEarth we would have probably won. We can probably recoup our losses in 2 turns, one producing Iron Men and the other producing a XXXX. Which means it's going to take 3 turn before we can attack again since we'll have to wait for the second batch to reach the silent colony. Now, if we're waiting for reinforcements, I suggest we send the remaining Iron Men in our partrol. It's do or die.
However, looking at the SHIV option, we can get that up in one turn, send our Iron Men patrol to the silent colony this turn as well, so that on the turn we fire SHIV, our Iron Men from the patrol get there just in time.[Mojo, am I correct in this?]
That, plus the incoming Iron Men in transit this turn, plus ReEarth's forces, and a SHIV bombardment, should be able to get us a good chance of stopping White Slate.
So voting for: L-3-£-@
[Build SHIV and wait for reinforcements]
[Send remaining Iron Men in patrol pool to WAR]
Also Mojo, if we choose £, does that mean that the space center essentially just stays dead until we spend that 3k resources? If yes, can we have a diplomatic roll with ReEarth so that they can pitch in that 3k instead?
Lawful Evil on
Do not believe that the impossible exists. That is why you fail.
Perhaps we could ask Reearth to lend us 3k, paying back 4k over consecutive turns.
I second this. We need to get our space program going better.
I would rather be accused of intransigence than tolerating genocide for the sake of everyone getting along. - @Metzger Meister
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
Your various bits seem right, Lawful. If you vote down fixing the power stations yourself I'll include some kind of diplomatic option to try and offload some of the work on ReEarth.
Homogeneous distribution of your varieties of amuse-gueule
Your various bits seem right, Lawful. If you vote down fixing the power stations yourself I'll include some kind of diplomatic option to try and offload some of the work on ReEarth.
I went ahead and did this. I would also urge more people to vote for orbital death. We need to kill that building dead.
Also, can I tender a request to investigate acquiring manufactured goods from the megacorps? You know, equipment like disposible rocket launchers or unusual laboratory equipment for the sparkies? Stuff we can't make ourselves, basically.
Jeep-Eep on
I would rather be accused of intransigence than tolerating genocide for the sake of everyone getting along. - @Metzger Meister
Also, can I tender a request to investigate acquiring manufactured goods from the megacorps? You know, equipment like disposible rocket launchers or unusual laboratory equipment for the sparkies? Stuff we can't make ourselves, basically.
This seems like a bad idea given how chaotic the Corporations seem to be. We honestly need to just go in and impose some order on that place (via deathmines).
This storm was planet-wide and likely severe, but as near as could be fathomed it would take at least one further controlled activation during a class 4 storm to ignite the process.
we Need to remove the comm tower. period. this is literally our only chance of surviving this game. so we need to go for it with everything. we launch an all out assault on the tower with ground troops, while setting up the space SHIV to take it out from orbit. if the ground forces fail, execute the backup. if the palin can shoot down our SHIV, we may already be dead.
we also need to enforce a TOTAL ban on comm tower usage during this storm. tell the erde, tell the corporations.
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
edited February 2012
Turn 109 Decision L 3 £ @ : SHIV, Hold off the attack, Leave the power stations for ReEarth, sending a delegation back to the Erde
Overview: Glorious Space Australia
Population: 8.5k [8.5k life support cap, 8.5k pop control cap] [5.6k civilian employment, 1.6k homesteaders, 0.8k military]
Food: 15.9k [(+8.4k7.9k +1k -8.5k)/turn]
Resources: 4.9k [+3.02.1k (+3d6/10)k -0.9k/turn]
Energy: 5/37 Shut down the hydroponics bay, all three barren mines and two farms [-0.9k resources/turn, -3.5k food/turn]
Morale: Happy[+2] [Drugs: +2 on morale checks]
Comm Tower Charge: 0/10 [DAMAGED]
Biomine Network : 29 [29 internal / 0 external]
Occupied Water Hexes : 8
Ion Storm: Class 3 [No comms, 0/3 solar output, +1energy requirements for farms]
Diplomatic Relations
Erde: -10 [Directed ignorance]
ReEarth [Pod One] : +5 [Cautiously positive] MUTUAL DEFENCE AGREEMENT
The Corporations : 0 [Eager to trade, unwilling to commit]
Space Ghosts: ???
Raiders: ??? WAR
Trade
ReEarth
-0.5k resources / turn
+Morale
-0.4k resources / turn
+1k food / turn
The Corporations
-Drugs
+0.5k resources / turn
Hex Details
SPACE
SHIV bombardment system into orbit [allows ten (10/10) kinetic strikes, can be used every other turn, as a missile bombardment but each strike makes three sequential rolls, small chance of striking the wrong hex (difficulty 6 to hit), costs 10k]
Perimeter Defense
SHODAN [Size 2, Strength 3 [robotic] unit present in all border encounters. Needs 1 energy/5edge hexes, costs 0.2k resources / edge hex. 23 edge hexes. Total 5 energy, 4.4k4.6k resources]
Missile defence [roll is now made before enemy roll, difficulty 12, with a +2 bonus for every undamaged hex that the path of the missile passes through]
Pod Six Colony: New Botany Bay
Mechanised Hybrid Xenofarm [+1.5k food per turn, -1 energy, 0.1k pop workers, Big]
Crashed Pod [2.5k Housing, no energy requirement]
Hydroponics Bay [+0.5k food per turn, needs 2 energy]
Enhanced Nuclear microreactor [+8 Energy]
HRH Hexus Supercomputer [needs 1 energy]
Expanded housing level 2 [1k Housing, -1 energy] Labs [Extends research options, -4 energy] OBSOLETE
Support staff [0.1k population]
Hex 1
Mechanised Solar Hybrid Xeno(drug)farm [+1k food per turn, (0.5k of food space reserved for drugs) -1 energy (provided by solar panels), 0.1k pop workers, Big]
Hex 2
An interesting crater
Biodome [+5k population cap, 1k food per turn, morale increase, needs 4 energy, needs 0.1k population, costs 10k resources, is Big]
Hex 3
Barren [Half mining & farming yield]
Space Centre [Allows space launches and orbital tracking. Needs 3 energy, needs 0.3k population, costs 5k[/s]
Hex 4
Hydrocarbon pools
Automated Hydrocarbon Refinery in 4 [+3 energy, +0.1k resources per turn, needs 0.2k population, costs 2k resources, is Big]
Hex 5
Mechanised Hybrid Xenofarm [+1.5k food per turn, -1 energy, 0.1k pop workers, Big]
Hex 6
Concentrated Solar Plant [+3 energy, needs 0.1k population, costs 2k resources, is Big]
Hex 7
Heavy metals [+0.1k to all resources harvested. Any accident checks at -2]
Barren [Half mining & farming yield]
Heavy Metal AutoMine [+0.5k* resources per turn, needs 2 energy, needs 0.2k* population, is Big]
*Overworking 0.2/0.6k for 0.1k bonus [Difficulty 7 check with a -2 mod each turn to avoid an accident [0.1k deaths]. No morale impact]
**Barren drops yield 0.6k/turn -> 0.3k/turn
Hex 8
Concentrated Solar Plant[+3 energy, needs 0.1k population, is Big]
Hex 11
Ministry of Industry [Reduces structure costs(5%), provides bonus military output(+1unit/turn), needs 2 energy, needs 0.3k population, costs 5k resources, is Big]
Hex 12
Poor Soil[Half farming yield]
Comms Tower [Comm range extended to three hexes, allows long range communication attempts, needs 2 energy*, needs 0.1k population costs 4k resources, is Big] [DAMAGED]
Hex 13
Geothermal springs [+0.2k resource cost to Big structure, -1 energy cost for that same structure]
Concentrated Solar / Geothermal Hybrid Power Plant [+4 energy, needs 0.1k population, costs 2.2k resources, is Big]
Hex 14
Volcano
LAVA [Replaces Labs, Chance of a free technology each turn (difficulty 18), needs 0.3k population, costs 10k resources, is big]
Hex 16
Mineral Poor [half mining yield]
Biomine Control Facility [+Variable* resources/turn, needs 2 energy, needs 0.2k population, costs 5k resources, is Big]
[* (2d6)/10 k resources/turn. Once it spreads to 20, it upgrades to 3d6. Every extra 10 hexes then gives a +1 to that rolls.]
Hex 19
Barren [Half mining & farming yield]
AutoMine [+0.4*k resources per turn , needs 2 energy, needs 0.2k population*, costs 1.5k resources, is Big]
*Overworking 0.2/0.6k for 0.1k bonus [Difficulty 7 check each turn to avoid an accident [0.1k deaths]. No morale impact]
**Barren drops yield 0.6k/turn -> 0.3k/turn
Hex 20
An alien canal
Barren [Half mining & farming yield]
Unstable [All initial construction costs are increased by 50%]
AutoMine [+0.4*k resources per turn , needs 2 energy, needs 0.2k population*, costs 1.5k resources, is Big]
*Overworking 0.2/0.6k for 0.1k bonus [Difficulty 7 check each turn to avoid an accident [0.1k deaths]. No morale impact]
**Barren drops yield 0.6k/turn -> 0.3k/turn
Hex 21
Geothermal springs [+0.2k resource cost to Big structure, -1 energy cost for that same structure]
Concentrated Solar / Geothermal Hybrid Power Plant [+4 energy, needs 0.1k population, costs 2.2k resources, is Big]
Hex 22
Irradiated [No farming/housing here] [0.5k to remove]
An alien canal
Concentrated Solar Plant [+3 energy, needs 0.1k population, costs 2k resources, is Big]
Hex 23
Erde AutoMine [+0.4*k resources per turn , needs 2 energy, needs 0.2k population*, costs 1.5k resources, is Big]
*Overworking 0.2/0.6k for 0.1k bonus [Difficulty 7 check each turn to avoid an accident [0.1k deaths]. No morale impact]
**Overharvesting [0.5k resources/turn -> 1k/turn. Difficulty 6 check each turn to avoid becoming barren and dropping to 0.3k/turn]
Hex 24
Concentrated Solar Plant [+3 energy, needs 0.1k population, costs 2k resources, is Big]
Hex 27
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 28
Unstable [All initial construction costs are increased by 50%]
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 29
Nothing
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 30
An alien canal
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 31
High Winds [+1 energy output on Windtrap plants]
Windtrap Plant [+1 energy, needs 0.1k population, costs 1.2k resources, is Big]
Hex 32
Poor Soil[Half farming yield]
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 33
AutoMine [+0.4*k resources per turn , needs 2 energy, needs 0.2k population*, costs 1.5k resources, is Big]
*Overworking 0.2/0.6k for 0.1k bonus [Difficulty 7 check each turn to avoid an accident [0.1k deaths]. No morale impact]
**Overharvesting [0.5k resources/turn -> 1k/turn. Difficulty 6 check each turn to avoid becoming barren and dropping to 0.3k/turn]
Hex 34
Fertile Soil[+0.1k/turn food production]
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 35
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 36
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 37
High Winds [+1 energy output on Windtrap plants]
Windtrap Plant [+1 energy, needs 0.1k population, costs 1.2k resources, is Big]
Hex 38
Heavy metals [+0.1k to all resources harvested. Any accident checks at -2]
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 39
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 40
Barren [Half mining & farming yield]
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 41
Fertile Soil[+0.1k/turn food production]
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 42
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 43
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 44
Rare Minerals [+0.1k to all resources harvested. Cost to build a mine +0.5k]
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 45
Claimed [Construction cost are increased by 5% to buy the claim]
Unexplored Hex 11
Ice plain [Useless?]
Unexplored Hex 20
An interesting crater (?)
Forces
Team War
Large Iron Man Squad [Size 13, Strength 2.5]
Twenty-three She-Hulks armed with scrap [Size1, Strength 2, Diehard]
XXXX Class Airship [Size 2, Strength 5.5, Vulnerable, Inspirational 2]
Patrol
SHODAN [Size 2, Strength 3, Robotic] in all border hexes
Iron Man Squad [Size 4, Strength 2.5]
Trade
Gang of diplomats and traders with overcharged tools and big machine parts [Size1, Strength0.25]
Trade 2
Gang of diplomats and traders with overcharged tools and big machine parts [Size1, Strength0.25]
Large Iron Man Squad [Size 4, Strength 2.5]
Exploration Team
Team Road Warrior [Size1, Strength0.25]
NBB
Horde of convicts and colonists with overcharged tools and big machine parts [Size6, Strength0.25]
Hex 1
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 2
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size9, Strength0.25]
Hex 3
Group of convicts and colonists with overcharged tools and big machine parts [Size3, Strength0.25]
Hex 4
Group of convicts and colonists with overcharged tools and big machine parts [Size2, Strength0.25]
Hex 5
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 6
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 7
Horde of convicts and colonists with overcharged tools and big machine parts [Size4, Strength0.25]
Hex 8
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 9
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 10
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 11
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size3, Strength0.25]
Hex 12
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 13
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 14
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size3, Strength0.25]
Hex 15
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 16
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size2, Strength0.25]
Hex 17
None
Hex 18
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 19
Horde of convicts and colonists with overcharged tools and big machine parts [Size4, Strength0.25]
Hex 20
Horde of convicts and colonists with overcharged tools and big machine parts [Size4, Strength0.25]
Hex 21
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 22
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 23
Group of convicts and colonists with overcharged tools and big machine parts [Size4, Strength0.25]
Hex 24
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 25
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 26
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 27
Claim holders [Size 1, Strength 0.25]
Hex 28
Claim holders [Size 1, Strength 0.25]
Hex 29
Claim holders [Size 1, Strength 0.25]
Hex 30
Claim holders [Size 1, Strength 0.25]
Hex 31
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 32
Claim holders [Size 1, Strength 0.25]
Hex 33
Horde of convicts and colonists with overcharged tools and big machine parts [Size4, Strength0.25]
Hex 34
Claim holders [Size 1, Strength 0.25]
Hex 35
Claim holders [Size 1, Strength 0.25]
Hex 36
Claim holders [Size 1, Strength 0.25]
Hex 37
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 38
Claim holders [Size 1, Strength 0.25]
Hex 39
Claim holders [Size 1, Strength 0.25]
Hex 40
Claim holders [Size 1, Strength 0.25]
Hex 41
Claim holders [Size 1, Strength 0.25]
Hex 42
Claim holders [Size 1, Strength 0.25]
Hex 43
Claim holders [Size 1, Strength 0.25]
Hex 44
Claim holders [Size 1, Strength 0.25]
Hex 45
Claim holders [Size 1, Strength 0.25]
[Diehard]: If the unit is lost in battle, roll against difficulty 10 after. On a success they remain in play.
[Fast]: Able to chase down fleeing enemies with a +5 bonus
[Robotic]: Immune to disease, vacuum and atmosphere
[Vulnerable]: Counts as a size 1 unit for purposes of military losses
[Inspirational X]: Up to X 1s rolled by other friendly units in combat can be rerolled
Research
Planetology XII: Basic Xenobotany [allows Xenofarm], Intermediate Xenobotany [allows fungus removal 0.2k resources/5 hexes, 0.1k pop/5 hexes], Applied Xenobotany [Allows biomine], Xenobotanic-Terrabotanic hybrids [Xenofarms now produce 1.5k food/turn] Anti-fungal Design [Removes fungus problems on short trips], Elementary Xenonarcotics [allows basic medical and recreation drugs to be farmed], Radiation Cleanup [Spend 1k resources to remove Irradiated trait from a hex], Volcanology [Allows special volcano structures], Lithosphere Geology [+2 on checks to avoid mine accidents], Planetary Ion Storms [Comm Tower use no longer always causes an ion storm], Ion Storm Harvesting [+1 energy at all power plants in a Class 3 or 4 storm], Marine Xenobiology [+0.1k food / turn from every occupied hex with water], Unified Xenobiology [no application]
Fundamental Science XI: Basic Planet Electromagnetics [allows 1 hex communication], Intermediate Planet Electromagnetics [Allows 2 hex communication and comm tower], Radioactivity Safety Protocols [Removes problems of radioactivity for short exposures in small groups], Basic Solar Energy[Adapt existing solar cells to supply one farm, allow concentrated solar plants], Non-Solar Energy [allows windtrap], Improved Energy Storage [Rovers are now fast. Exploring action now has a chance of exploring two hexes (difficulty 14 roll)], Population Management [Stops unwanted growth], Satellite Design [Allows ODIN and SHIV], Mass Power Storage [allows energy bank], Practical Artificial Pseudointellgence [+1 on LAVA rolls], Fusion Power [allows fusion power plant]
Industry XII: Basic Transportation [Allows rovers, double exploration yield], Basic Mining [allows mines], Advanced Mining [allows deep bore mines], Mechanised Farming [Xenofarms now need 0.1k pop & produce 1k food/turn], Basic Robotics [Mines now produce 0.4k resources/turn for 0.2k population], Security Perimeter [Makes it harder to sneak into occupied hexes], Hydrocarbon Processing [Allows Hydrocarbon Refinery], Biodome Construction [Allows Biodome], Extended Range Vehicles [+2 on extra hex explorer rolls, allows trade crawlers], Airships [+2 on extra hex explorer rolls, removes FoW around occupied hexes], Centralised Industry [Allows ministry of industry], Basic Atmospheric Terraforming [allows ammonia processing centre], Unmanned Rocketry [allows Space Centre and extends missile battery range to 5]
Military IX: Improvised Weapons [Boosts colonist strength to 0.25], Basic Perimeter Defences[+0.25 to all unit strengths within perimeter], Small Arms [allows militia and combat rovers], Advanced Perimeter Defences[allows SHODAN] Combat Armour [Military unit strength +0.5, +2 on explorer accident checks], Powered Armour [Allows Iron Men], Long Range Armaments [Allows missile battery], Missile Interception [Allows missile defence roll], Militarised Airships [allows XXXX class airships], High Power Weaponry [+0.5str to all units]
Special: Xenofungal Bioweapons [Allows fungal bioweapons, +2 on saves versus these attacks], Anti-Xeno Weapons [Allows fungal missiles], New HRH Nexus Node [+1 on free tech checks]
Summary:
News of their impending deaths had got out. The people were worried and it was down to the Duke to console them. On every screen across the colony his weathered visage appeared. He spoke only briefly, no more than five minutes. A summary of current events, that the silent colony had put in motion a plan to wipe the slate clean and start again on this world, and that allied ReEarth-Space Australian forces were doing battle. Not just to preserve themselves, but to save the entire planet.
Somehow, the people were persuaded to continue life as normal. Toiling in the overcrowded mines, seizing unclaimed territory around the frontier, eating strange alien fish caught from below the ice, drinking terrible beer and settling their own disagreements with casual violence.
[Population growth roll 1d6 - 1d6. 5+2morale - 2. Suspended by population control] [Hex 7 Mine check versus 7 with a -2mod. It's an 7+2tech-2heavymetals+2morale. Success. No deaths.]
[Hex 19 Mine check versus 7. It's a 8+2tech+2morale. Success. No deaths.]
[Hex 20 Mine check versus 7. It's a 12+2tech+2morale. Success. No deaths.]
[Hex 23 Mine check versus 7. It's a 9+2tech+2morale. Success. No deaths. Check against 6 for [Barren]: 10+2morale Success]
[Hex 33 Mine check versus 7. It's a 12+2tech+2morale. Success. No deaths. Check against 6 for [Barren]: 15+2morale Success]
[LAVA Check: Difficulty 18: 15+2 Failure. No bonus tech]
[Internal Biomine Network spans 29hexes: (3d6)/10k resources: 1.5k]
[Homesteaders claim Red Hex 8, now green hex 45. No trait]
Mojo_Jojo on
Homogeneous distribution of your varieties of amuse-gueule
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
edited February 2012
Summary Part II:
It was the bravest of the diplomatic gang who strode back across the no man's land to speak with their enemies once again. Only this time there was no patrol atop the great iron wall. It was a hard thing to believe given the constant messages of suspicion that had been intercepted from the Erde_Voice blog. For almost a minute, the group waited at the foot of the grey steel in the semi-darkness of the storm.
Nobody came. And suddenly, it was clear. The Erde could not acknowledge the arrival of Space Australians at their border. If they did, they would be forced to react. A nuclear reaction based on prior interactions. This was a childish display of plausible deniability. The absurd response, at least suggested that the Erde realised the gravity of the current situation, even if they did not have the complete picture. Understanding that nobody would meet them, they spoke to the countless hidden recording devices. They restated the need for the Erde to not use their comm tower (an unlikely action when they were rendered useless during any class of storm) and presented evidence taken from within the silent colony, their plan to end the world. Their piece said, the group of Space Australians left the border, leaving behind copies of the manifesto and similar hard copies of information taken from within the colony.
As they reached the safety of their own borders, an Erde patrol happened to pass along the top of the wall once again. A few minutes later, a squad collected the deposited data. There was no response, official or otherwise. Even Erde_Voice was silent.
The first strides towards space-faring were made within the bowels of the Space Australian launch facility. The satellite looked like an old telegraph pole, just scaled up and made entirely from metal. At its heart was a small laser comm relay and targeting computer, able to detach the metal rods at will. Power was supplied by a modest fan of flexible photovoltaics, which could coil and fold as required. Motion was limited, there was no space for much reaction mass, so most of the actual aiming would take place by simply releasing at the correct moment.
It launched much like the dummy vehicles had, but once in orbit, the outer layers of the craft stripped away and it unfolded. A lethal asterisk floating in space.
Having finally completed a non-suicidal launch, the Sparkies had the data they needed to put together project plans for advanced space missions. Both relating to sending Space Australians into orbit, but also to sending missiles into orbit to blow up offending satellites (and arks).
Within enemy territory, joint technical staff gazed in wonder at the strange technologies of the silent colony. The hybrid power station was a world beyond the geothermal/solar plants back in Space Australia. Even if the facility had been whole, it would have been a challenge to operate, with such severe damage a complete understanding was needed. For now, the lack of resources didn't matter, it was a case of attempting to understand so that they could establish the necessary repairs. Aside from a few errant scarabs flitting through the air, spying on the allied forces, there was no attempt to expel the invaders, the robotic troops remained holed up in the heart of the colony.
Fresh iron men arrived on the scene, eager to join with the last battle. ReEarth too pledged the few remaining troops it had. When they attacked the colony's heart again, they would do so with every available scrap of firepower.
With day already indistinguishable from night, it was hard to know how the storm could get worse but according to the Sparkies it was. The storm was evolving and increasing in intensity. The resonance between the upper atmosphere and the de-localised alien nervous system was reaching its critical limit. Soon the lightning would go from a useful energy source to a new menace.
[Storm will become class 4 next turn]
Decision Time
(Choose a letter, a number and a symbol)
A - Explore a hex
B - Upgrade Housing in NBB[+1k population cap, needs 1 energy, costs 0.9k1k resources]
C - Build Concentrated Solar Plant [+3 energy, needs 0.1k population, costs 1.9k2k resources, is Big]
D - Build Windtrap Plant [+1 energy, needs 0.1k population, costs 1.1k1.2k resources, is Big]
E - Build Fusion Power Plant [+4 energy, needs 0.1k population, costs 4.8k5k resources, is Big]
F - Build AutoMine [+0.4(+0.1)k resources per turn , needs 2 energy, needs 0.2(+0.2)k population, costs 1.4k1.5k resources, is Big]
G - Build Mechanised Hybrid Xenofarm [ +1.5k food per turn, needs 1 energy, needs 0.1k population, costs 1.4k1.5k resources, is Big]
H - Build Missile Battery [Allows bombardment of hexes up to range 5. Bombardment costs 0.3k resources, difficulty base 12 to damage/destroy structures, difficulty 14-(Hex Population) to kill military/civilians. Rolls at -4 for unscouted hexes. Needs 1 energy, costs 2.8k3k resources] I - Build Ammonia Removal Plant [+0.1k resources/turn, +5planet habitability/turn, needs 3 energy, needs 0.2k population, costs 4.7k5k resources, is big, can't be constructed adjacent to another ARP] INSUFFICIENT RESOURCES
J - Build an Energy Bank [Can store energy (max 20) from colony excess, can return to the grid at 50% efficiency, needs 0.1k population, costs 2.4k 2.5k resources, is Big] K - Build and launch the ODIN commsat [charges each turn (+1 energy, max 10), easier orbital comms (3), can causes ion storms (10), costs 11.4k 12k resources] INSUFFICIENT RESOURCES L - Build and launch a SHIV bombardment system into orbit [allows ten kinetic strikes, can be used every other turn, as a missile bombardment but each strike makes three sequential rolls, small chance of striking the wrong hex (difficulty 6 to hit), costs 9.5k 10k] INSUFFICIENT RESOURCES
M - Repair Comm Tower in 12 [costs 1.9k 2k resources]
N - Research Planetology [Xenofungal Exterminators]
O - Research Industry [Applied Terraforming Theory] [*]
P - Research Industry [Advanced Urban Planning]
Q - Research Industry [Manned Rocketry] - Research Fundamental Science [???] PREREQUISITES NOT MET
R - Research Military [Non-linear Battle Computers] [*]
S - Research Military [Nuclear Weaponry] [*]
T - Research Military [Amphibious Assault]
U - Research Military [Surface to Orbit Missiles]
V - Train Militia Squad [0.5k Resources, 0.1k pop -> size 2, strength 2 unit] [Up to 2 1/turn]
W - Manufacture MAD unit [1k Resources -> size 2, strength 1.5 [robotic] unit] [Up to 3 2/turn]
X - Manufacture Combat Rover Group [0.3k Resources -> size 1, strength 2 [Fast] unit] [Up to 3 2/turn]
Y - Train and manufacture an Iron Man Squad [2k Resources, 0.1kpop -> size 4, strength 2.5 unit] [Up to 2 1/turn]
Z - Manufacture a XXXX Class Airship [3k Resources, 0.1kpop -> size 2, strength 5.5 [Vulnerable], [Inspirational 2] unit] [Up to 2 1/turn]
[*]Has some associated cost
1 - Attack again (give hex)
2 - Attack again with the ReEarth forces (give hex)
3 - Wait for further reinforcements
4 - Pull out of silent territory
£ - Launch a SHIV bombardment (give hex)
$ - No SHIV this round
A to Z, bitches
Mojo_Jojo on
Homogeneous distribution of your varieties of amuse-gueule
Z because the XXXX is an integral part of our army, 2 because we need to attack NOWNOWNOW BEFORE CLASS 5 and the ReEarth should hopefully make up for no XXXX (especially if the Pharaoh doesn't get lucky this time), and £ to hopefully either damage the tower (delaying them), kill some Silent robot scum, or both.
Also note that yes, the Pharaoh-pyramid got lucky: On average, it'll only give 140 to their attack (4d6 averages 14), but it gave 60 more than usual.
Also also note that we're 1.1k resources short on training a second XXXX. Perhaps we should wait until we have those resources before spending a turn? Just override my vote if you want to go that way XD
We need to destroy the com tower this turn if not we lose. They no doubt have enough energy stored up and/or will turn off facilities until they have it.
We can't get any new military over there this turn, so... it doesn't matter what we do now! Lets work on something in case our assault fails.
Like a manned assault on the Palin to steal their seats on the bus.
I like the idea of building a ship and loading it with more advanced battle robots (R for robots!) then sending it up.
Q 2(5) £(5) (obviously bombarding before we attack not during)
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Light it up and take it down. Gotta nail those other sats up there and hammer this damnable tower into muck.
Also; the Corps. may not presently be prepared to fire off their comms, but can we send some fast riders to try and get whoever controls the corporate comm tower to take it offline? Or someone else to knock the bastard over for a modestly absurd contract?
We could offer the corps 10,000 food to not activate their com towers...
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
0
Options
Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
You've got no real time method of communicating with the corps, or any fast vehicles so lets not worry about such what-ifs.
Homogeneous distribution of your varieties of amuse-gueule
Problem is, we had to damn our entire system to purge the virus. The corps. have been openly bartering with the Techno-Genos and I have a feeling that the future disciples of Lord Ron Paul wouldn't have dared lay a finger on their likely segregated, multifaceted, porous and thoroughly compromised infonet just to fix a pesky comms tower virus.
So I think we may have to sew some infighting, and urge for an immediate hostile takeover of the Van-Graffe Tower in the heart of jolly old National Inc.
Yeah I was just kinda joking about how much extra food we have. If we fail we can have a great feast before the end!
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Well my plan was to make our own cryo-sleep space station, with blackjack and hookers but yours sounds good too!
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
0
Options
wiltingI had fun once and it was awfulRegistered Userregular
Mojo, uhh, just to be clear, we'd be dropping a kinetic projectile onto hex 5, then attacking it, right? I mean, technically the attack order is listed before the shiv order, and I highly doubt we'd want to bombard our attacking troops. :P
0
Options
Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
Pfff, you guys are no fun. What happened to the Space Australia who would merrily bomb their own troops into the ground for no particular reason?
(yes, combat is last in a turn. Everything else jumbles about ,but I've at least kept that in the same place)
Homogeneous distribution of your varieties of amuse-gueule
Pfff, you guys are no fun. What happened to the Space Australia who would merrily bomb their own troops into the ground for no particular reason?
(yes, combat is last in a turn. Everything else jumbles about ,but I've at least kept that in the same place)
Hey, if it'll provide a tactical advantage I wouldn't mind having a few platoons of Iron Men draw some heavier weapons out from hiding before we give 'em the SHIV. The collateral is just that after all, collateral.
We need to put a boarding party on the Palin. We've got people that can act as a guidance system for the boarding capsule and the perfect party.
We will launch a team of our best She-Hulks into orbit to seize the Sarah Palin. They're our best brawlers and are tough enough to weather close combat with anything the enemy will be willing to fire off aboard the ship.
Meantime, we've got to hit the comms tower with everything we've got! Dump every penetrator from the SHIV we can on that site proto and then attack it with everything that our armies have onsite!
--Extinction Is Not An Option, Duke.
Jeep-Eep on
I would rather be accused of intransigence than tolerating genocide for the sake of everyone getting along. - @Metzger Meister
Posts
We need more firepower at the silent colony. We also need to explore designs for better combat vehicles. We must also find out as much as we can from the enemy space center, as it might spur on our own space program. It might be good idea to come clean with the Erde with the nature of the threat. At the very least, we might be able to keep them from our hair. At best we might be able to get some reinforcements at the Silent Colony and technological aid. Better they expend combat machines and personnel on the SC, rather than us and our ally.
Extinction Is Not An Option, Duke.
@ELM : We cant build a SHIV and put the wind farms online at the same time.
Even if they knock the SHIV out of the sky we can research nukes then explain to them in no uncertain terms that we are just as violent and criminal as they think we are and that we are willing to nuke them out of orbit in revenge and end this whole experiment in human life together.
I don't think telling the Erde is going to get us anything. I'd rather try SHIV'ing the comm tower, and then using the SHIV on the Erde as well.
Then we have a talk with the Corporations about renegotiating the terms of our agreement.
Once we take out the Silent Ones we can always build more SHIVs, can never have too many!
If looking at the numbers of the battle, we BARELY lost that one. If had attacked with ReEarth we would have probably won. We can probably recoup our losses in 2 turns, one producing Iron Men and the other producing a XXXX. Which means it's going to take 3 turn before we can attack again since we'll have to wait for the second batch to reach the silent colony. Now, if we're waiting for reinforcements, I suggest we send the remaining Iron Men in our partrol. It's do or die.
However, looking at the SHIV option, we can get that up in one turn, send our Iron Men patrol to the silent colony this turn as well, so that on the turn we fire SHIV, our Iron Men from the patrol get there just in time. [Mojo, am I correct in this?]
That, plus the incoming Iron Men in transit this turn, plus ReEarth's forces, and a SHIV bombardment, should be able to get us a good chance of stopping White Slate.
So voting for: L-3-£-@
[Build SHIV and wait for reinforcements]
[Send remaining Iron Men in patrol pool to WAR]
Also Mojo, if we choose £, does that mean that the space center essentially just stays dead until we spend that 3k resources? If yes, can we have a diplomatic roll with ReEarth so that they can pitch in that 3k instead?
I second this. We need to get our space program going better.
I don't think contacting Erde is going to be useful.
I went ahead and did this. I would also urge more people to vote for orbital death. We need to kill that building dead.
L 3 £ @
Let's save the day by being violent, drug addled and cordial!
This seems like a bad idea given how chaotic the Corporations seem to be. We honestly need to just go in and impose some order on that place (via deathmines).
we Need to remove the comm tower. period. this is literally our only chance of surviving this game. so we need to go for it with everything. we launch an all out assault on the tower with ground troops, while setting up the space SHIV to take it out from orbit. if the ground forces fail, execute the backup. if the palin can shoot down our SHIV, we may already be dead.
we also need to enforce a TOTAL ban on comm tower usage during this storm. tell the erde, tell the corporations.
Decision L 3 £ @ : SHIV, Hold off the attack, Leave the power stations for ReEarth, sending a delegation back to the Erde
Overview: Glorious Space Australia
Population: 8.5k [8.5k life support cap, 8.5k pop control cap] [5.6k civilian employment, 1.6k homesteaders, 0.8k military]
Food: 15.9k [(+8.4k7.9k +1k -8.5k)/turn]
Resources: 4.9k [+3.02.1k (+3d6/10)k -0.9k/turn]
Energy: 5/37 Shut down the hydroponics bay, all three barren mines and two farms [-0.9k resources/turn, -3.5k food/turn]
Morale: Happy[+2] [Drugs: +2 on morale checks]
Comm Tower Charge: 0/10 [DAMAGED]
Biomine Network : 29 [29 internal / 0 external]
Occupied Water Hexes : 8
Ion Storm: Class 3 [No comms, 0/3 solar output, +1energy requirements for farms]
Diplomatic Relations
ReEarth [Pod One] : +5 [Cautiously positive] MUTUAL DEFENCE AGREEMENT
The Corporations : 0 [Eager to trade, unwilling to commit]
Space Ghosts: ???
Raiders: ??? WAR
Trade
ReEarth
-0.5k resources / turn
+Morale
-0.4k resources / turn
+1k food / turn
The Corporations
-Drugs
+0.5k resources / turn
Hex Details
SHIV bombardment system into orbit [allows ten (10/10) kinetic strikes, can be used every other turn, as a missile bombardment but each strike makes three sequential rolls, small chance of striking the wrong hex (difficulty 6 to hit), costs 10k]
Perimeter Defense
SHODAN [Size 2, Strength 3 [robotic] unit present in all border encounters. Needs 1 energy/5edge hexes, costs 0.2k resources / edge hex. 23 edge hexes. Total 5 energy, 4.4k4.6k resources]
Missile defence [roll is now made before enemy roll, difficulty 12, with a +2 bonus for every undamaged hex that the path of the missile passes through]
Pod Six Colony: New Botany Bay
Mechanised Hybrid Xenofarm [+1.5k food per turn, -1 energy, 0.1k pop workers, Big]
Crashed Pod [2.5k Housing, no energy requirement]
Hydroponics Bay [+0.5k food per turn, needs 2 energy]
Enhanced Nuclear microreactor [+8 Energy]
HRH Hexus Supercomputer [needs 1 energy]
Expanded housing level 2 [1k Housing, -1 energy]
Labs [Extends research options, -4 energy] OBSOLETE
Support staff [0.1k population]
Hex 1
Mechanised Solar Hybrid Xeno(drug)farm [+1k food per turn, (0.5k of food space reserved for drugs) -1 energy (provided by solar panels), 0.1k pop workers, Big]
Hex 2
An interesting crater
Biodome [+5k population cap, 1k food per turn, morale increase, needs 4 energy, needs 0.1k population, costs 10k resources, is Big]
Hex 3
Barren [Half mining & farming yield]
Space Centre [Allows space launches and orbital tracking. Needs 3 energy, needs 0.3k population, costs 5k[/s]
Hex 4
Hydrocarbon pools
Automated Hydrocarbon Refinery in 4 [+3 energy, +0.1k resources per turn, needs 0.2k population, costs 2k resources, is Big]
Hex 5
Mechanised Hybrid Xenofarm [+1.5k food per turn, -1 energy, 0.1k pop workers, Big]
Hex 6
Concentrated Solar Plant [+3 energy, needs 0.1k population, costs 2k resources, is Big]
Hex 7
Heavy metals [+0.1k to all resources harvested. Any accident checks at -2]
Barren [Half mining & farming yield]
Heavy Metal AutoMine [+0.5k* resources per turn, needs 2 energy, needs 0.2k* population, is Big]
*Overworking 0.2/0.6k for 0.1k bonus [Difficulty 7 check with a -2 mod each turn to avoid an accident [0.1k deaths]. No morale impact]
**Barren drops yield 0.6k/turn -> 0.3k/turn
Hex 8
Concentrated Solar Plant[+3 energy, needs 0.1k population, is Big]
Hex 9
Barren [Half mining & farming yield]
Concentrated Solar Plant [+3 energy, needs 0.1k population, costs 2k resources, is Big]
Hex 10
Windtrap Plant [+1 energy, needs 0.1k population, costs 1.2k resources, is Big]
Hex 11
Ministry of Industry [Reduces structure costs(5%), provides bonus military output(+1unit/turn), needs 2 energy, needs 0.3k population, costs 5k resources, is Big]
Hex 12
Poor Soil[Half farming yield]
Comms Tower [Comm range extended to three hexes, allows long range communication attempts, needs 2 energy*, needs 0.1k population costs 4k resources, is Big] [DAMAGED]
Hex 13
Geothermal springs [+0.2k resource cost to Big structure, -1 energy cost for that same structure]
Concentrated Solar / Geothermal Hybrid Power Plant [+4 energy, needs 0.1k population, costs 2.2k resources, is Big]
Hex 14
Volcano
LAVA [Replaces Labs, Chance of a free technology each turn (difficulty 18), needs 0.3k population, costs 10k resources, is big]
Hex 15
Windtrap Plant [+1 energy, needs 0.1k population, costs 1.2k resources, is Big]
Hex 16
Mineral Poor [half mining yield]
Biomine Control Facility [+Variable* resources/turn, needs 2 energy, needs 0.2k population, costs 5k resources, is Big]
[* (2d6)/10 k resources/turn. Once it spreads to 20, it upgrades to 3d6. Every extra 10 hexes then gives a +1 to that rolls.]
Hex 17
An alien canal
NATOthulu remains
Hex 18
Fertile Soil[+0.1k/turn food production]
Mechanised Hybrid Xenofarm [ +1.5k food per turn, needs 1 energy, needs 0.1k population, costs 1.5k resources, is Big]
Hex 19
Barren [Half mining & farming yield]
AutoMine [+0.4*k resources per turn , needs 2 energy, needs 0.2k population*, costs 1.5k resources, is Big]
*Overworking 0.2/0.6k for 0.1k bonus [Difficulty 7 check each turn to avoid an accident [0.1k deaths]. No morale impact]
**Barren drops yield 0.6k/turn -> 0.3k/turn
Hex 20
An alien canal
Barren [Half mining & farming yield]
Unstable [All initial construction costs are increased by 50%]
AutoMine [+0.4*k resources per turn , needs 2 energy, needs 0.2k population*, costs 1.5k resources, is Big]
*Overworking 0.2/0.6k for 0.1k bonus [Difficulty 7 check each turn to avoid an accident [0.1k deaths]. No morale impact]
**Barren drops yield 0.6k/turn -> 0.3k/turn
Hex 21
Geothermal springs [+0.2k resource cost to Big structure, -1 energy cost for that same structure]
Concentrated Solar / Geothermal Hybrid Power Plant [+4 energy, needs 0.1k population, costs 2.2k resources, is Big]
Hex 22
Irradiated [No farming/housing here] [0.5k to remove]
An alien canal
Concentrated Solar Plant [+3 energy, needs 0.1k population, costs 2k resources, is Big]
Hex 23
Erde AutoMine [+0.4*k resources per turn , needs 2 energy, needs 0.2k population*, costs 1.5k resources, is Big]
*Overworking 0.2/0.6k for 0.1k bonus [Difficulty 7 check each turn to avoid an accident [0.1k deaths]. No morale impact]
**Overharvesting [0.5k resources/turn -> 1k/turn. Difficulty 6 check each turn to avoid becoming barren and dropping to 0.3k/turn]
Hex 24
Concentrated Solar Plant [+3 energy, needs 0.1k population, costs 2k resources, is Big]
Hex 25
Mechanised Hybrid Xenofarm [ +1.5k food per turn, needs 1 energy, needs 0.1k population, costs 1.5k resources, is Big]
Hex 26
Windtrap Plant [+1 energy, needs 0.1k population, costs 1.2k resources, is Big]
Hex 27
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 28
Unstable [All initial construction costs are increased by 50%]
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 29
Nothing
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 30
An alien canal
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 31
High Winds [+1 energy output on Windtrap plants]
Windtrap Plant [+1 energy, needs 0.1k population, costs 1.2k resources, is Big]
Hex 32
Poor Soil[Half farming yield]
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 33
AutoMine [+0.4*k resources per turn , needs 2 energy, needs 0.2k population*, costs 1.5k resources, is Big]
*Overworking 0.2/0.6k for 0.1k bonus [Difficulty 7 check each turn to avoid an accident [0.1k deaths]. No morale impact]
**Overharvesting [0.5k resources/turn -> 1k/turn. Difficulty 6 check each turn to avoid becoming barren and dropping to 0.3k/turn]
Hex 34
Fertile Soil[+0.1k/turn food production]
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 35
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 36
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 37
High Winds [+1 energy output on Windtrap plants]
Windtrap Plant [+1 energy, needs 0.1k population, costs 1.2k resources, is Big]
Hex 38
Heavy metals [+0.1k to all resources harvested. Any accident checks at -2]
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 39
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 40
Barren [Half mining & farming yield]
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 41
Fertile Soil[+0.1k/turn food production]
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 42
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 43
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 44
Rare Minerals [+0.1k to all resources harvested. Cost to build a mine +0.5k]
Claimed [Construction cost are increased by 5% to buy the claim]
Hex 45
Claimed [Construction cost are increased by 5% to buy the claim]
Unexplored Hex 11
Ice plain [Useless?]
Unexplored Hex 20
An interesting crater (?)
Forces
Large Iron Man Squad [Size 13, Strength 2.5]
Twenty-three She-Hulks armed with scrap [Size1, Strength 2, Diehard]
XXXX Class Airship [Size 2, Strength 5.5, Vulnerable, Inspirational 2]
Patrol
SHODAN [Size 2, Strength 3, Robotic] in all border hexes
Iron Man Squad [Size 4, Strength 2.5]
Trade
Gang of diplomats and traders with overcharged tools and big machine parts [Size1, Strength0.25]
Trade 2
Gang of diplomats and traders with overcharged tools and big machine parts [Size1, Strength0.25]
Large Iron Man Squad [Size 4, Strength 2.5]
Exploration Team
Team Road Warrior [Size1, Strength0.25]
NBB
Horde of convicts and colonists with overcharged tools and big machine parts [Size6, Strength0.25]
Hex 1
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 2
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size9, Strength0.25]
Hex 3
Group of convicts and colonists with overcharged tools and big machine parts [Size3, Strength0.25]
Hex 4
Group of convicts and colonists with overcharged tools and big machine parts [Size2, Strength0.25]
Hex 5
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 6
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 7
Horde of convicts and colonists with overcharged tools and big machine parts [Size4, Strength0.25]
Hex 8
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 9
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 10
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 11
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size3, Strength0.25]
Hex 12
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 13
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 14
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size3, Strength0.25]
Hex 15
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 16
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size2, Strength0.25]
Hex 17
None
Hex 18
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 19
Horde of convicts and colonists with overcharged tools and big machine parts [Size4, Strength0.25]
Hex 20
Horde of convicts and colonists with overcharged tools and big machine parts [Size4, Strength0.25]
Hex 21
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 22
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 23
Group of convicts and colonists with overcharged tools and big machine parts [Size4, Strength0.25]
Hex 24
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 25
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 26
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 27
Claim holders [Size 1, Strength 0.25]
Hex 28
Claim holders [Size 1, Strength 0.25]
Hex 29
Claim holders [Size 1, Strength 0.25]
Hex 30
Claim holders [Size 1, Strength 0.25]
Hex 31
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 32
Claim holders [Size 1, Strength 0.25]
Hex 33
Horde of convicts and colonists with overcharged tools and big machine parts [Size4, Strength0.25]
Hex 34
Claim holders [Size 1, Strength 0.25]
Hex 35
Claim holders [Size 1, Strength 0.25]
Hex 36
Claim holders [Size 1, Strength 0.25]
Hex 37
Small gathering of convicts and colonists with overcharged tools and big machine parts [Size1, Strength0.25]
Hex 38
Claim holders [Size 1, Strength 0.25]
Hex 39
Claim holders [Size 1, Strength 0.25]
Hex 40
Claim holders [Size 1, Strength 0.25]
Hex 41
Claim holders [Size 1, Strength 0.25]
Hex 42
Claim holders [Size 1, Strength 0.25]
Hex 43
Claim holders [Size 1, Strength 0.25]
Hex 44
Claim holders [Size 1, Strength 0.25]
Hex 45
Claim holders [Size 1, Strength 0.25]
[Diehard]: If the unit is lost in battle, roll against difficulty 10 after. On a success they remain in play.
[Fast]: Able to chase down fleeing enemies with a +5 bonus
[Robotic]: Immune to disease, vacuum and atmosphere
[Vulnerable]: Counts as a size 1 unit for purposes of military losses
[Inspirational X]: Up to X 1s rolled by other friendly units in combat can be rerolled
Research
Fundamental Science XI: Basic Planet Electromagnetics [allows 1 hex communication], Intermediate Planet Electromagnetics [Allows 2 hex communication and comm tower], Radioactivity Safety Protocols [Removes problems of radioactivity for short exposures in small groups], Basic Solar Energy[Adapt existing solar cells to supply one farm, allow concentrated solar plants], Non-Solar Energy [allows windtrap], Improved Energy Storage [Rovers are now fast. Exploring action now has a chance of exploring two hexes (difficulty 14 roll)], Population Management [Stops unwanted growth], Satellite Design [Allows ODIN and SHIV], Mass Power Storage [allows energy bank], Practical Artificial Pseudointellgence [+1 on LAVA rolls], Fusion Power [allows fusion power plant]
Industry XII: Basic Transportation [Allows rovers, double exploration yield], Basic Mining [allows mines], Advanced Mining [allows deep bore mines], Mechanised Farming [Xenofarms now need 0.1k pop & produce 1k food/turn], Basic Robotics [Mines now produce 0.4k resources/turn for 0.2k population], Security Perimeter [Makes it harder to sneak into occupied hexes], Hydrocarbon Processing [Allows Hydrocarbon Refinery], Biodome Construction [Allows Biodome], Extended Range Vehicles [+2 on extra hex explorer rolls, allows trade crawlers], Airships [+2 on extra hex explorer rolls, removes FoW around occupied hexes], Centralised Industry [Allows ministry of industry], Basic Atmospheric Terraforming [allows ammonia processing centre], Unmanned Rocketry [allows Space Centre and extends missile battery range to 5]
Military IX: Improvised Weapons [Boosts colonist strength to 0.25], Basic Perimeter Defences[+0.25 to all unit strengths within perimeter], Small Arms [allows militia and combat rovers], Advanced Perimeter Defences[allows SHODAN] Combat Armour [Military unit strength +0.5, +2 on explorer accident checks], Powered Armour [Allows Iron Men], Long Range Armaments [Allows missile battery], Missile Interception [Allows missile defence roll], Militarised Airships [allows XXXX class airships], High Power Weaponry [+0.5str to all units]
Special: Xenofungal Bioweapons [Allows fungal bioweapons, +2 on saves versus these attacks], Anti-Xeno Weapons [Allows fungal missiles], New HRH Nexus Node [+1 on free tech checks]
Summary:
Map
FULL MAP [Turn 93]
Silent Colony
Decision Time
(Choose a letter, a number and a symbol)
A - Explore a hex
B - Upgrade Housing in NBB[+1k population cap, needs 1 energy, costs 0.9k1k resources]
C - Build Concentrated Solar Plant [+3 energy, needs 0.1k population, costs 1.9k2k resources, is Big]
D - Build Windtrap Plant [+1 energy, needs 0.1k population, costs 1.1k1.2k resources, is Big]
E - Build Fusion Power Plant [+4 energy, needs 0.1k population, costs 4.8k5k resources, is Big]
F - Build AutoMine [+0.4(+0.1)k resources per turn , needs 2 energy, needs 0.2(+0.2)k population, costs 1.4k1.5k resources, is Big]
G - Build Mechanised Hybrid Xenofarm [ +1.5k food per turn, needs 1 energy, needs 0.1k population, costs 1.4k1.5k resources, is Big]
H - Build Missile Battery [Allows bombardment of hexes up to range 5. Bombardment costs 0.3k resources, difficulty base 12 to damage/destroy structures, difficulty 14-(Hex Population) to kill military/civilians. Rolls at -4 for unscouted hexes. Needs 1 energy, costs 2.8k3k resources]
I - Build Ammonia Removal Plant [+0.1k resources/turn, +5planet habitability/turn, needs 3 energy, needs 0.2k population, costs 4.7k5k resources, is big, can't be constructed adjacent to another ARP] INSUFFICIENT RESOURCES
J - Build an Energy Bank [Can store energy (max 20) from colony excess, can return to the grid at 50% efficiency, needs 0.1k population, costs 2.4k 2.5k resources, is Big]
K - Build and launch the ODIN commsat [charges each turn (+1 energy, max 10), easier orbital comms (3), can causes ion storms (10), costs 11.4k 12k resources] INSUFFICIENT RESOURCES
L - Build and launch a SHIV bombardment system into orbit [allows ten kinetic strikes, can be used every other turn, as a missile bombardment but each strike makes three sequential rolls, small chance of striking the wrong hex (difficulty 6 to hit), costs 9.5k 10k] INSUFFICIENT RESOURCES
M - Repair Comm Tower in 12 [costs 1.9k 2k resources]
N - Research Planetology [Xenofungal Exterminators]
O - Research Industry [Applied Terraforming Theory] [*]
P - Research Industry [Advanced Urban Planning]
Q - Research Industry [Manned Rocketry]
- Research Fundamental Science [???] PREREQUISITES NOT MET
R - Research Military [Non-linear Battle Computers] [*]
S - Research Military [Nuclear Weaponry] [*]
T - Research Military [Amphibious Assault]
U - Research Military [Surface to Orbit Missiles]
V - Train Militia Squad [0.5k Resources, 0.1k pop -> size 2, strength 2 unit] [Up to 2 1/turn]
W - Manufacture MAD unit [1k Resources -> size 2, strength 1.5 [robotic] unit] [Up to 3 2/turn]
X - Manufacture Combat Rover Group [0.3k Resources -> size 1, strength 2 [Fast] unit] [Up to 3 2/turn]
Y - Train and manufacture an Iron Man Squad [2k Resources, 0.1kpop -> size 4, strength 2.5 unit] [Up to 2 1/turn]
Z - Manufacture a XXXX Class Airship [3k Resources, 0.1kpop -> size 2, strength 5.5 [Vulnerable], [Inspirational 2] unit] [Up to 2 1/turn]
[*]Has some associated cost
1 - Attack again (give hex)
2 - Attack again with the ReEarth forces (give hex)
3 - Wait for further reinforcements
4 - Pull out of silent territory
£ - Launch a SHIV bombardment (give hex)
$ - No SHIV this round
A to Z, bitches
Z because the XXXX is an integral part of our army, 2 because we need to attack NOWNOWNOW BEFORE CLASS 5 and the ReEarth should hopefully make up for no XXXX (especially if the Pharaoh doesn't get lucky this time), and £ to hopefully either damage the tower (delaying them), kill some Silent robot scum, or both.
Also note that yes, the Pharaoh-pyramid got lucky: On average, it'll only give 140 to their attack (4d6 averages 14), but it gave 60 more than usual.
Also also note that we're 1.1k resources short on training a second XXXX. Perhaps we should wait until we have those resources before spending a turn? Just override my vote if you want to go that way XD
We can't get any new military over there this turn, so... it doesn't matter what we do now! Lets work on something in case our assault fails.
Like a manned assault on the Palin to steal their seats on the bus.
I like the idea of building a ship and loading it with more advanced battle robots (R for robots!) then sending it up.
Q 2(5) £(5) (obviously bombarding before we attack not during)
Light it up and take it down. Gotta nail those other sats up there and hammer this damnable tower into muck.
Also; the Corps. may not presently be prepared to fire off their comms, but can we send some fast riders to try and get whoever controls the corporate comm tower to take it offline? Or someone else to knock the bastard over for a modestly absurd contract?
So I think we may have to sew some infighting, and urge for an immediate hostile takeover of the Van-Graffe Tower in the heart of jolly old National Inc.
FIRE EVERYTHING!
And then let's pop the damn Palin - with any luck if we take it out they'll lose command & control for any dormant computer viruses.
Mojo, uhh, just to be clear, we'd be dropping a kinetic projectile onto hex 5, then attacking it, right? I mean, technically the attack order is listed before the shiv order, and I highly doubt we'd want to bombard our attacking troops. :P
(yes, combat is last in a turn. Everything else jumbles about ,but I've at least kept that in the same place)
destroy comm towers.
if we fail, Surface to Orbit Missiles until the Palin is destroyed, just to spite the bastards.
Hey, if it'll provide a tactical advantage I wouldn't mind having a few platoons of Iron Men draw some heavier weapons out from hiding before we give 'em the SHIV. The collateral is just that after all, collateral.
We need to put a boarding party on the Palin. We've got people that can act as a guidance system for the boarding capsule and the perfect party.
We will launch a team of our best She-Hulks into orbit to seize the Sarah Palin. They're our best brawlers and are tough enough to weather close combat with anything the enemy will be willing to fire off aboard the ship.
Meantime, we've got to hit the comms tower with everything we've got! Dump every penetrator from the SHIV we can on that site proto and then attack it with everything that our armies have onsite!
--Extinction Is Not An Option, Duke.