Post Apoc Megacorp Maticico Remnant civ quest 20 / Discussion thread

Last thread.

General discussion thread until Genie returns, because weekends are a really good day for him to run.

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How many turns till we are fully bandit because I feel in that time we should churn out Power Armour and ammo before we loose the production bonus Corps normally get.

I think it's about that time.

I'm wondering if we use SAL and CEO together to try and scramble a deal with Matar Sec for their Combat Engineer Exoskeleton blueprints.

Bump

Rolled 2 (1d100)

Action 1
Begin manufacturing arms for our soldiers.

Our primary battle strategy will be trench warfare, defense, and slow forward pushes protected by artillery.

In addition, I want our army to represent what Maticio is. A focus on heavy, fast, and devastating firepower.

Arm all our soldiers with heavy machine guns, those with exoskeletons get Armor Piercing AT autocanonns, while even the lowest foot soldier will get something belt fed and a big ammo backpack to hook it up to.

Whenever we fight, you'll know it's us because everyone is firing full auto.


Action 2
CEO, SAL, start using our Mad Shop and Bandit Bazaar plus our corps manufactury and start making more deals with local bandits for resources

Rolled 24 (1d100)

Oh right, we need actions.

Vote

bump

Rolled 74 (1d100)

>Pop 310k(overpopulated
We need to find a new place. Our pop is overwhelming our bases.

Our rep is Evil Inc. So yeah it's done.

So how about

Turn 1
Sarah
Lets scout for new bases to take or fix up.

Action 2
CEO, SAL, start using our Mad Shop and Bandit Bazaar start making more deals with local bandits for resources.

MAD Action
JAL + Mad Hero + Mad Techs I think there was some researches from the prison we can use to help as well.

Research into MAD reactor again.

Rolled 46 (1d100)

We sent biggy to those two other bases, but I suppose it's worth a shot.

WAIT, we have a MAD action now? Sweet.

Vote

Rolled 20 (1d100)

Yeah, we could use more bases. Switching to this

Rolled 45 (1d100)

Sure

We've all ways had a mad action do to JAL. I just never said anything do to us not being bandits. Madness is not fun for non bandits.

>user rubs the lamp

bamp

In addition to the Combat Engineering suits, we need to develop more infantry support vehicles.

Maybe use our Pre-fabricatino facilities plus some VTOL's and develop prefabricated pillboxes and RAGE turrets.

I've been telling everyone here for quite some time now, solar powered trucks / RVs / APCs with programmable factories built into allowing them to make simple shit (like bolt action rifles, revolvers, hand grenades, more solar cells, etc) so that we can just start improving huge areas and groups of people while making them dependant on us for supplies.

Just imagine it, we send a few vehicles out, carrying data-banks of blueprints, factories or salvaging / mining equipment and they are capable of setting up a small, fairly high-tech compound (e.g has electricity, running water, concrete structures and manufacturing capabilities).


Using machines like that we could become a literal wave of colonisation spreading out like a cancer over this world.

(Captcha was commercial trucks, we must obey!)

I am fully behind terraforming an area and yet our primary problem with that is being able to hold it against monsters and beasts and enemies.

What good are fields of green and grass and a haven in the waste if your enemies will just stomp on it.

I had hoped our artillery sufficient to protect our land and yet, with the battle with Omitar clearly not so.

That is what my plan is for, it sees us spread and grow in numbers to the point whereby our army would number in the hundreds of thousands.


Primarily I feel we should just try to expand out and unify groups under us however I wish to head away from the mega-city, except for the purpose of salvaging materials from it, and away from the mountains.

If we can increase our population five fold (which we could easily do by my method) then we could drown most threats under a wave of troops.

What we need to do is unify with a survivor group for their special ability of gathering resources more effectively. Then our factories can work constantly and consistently.

More like unify with a bandit group and go make survivor slaves perhaps.

From experience, numbers can only do so much.

We've had battles where we outnumbered the enemy and still took horrific horrible losses and still lost. I prefer strength through numbers and machines and supporting our numbers as far as possible with defenses and fortifications, just like Omitar did

Of course numbers aren't everything, however our tech is good and our training is pretty alright so numbers is an area to try and focus on.

As to the whole "enslave survivors" thing, I would point out that we don't need to be pointlessly evil. We just can't do "good" actions unless the benefits are far greater than the benefits of any other course of action.

Thus we can unify with survivors, using them as a front to trade with "good" groups and also to strengthen ourselves both numerically and resource wise.

Hey, I would LOVE to get the survivors to like us while still being bandits and working with them.

Yes there's no need to go out of our way to be evil, but just remember we're giving guns to bandits for a reason and it's not to go down range with survivors and share beers.

We wouldn't make good slavers anyway.

We would make great slavers, just not the common image of one, rather we'd do indentured servitude stuff where by people work in certain job for a certain time under certain conditions as payment or compensation for services and goods.

Also, we are giving bandits guns because in return they give us resources. Survivors are more effective business partners in that regard and thus we should aim to have them.

Therefore we can get survivors on our side but it'll be a hard relationship. Assuming you don't want to gift them tons of medicine, fuel and weapons.

One of the biggest problems I can see is when survivors find out we're selling guns to the people murdering them, also the madness, the brood, and other dark and evil shit.

I do wonder if there are like, bad survivors out there that are totally down with bandits, giving them food and stuff (willingly) in a mutually beneficial partnership.

I would assume such survivors exist.

As to us selling guns to the people killing them, that is a reason to work with us because we can get them to leave them alone! (or even to "protect" them) Though you do have a point about the brood but besides that it all seems fine as the mad people are all in our armed forces or tech departments, hardly the sort of people who are sane in the best of times.

I wonder if Genie will even recognize this thread is up

GENIE, BY THE LAMP I SUMMON THEE

We autta change our name too from Maticuco to My Take You Co.

I could see us building premo2

i don't even think we need to ask survivors to join us, we just need to get them to pay protection and force them to buy equipment/food/meds exclusively from us

Really I wish to change our name to;

"Maticuco solutions" - You need it? We got it!

+ Same name makes archives clearer
+ It is accurate to our play-style
- Is rather boring


"Red cog" - Be destroyed under the cogs of our machines or work them, either is good for us

+ Refers to our industrial capacity while also being a bandit sort of name.
- It is rather stereotypical.

bamp

bample

Rolled 85 (1d100)

This need more votes?

Nope. Just hoping Genie shows up on their off day.

The times we play thru the weekend we set up the thread Friday night. This time we didn't and so ... yeah.

Rolled 43 (1d100)

As to the overpopulation and looking for new bases.

We still have a floating mountain that can be turned into a mobile fortress. Much bigger than a mobile base, which itself can hold thousands.

Why does nobody want to take advantage of this?

Partly because we've been dealing with more serious concerns until now but I suggest a different solution.

We do my plan outlined here which would also introduce us to more trade partners (read; victims).

Lack of resource and a desire to upgrade our technology first, then build a floating mountain.

As is our defenses and technology are still pretty shoddy after Omitar showed us, we can't even hold ourselves with 3 artillery bases.

Rolled 57 (1d100)

Aside from the concerns already brought up, there's little sunlight in our current area. Even if we do make those things work as intended, we'd have to get them beyond the mountain pass. Which while far from impossible would be a very annoying extra step.

Yeah, but our immediate concern is overpopulation, is it not?

In what way is sending Sarah to search for a new base a superior option to carving up the mountain to be a home?

There aren't a lot of prime bases just waiting for someone to move in. Why are we gambling on hoping we find one when we have a sure thing with the floating mountain?

Getting them past the mountains is easy, we have cargo carrying aircraft. Finding places to deploy the amount we could produce? Now that would be hard.

As to the problem of little sunlight, that is just one suggested power source, with one of the others being more traditional fuels or such.


Plus, there is always the backup plan but it requires we create massive underground drills that create the infrastructure to supply (with power, materials and coolant) them behind them as they drill. We'd then use those to create a giant underground network of towns like those of metro 2033 but larger, better supplied and more safe.

This would also link into my plan to be like the brotherhood of steel.

Rolled 85 (1d100)

How about this.

When we were moving, we started building behemoth-sized transports. We could modify that design, filling most of the space with the stuff you suggested.

We would either use traditional fuels, or install mini-reactors in them. Gaining the ability to produce mini-reactors would be a massive hurdle, but it would probably be worth it.

Rolled 33 (1d100)

You know what? If no one wants to build a damn mobile fortress, can we at least change looking for new bases into looking for tribals to hire to find us new bases?

Someone else wanted to work on using other factions' abilities by hiring them, since Genie informed us that's what Megacorp Remnants do.

I did very early on suggest building air ships similar to that but yeah that'd work that or we just attach them to the underside with cables.

Look.

I want to build the mobile fortress out of the mountain.

But BEFORE we do that, I fully intend for us to have
>at least 10 spare resources
>Sufficient aerial technology and propulsion
>Generally better artillery that is somewhat comparable to Omitar
>An aircraft worth launching out of it

Rolled 15 (1d100)

Fine, but my point about Tribals stands.
This seems like an odd place for them to be, but I think our chances of finding some are at least as good as finding a base we can easily take.

Rolled 31 (1d100)

Oh my god man. Our artillery IS comparable to Omitar, he just had specialized rounds for it that we don't and he could deploy his troops using arty because they were machines who didn't need to worry about deceleration/acceleration trauma. It's like I said before, we just need specialized ammunition for all of our (rather decent/good already) tech.

We've got all the pieces we need, we've just got to actually employ them properly.

Actually

>using multiple shield batteries and heavy repairable armor
[Multiple Shield Batteries] [Heavy Repairable Base Armor]
>Point defenses have been seen among their armies and lots of armor
[Point Defenses] [Redundant Base Armor]
>Even strange shielding blasts that get fired above their forces protecting them or even knocking our missiles out of the sky with a single pulse from strange machines
[Pulse Shields]
>Suddenly new installations suddenly arose and started firing back
[Rapid Installation Construction] [Rapid Artillery Construction]
> theirs would explode midair knocking our own shots out of the sky
[Explosive Interceptor Ammunitoin]
>While the rest of theirs lands around our base blasting with pulses and explosions
[Pulse ammunition]
>Meanwhile flack weaponry started to appear among their installations and fired upon us. When they were shooting our shots out of the sky they were blasting us with surprisingly powerful shots
[Additional Flak Shots] [Piercer Shots] (presumably shots which penetrate other shots, and then go on to attack a target)

>bots responded huge artillery pieces started to arise
[Supermassive Artillery Design]
>they started to fire strange shots that caused our shots to disintegrate
[Disitegration Rounds]
>their massive guns started to unleash their bombardments. Which at first we thought were shells...until they suddenly unleashed an additional payload. Turned out they weren't actually shells but drop pods
[Drone Drop Pod shells]
>At the same time their robotic forces didn't stop coming and apparently became increasingly reinforced as more time wore on
>bots continue to speed up their firepower and increase it. It turned into rain as it hit our shields
[Artillery Rain Tactics]
>Drop Pods meanwhile hit the shields only to spray out their payloads down upon us through the shields mind you. Other shells also release strange payloads as they penetrate the shield cover just enough to pour out their payloads
[Shield Penetrators] [Bypass Ammunition]
>Plasma rained out and massive amounts of grey goo. Meanwhile our shields sparked and warped beneath the heavy downpour
>we suddenly find ourselves being bombarded at by new bases.

Like, the actual structure/cannons of our fixed position artillery is pretty much MAXED OUT without Think Tank shit (even then the opportunity cost would be ridiculous for the amount of benefit). If you want to increase its potency research special rounds (Shieldpiercers, shieldbusters, specialized cluster munitions, seekers, etc.). You'll need Think Tank shit (and some ridiculously good computers) to do stuff like shooting other people's shots out of the sky.

But really we need to get something that ISN'T artillery up and running. Our weakness is that we have this one awesome strength, but no fulcrum (everything/anything else being decent) against which we can leverage it. Ask Biggy, I'm sure he'll agree.

Im pretty sure if we check out those two bases we found awhile back we could find a decent something...one had the OMITAR drones in but Im not sure what the other had.

Rolled 43 (1d100)

Wait. Not fine, because the whole point of going forward with the mountain plan now is that people will be able to live in it. Because we need somewhere people can live.

We can make it a superweapon later.

This, our artillery is strong but;

1) We lack a sufficient amount of it for it to be overwhelming (ignoring where point two is false).

2) We lack the rounds needed to deal with certain things like shields, psi and magic.

3) We lack a strong front line to hold the enemies in place for the shells to hit.

4) We lack sufficient defensive tech to resist counter-barrages or to destroy them before they damage us.

5) We can't supply enough anything to maintain constant fire policies on a large scale, ignoring the establishing of more reactors, ammo makers and such.


What we need is good machine guns, more troops, more ammo types, more effective infrastructure and far stronger shields.

Are these threads archived? If so, where?

Well yeah I plan on getting us tihnk tank stuff we had already tried before and we can keep investing.

Or we can hire one.

We sent biggy to them last thread, we're mostly waiting for his return.

Using the mountain as anything less than 100% military is a liability.

First of all, it increase its chance to be taken over and reduces it's capacity for armor and weaponry. It's much better served as a purely military superweapon to bomb and blast our enemeis, as well as defend us against enemy firepower through its body.

Put it between the enemy firepower and our people, rather than have our people on it.

archive.4plebs.org/tg/search/username/genie/type/op/
First thread is Post Apoc Civ Quest Starter 2, then you'll see threads 1-5

archive.4plebs.org/tg/search/subject/Maticico/
Threads 6-now

Thanks a lot

>user rubs the lamp even harder

Rolled 74 (1d100)

>increase its chance to be taken over
Really? Having a lot of people in it makes it easier to take over?

Making it partially self-sufficient is a liability?

>reduces it's capacity for armor and weaponry
Does it though? It's a fucking mountain, it has a huge interior. Not even real life aircraft carriers are nothing but "armor and weaponry."

Just how many crew do you think it would take to man it? Are you planning on not having them sleep there, and rotating them out every few hours?

>Put it between the enemy firepower and our people, rather than have our people on it.
Yes, keep our people safe on the ground where most enemies can't reach us, while our impenetrable, uninhabited fortress floats imperiled above! /sarcasm

Rolled 55 (1d100)

Hey now, let's keep it civil. The Post-Apoc's got enough to throw at us without internal strife on the Board.

I'm saying that if we put cities of brick and stone on it instead of buildings of steel and concrete, barracks, armories, and hallways of steel it's going to fare the same when facing down an enemy.

We need an aircraft carrier, not a cruise ship.

Think of the difference between say, a Star Destroyer or the Death Star in comparison to a civilian craft or artificial planet of equal size. Both of them can house the same amount of people, but the former is covered almost entirely in guns and armor.

That being said, I am willing to entertain the idea of a militarized city akin to Cadia or perhaps pic related.

In any case arguing about what to do with the mountain isn't gonna help the fact that we don't have the resources to sufficiently do anything with it yet, let alone the lack of technology. We're going to need mountain proportioned thrusters to even so much as control it first.

A stary destroyer is 100% military function, but it is capable of housing, feeding, and maintaining a hundreds of thousands of people. It does however, ensure that it's entire superstructure is heavily armored with thick plates and weaponry and is capable of delivering massive blows against our enemies. That's what our mountain should be like. A 100% military weapon that can house our people but has the express purpose of being a war vessel.

The mountain itself is only stone and rock, easily blasted apart by explosives. Once we stockpile enough resources to melt into steel, we'll be able to sufficiently armor its exterior with thick armored plates.

Then we can build whatever we want on it.

I'm still in favor of giving the brood the floating mountain to turn into a brood ship.

It will be a grand super weapon and carrier.

Even better is us being bandits gives more attack power. Granted at cost to defense. Yet we can fix that. Having shield units and raiders. Each specialist in their respective areas.

Also we still have that mobile base. We could ask Ginny if we could me a bandit version. After all she made the corp one we have.

Rolled 44 (1d100)

Sorry, got a little carried away.

Okay. The thrusters are indeed an issue.

What I'm proposing is essentially starting by digging and building a bunker inside the mountain.

The bunker will remain a useful component of the fortress the mountain will eventually become.

Yes, exactly.

Basically, the mountain is too big to just suddenly turn it into a fortress. We'll have to build it one piece at a time, and I want to build quarters first because that's what we currently need.

Its big enough that we can let the Brood grow underneath it, and then have our own people live and dwell in the upper half.

This is good too because its underbelly would probably be it's weak spot. The Brood will be able to regenerate it down there. Also raining broodlings as well as bombs will be fun.

>We'll have to build it one piece at a time, and I want to build quarters first because that's what we currently need.
But that's what concerns me.

Imagine building a battleship section by section, just doing the engine and enough of the hull to float and sending it to war. "We'll build the other sections as we go along"

Again, is that really going to protect it from being boarded and taken over? How will it fare against other threats

Surely that's not more safer than just building it properly?

Rolled 28 (1d100)

That's actually an awesome idea.

I'm a little worried we'd need to forgo having our super-food on the fortress, since we warned to keep it far away from the Brood. Maybe it'd be fine if we kept it confined to the topmost areas?

Even if not, the trade-off would be worth it.

Yep, so admitting that we can't do anything with the mountain leaves us with a few plans;

1) "Bandit underground" - expansion underground using tunnelling machines and such

+ Very secure
+ Hard to attack
+ Hard to detect
+ Would give access to more resources after a little while (has to expand through exploited regions)

+/- Lack surface exits except through our current bases unless we build them.
+/- Harder to install SAMFAP's and such

- May encounter something we don't want to meet
- Would require developing new machines and stuff
- If one is compromised, then they are far harder too defend.

2) "Sky is the limit" - construction of towerblocks of housing, farming and other such things in our current area.

+ They don't risk encountering another black AI
+ Easy to do

+/- They will block some of cannons AOF but would provide a more secure front line.

- They risk straining the resources present past the point of being able to supply us.
- Can't be done endlessly

3) "Westward ho!" - Mass expansion using my mobile APC / RV / factory vehicles

+ Doesn't require revolutionary technology
+ Would expand rapidly
+ Would find new trade partners / targets
+ Would allow for new SAMFAP sites cost effectively
+ Would give access to new resources to exploit

+/- Would be at least partly on the surface

- Would risk finding a new threat
- Might be destroyed by raiders / enemies
- Would have to transport them away over the mountains.

4) "Who said airships were shit" - same as above but requires greater resource investment, doesn't need transport over mountains.

5) All of the above

Rolled 13 (1d100)

We're not going to send it into battle half-finished silly.

Ideally no one would even know what we're doing until after it's complete.

Again, if someone tries to board it and take it over, we WANT to have soldiers stationed there!

The only threats will be those that fly. Also artillery, but we can try to avoid that. Also make shields a high priority.

Also, if we can't stop people from finding out we're building on it, we can at least make sure they know that if they blast it apart with artillery then our new project will be kicking their shit in.

I like 3/4. We're long past the point where we should be sending out splinter factions anyway.

Remember we're on a massive bridge, with another bridge above us, and still another below. Those other bridges could be worthwhile, although we'd have to pay to use the railways.

Would it be possible to build on our "ceiling?"

I would assume so, however we'd need to be careful not to put to much weight on the bridge.

>Ideally no one would even know what we're doing until after it's complete
Well yes, but to complete it we're going to need to cover every square inch of it in thick armor plate backed up by the actual earthen monutain underneath. Plus the surface turets.

>Also artillery, but we can try to avoid that
Not if we intend to use it to defend our real cities from artillery by putting it in between them. It's going to be a warship after all.

Shields defeinitely should be a high priority.

I don't know about splinter factions, but I do support more bases

Rolled 31 (1d100)

>Well yes, but to complete it we're going to need to cover every square inch of it in thick armor plate backed up by the actual earthen monutain underneath. Plus the surface turets.
I presume you're implying that would make it obvious what we're doing. All the more reason to start by building the internal stuff.

>Not if we intend to use it to defend our real cities from artillery by putting it in between them. It's going to be a warship after all.
Please read the first sentence of my last post.

Also sorry if I'm coming off as snarky or salty.

Nah, it's what happens when you get passionate about what you're sure is right. Also not sure what you're referring to specifically.

All I know is that I see our mountain used best by soaking up enemy firepower and being our big fist against them, protecting our cities and people.

GENIE, WHERE ART THOU

*not that i think you're being snarky/salty

Rolled 2 (1d100)

I mean the "read my last post" thing, and before when I was being sarcastic.

My vision of the floating fortress is, well, basically the same. Not exactly a new home base, but our war center.

I still think we can build the habitation portion of the fortress soon.

What I think we should start with, though, is having Ginny, with varying degrees of help from pretty much all our other heroes, *design* the fortress that we want to make the mountain into.

We'll probably need to do surveying/exploration of the mountain along the way.

"Madtekuco...you get what you pay for"

I love mobile bases. A lot. I would like to explore the floating mountain some. Let's break out some old school "two scouting missions and an explore" before we commit, we don't know much about it.

Addendum: I'm actually seeing it as sort "that which will remain when all else is gone."

If all else is lost, if we find ourselves once again in an unwinnable war, if our fortress can not save the day, it can at least make sure Maticico sees another one, by flying far away.

Rolled 76 (1d100)

What the hell I could of sworn the thread died with no new one.

If we end up with no New bases here. We can send some long scouting missions or settlers our into new areas and see how they do.

Basically spread out with some like 20k groups and get some fall back bases in new areas.

I made a new one this morning Genie. Fell asleep last night so couldn't make one while the old one was up.

You mean like plans 3 / 4 outlined here ?

Hooray! Genie has arrived

It did. People made a thread today hoping to keep playing.

Current actions if you're down to run.

Rolled 73 (1d100)

I have an important question.

We didn't break the Corporate Code did we?
Because that's how other corps define being scum.

They might be concerned about our bad PR rubbing off on them, but otherwise they'd have no problem doing business with us, right?

I still think we should try to find Tribals to hire. Don't know why no one responded to that alternative when I came up with it.

Rolled 53 (1d100)

Oh. Right, voting this modification to hire tribals first

Rolled 81 (1d100)

Seconding

Rolled 79 (1d100)

Okay, backing this modification

No to the waste lands and more Genghis Khan going to Europe. Then sticking around.

Rolled 88 (1d100)

I'll throw my weight to this mod too

The title "westward ho!" refers to the exclamation of american settlers travelling towards the Midwest or far western side of north america. It does not relate to the direction of travel for the convoys in game.

I'll take eight grade history for 200 Alex.

Rolled 40 (1d100)

Don't forget he was also a massive dick.

You wonder why I missed it for so long.

The Genie has come! For now.

Bandit vehicles have the trait of increased firepower and speed but decreased defense OR increased defense and offense but decreased speed.

Their vehicles are notorious for their firepower despite their lack of tech while often at the risk of the crew and gutting of the vehicle.

Bandit salvaging is second only to the Survivors. Typical bandit tech is either simple stupid...or evilly/MAD complicated. They don't really seem to use a middle ground and are fantastic at weaponizing random salvage.

Survivors meanwhile are fucking fantastic at repairing salvage.

Don't underestimate the offensive power of bandit tek despite their ramshackle appearance. Even paramilitaries best remember that.

I was resting.

To be fair I don't know where in the fuck he is from, for all we know he is a north Korean who has escaped or some dumbfuck from India on a computer when he should be working.

>increased defense and offense but decreased speed.
Yup that's us.

Slow

Heavy

SHOOTY!

also genie is this an accurate description of the technologies used by Omitar against us?

>>Suddenly new installations suddenly arose and started firing back
>[Rapid Installation Construction] [Rapid Artillery Construction]

I wasn't paying attention before, but for the last time, those were already existing bases that Omitar Black HACKED! (or persuaded to join him, but that's not the point)

Right, hmm.

They still were able to build stuff fast in the new bases they hacked over. Even if they were granted permission by the local bots.

No wait, those weren't the new bases. But they were already existing installations that Omitar Black previously saw no need to deploy.

True, but we build shit fast too. It took them several turns to build their superweapon, no quicker than we could if we had the materials and know-how.

Rolled 21 (1d100)

Nope. They just think your part of an Evil Inc. Division or had a run of bad luck with getting busted.

Corps are pretty morally bankrupt they just go through the trouble of hiding it a bit and taking back channels for their deals with the frowned upon.

That could either go very well or very badly.

That is a very common bandit design.

Those two bandit designs are in fact the bread and butter of bandit forces besides lots of infantry spam along with a dash of the Crazy.

Bandits use rather simple tactics or very insane ones.

Sal has successfully found some tribals who are available for hire. In fact they were surprisingly easy to find and admire our ability to 'tame' or 'live with' the monstrous Brood.

Bizarre but at least they shockingly friendly to such a degree that not even Sal could fuck it up. Good thing too given how hard they are to find and the CEO was able to swiftly show up to arrange things.

They are willing to work for us in exchange for armaments but no vehicles. They appear to be only interested in infantry related technologies.

Sarah claims to have gotten a hold of Biggy and supposedly the two bases we found before have been abondoned by the Omitar AI. One of them is however now overrun with zombies and the other monsters.

Until we realized those monsters were JAL forces whom he disguised. Biggy didn't realize it but Sarah was able to identify them much to JAL's misery.

Most bandits seem to be keeping their distance still except for the ones SAL found.

MAD reactor tech research has begun again. Except this time it melted into a pool of water, then blood, finally some goo. Ginny meanwhile kept her distance as much as possible.

I'd like to replicate that then. Maybe have JAL hack a robot base and see how fast we can build it.

...that would actually help solve our overpopulation issue.

Rolled 42 (1d100)

You have 1 turn until hybridization is completed and your base stats get fully modified. SO this is your last turn as a pure megacorp!

>Turn 291
>>>>>A. Scavenge.
>>>>>B. Try to improve Base
>>>>>C. Try to improve Armaments
>>>>>D. Research technology
>>>>>E. Build something
>>>>>F. Scout
>>>>>G. Explore
>>>>>H. Your choice
>>>>>E. Mutate
>>>>Points: 3 resource. 4 rare. 2 very rare. 1 extreme rare.
>>>>Pop 310k(overpopulated
>>>>Military 131.1k.
>>>>Food: Very Good
>>>>Water: Good
>>>>Morale: Below Average
>>>>Medicine: Good
>>>>Health: Average
>>>>Armaments: Low
>>>>Fuel: Low
>>>>Tech level: Good.
>>>>>Reputation: Evil Inc.
>>>>>Infrastructure: Meeting Room. Fish Farm. Hydroponics Bay. Medical Bay. vehicle Bay. Science Bay. Industrial Bay. Corporate Cells. Storage Center. Corp Construction Center. Water Treatment Center. Corp Recycling Center. Logistical Center. Command Center. Processing Center. Gym. Armory. Server Farm. Factory. Nanite Beds. Daycare. Fast Food Shops. Ballistics Lab. Breakroom. MAD Shop. Bad Bandit Bazaar.
>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire(. SAMFAP.
>>>>>vehicles: Cargo Hover Haulers 54. VTOL Cargo Flyers 2. BB Behemoth. 1 CB Behemoth. BB Drones.
>>>>>Power: Nuclear Reactor. Fast breeder Reactor. Emergency Generator. Plasma Pump. Fusion Reactor.
>>>>>Weapons: Corp Sidearms. Batons. Tasers. Riot Weaponry(limited). Thunder Firearms(Extensive). Primitive(plentiful). Explosives(limited).
>>>>>armor: Armored Vest. Riot Armor(limited). Power Loaders. Thunder Full Body Armor(Extensive). Maticico Power Armor(extensive). Lighter Shields+(limited). Engineering Exo-Suit(abundant).
>>>>>communications: Corp Comm Center.
>>>>>Materials:4 psi mat.1 Ultra Rare Psi Mats. 9 common construction mat. 7 rare construction mat. 4 very rare construction mat. 1 extreme rare construction mat. 5 common mat. 1 rare mat. 2 very rare mat. 1 extreme rare mat