Colonies of Nibiru VII- Stalemate

Welcome back to Nibiru, colonists, where the planet's first major conflict is underway. The Free Army seems to be holding its own against the combined armies of Altech, Afairika, and Machina. The question though, is how long it will last?
Previous Threads: archive.4plebs.org/tg/search/subject/Colonies of/type/op/

If you took your turn before the last thread autosaged, it has been calculated.

Other urls found in this thread:

pastebin.com/6svjJX2s
pastebin.com/UmTU4LZH
youtube.com/watch?v=wtb2rdobS4k
pastebin.com/eDq4PAwq
pastebin.com/wruKXDXd
pastebin.com/Em6SNRaH
pastebin.com/kV3ZUekz
pastebin.com/vTabg3DK
pastebin.com/EFkp51KD
pastebin.com/E82aB1pC
youtube.com/watch?v=cYo-iyACjh0
youtube.com/watch?v=Xy_-7OXophY
youtube.com/watch?v=KWpNPG3ozq8
pastebin.com/Z1jzCWnQ
pastebin.com/FKCrVxmP
twitter.com/NSFWRedditGif

Nation Name: Hunger
Nation Race(s): Morphed Infected Undead
Color: Yellow
Fluff: pastebin.com/6svjJX2s
-Don't fill out (unless told to)-
Settlements:
+[New Kazan]
+[New Omsk {Town}]
Territory: 49
Population (+4/turn): 105
Food (-2/turn): 51
Currency (+3/turn): 6
Structures:
+1 [Nuclear Power Plant II]
+2 [Nuclear Power Plant I]
+2 [Mine II]
+1 [Auto-Factory I]
+1 [Lab II]
+1 [Airport I]
+1 [Port I]
+1 [Barracks I]
+1 [Missile Silo I {Bombard: 1}]
+1 [Breeding Pen II; +4 food/turn]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {1d10}]
+1 [Famine Battalion {Shock Troopers} (+1) (Bombard: 1.5) (-2 food//turn)]
+1 [War Battalion {Shock Troopers} (+1) (Bombard: 1.5) (-4 food//turn)]
+1 [Death Battalion {Shock Troopers} (+.8)(Bombard:1)(-2 food//turn]
+1 [Harvester {Scavenger} {+.6} (-2 power/turn)]
+1 [Stealth Bomber {Stealth} [+1.6] [-3 power/turn])
Tech:
+[Infantry II]
+[Engineering II]
+[Explosives III]
+[Hunger Bioweaponry III]
+[Hunger Stealth Aircraft I]
+[Plague Missiles I]
+[Targeting I]
+[Tactics I]
+[Stealth I]
+[Aviation I]
+[Transport Ships I]
+[Uranium Engines I]
+[Subsistence-Based Military]
Resources:
Power (+0/turn): 30
Ore (+4/turn): 90
+3 [Small Supply of Uranium {Power}]
+5 [Menehune Slaves]
Eccentricities:
pastebin.com/UmTU4LZH

Rolled 89, 44, 84, 82 = 299 (4d100)

1-2 Continue Barracks upgrades
>2/6
+[Infantry II]
+[Engineering II]
+[Tactics I]
+[Barracks I]
3-4 Continue preparing for Operation Delta
>2/6
+[Stealth I]
+[Tactics I]
+[Hunger Stealth Aircraft I]

Rolled 35, 47, 45, 79 = 206 (4d100)

1. Go send our Heavy Ship and some workers to assist the Taach Okaan in building their mine, as promised

1 Heavy Ship

Forging I,
Engineering II
Efficiency I
Programming I
Altech Renewable Energy I

2. As promised to the Free Society of Man, give them:
Eng II and Programming I

3. Finish up the Underground Corcnucopia 22/25

[[[$ Spend 6 Stone $]]]
[[[$ Spend 3 Power $]]]

>Engineering II
>Forging I - Steel beams
>Agriculture III
>Efficiency I
>Altech Renewable Energy I
>Electronics I
>Programming I

4. Finish up the Food Economy 4/5

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
New Lancaster(Village) + New Manchester University
New Winchester (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv2
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 62/68 (CURRENTLY IN DISPUTE)
>Population: 317 (+14/turn)
>Food: 399 (+6/turn)(+3 AgIII)(+2 New Farm)(+2 New Farm) (-2 (standard) military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2]
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators III, Forging I, Agriculture III, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I, Albion Heavy Ships I, Leyline Manipulation V, Ley-Powered Machinery II, DAN Ammunition I
>Resources:
>Ore: 13 +1/turn
>Refined Ores: 0
>Stone: 24 (+1/turn)
>Wood: 40 (+1/turn)
>Power: 37 (+3/turn)
>Volunteers: 5 Fairies
1 Heavy Construction Ship
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

Underground Cornucopia 22/25
Food Economy 4/5

Updated Stats for Courtier effort

[Railgun Inc.]
Labs are upgraded [Labs III], and anti-espionage research is complete [Anti-espionage II].

[Vrinland]
Barracks stall, but Vrinland expands its territory [+3 hex], and an outpost is built [+1 pop/turn]!

[Free Society]
The trade goods are sent to New Albion, and expansion completes [+4 hex]! Psychology research is nearly done [5/6].

[Odab]
The factory is updated [Factory II]. A barracks is under construction [2/4], there is a slight bit in Drug research [2/4], but the new city is not built.

[Royal Society]
Cryogenic research completes [Cryogenics I], and research into better engineering technology begins [4/8].

[Devil Ants]
The superstructure is coming along nicely [20/25]. No mutations are found, though breeding starts [2/5] [2/5].

[Mad Medicine]
The Doppelganger research nears completion [8/10], Project Slider crawls along [7/15], and a farm is upgraded [+2 food/turn]!

[Nova America]
This system called 'capitalism' warrants more research [3/6], and another farm begins [2/4]. Docks are improved [4/6].

[Altech]
The satellites are still being outfitted with the Detroit Project lasers [7/10], and migration continues [6/10]. Research stalls. Shield technology is researched [Energy shields I; +1 defense].

[GARM]
GARM's first three projects see no progress, though refinement of the Orbital Weapons tech starts [1/4]. Construction Drones are manufactured [1/4].

[Afairika]
Project Slider progresses [9/15], and the Fairy maids begin their training [1/5]. Further DANMAKU research begins [2/6], and Afairika's first Drone nears completion [5/6]!

[Taach Okaan]
The tech is sent to Altech and New Albion, and with their help, the mine is completed [Mine III; +2 ore/turn]. However, the farm is completed [Farm III; +2 food/turn]!

Rolled 31, 32, 11, 3 = 77 (4d100)

Wait up!

youtube.com/watch?v=wtb2rdobS4k

--1st Devilbird Bomber Squadron (ENGAGING [76], 7 turn[s])
x1 MB-1(R) Bomber Flight {AIR} [Str./Bom. 1/1]
x1 MB-2(R) Bomber Flight {AIR} [Str./Bom. 2/1]
--[AFSOC] 1st Special Operations Bomber Squadron (ENGAGING [81], 2 turn[s])
x1 A-26B(R) Bomber Flight {AIR} [Str./Bom. 2.6/2]
x1 A-26C(R) Bomber Flight {AIR} [Str./Bom. 3/2]
[Tactics II]

The Afairikan airforce was once again in the skies, conducting what was quickly becoming a routine effort. "Hostiles detected below Group Alpha; burn their cover and flush them out." Not a minute later the craft maneuvered into position, the considerably faster A-26s leading the formation as Lt. Colonel Hank felt increasingly inadiquate in his comparatively primitive aircraft. For the record, the incendiaries they dropped themselves could use improvement, being little more than glorified fireworks which resulted in colorful explosions upon hitting their targets. A side-effect of their designers; fairies appeared to have this odd obsession with visuals, including on the field of battle, and a look in attempts at their so called "danmaku" revealed this extended down to their tactics, preferring to fight using choreographed patterns of energy projectiles.

Bombs fell. Foilage and other obstructions were set ablaze as the bombers did their jobs, the spreading of the flames expected to do the majority of the work. Red Seven, a Lieutenant who only went by his last name, McStone, quipped to himself whilst leaving the radio on. "Fire. It cleanses flesh from the bone, and sin from the soul. Boy, does it make me miss meat."

Rolled 8, 6, 7, 5 = 26 (4d10)

Oops, wrong dice.

Rolled 34, 56 = 90 (2d100)

>[Railgun HQ]
>Defenses (Capital):1
>buildings:Labs III
>Military: 1 militia
>Eccentricity:
>[Soldiers]: Railgun Inc. does well with technology involving the military, though not much else.

1. Continue upgrading Labs IV . We need the greatest labs the world has ever seen.
+engineering II
[Science II]

2. The war grows and so does our unease. Research [Anti-espionage III].
[Soldiers]:
[Completely Mad]:
Labs III
Engineering II
[Science II]

On hold:
Continue research on combat drugs II 3/4. Things to boost skill and reflexes to amazing levels even if they. Only work for a short time.
[Soldiers]:
[Completely Mad]:
Labs II
Engineering II
[Science II]

[Hunger]
Barracks have been upgraded [Barracks II], and preparations for Delta are complete- the mission is a go.

[New Albion]
With the help from New Albion's trade ship, the Taach Okaan's mine is expanded! The technology is sent to the Free Society, the Cornucopia is very nearly done [24/25], and the subsistence based economy is finalized!

Bombardment this turn

Rolled 12, 22, 61 = 95 (3d100)

Nation Name: The Free Society of Man
Nation Race(s): Humans, bio-engineered humans, cyborgs
Color: Purple
Fluff: pastebin.com/eDq4PAwq (embed)
-Don't fill out (unless told to)-
Settlements: New Eden
Territory: 11
Population: 16 (+2/turn)
Food: 20 (+4/turn)
Currency: 16 (+5/turn)
Structures: Congress of Democracy, 3 powerplant, 2 farm, 3 mine, quarry I, Cybernetics Research Lab I
Defenses: (New Eden) 1
Military: N/A
Tech: Infantry II, Engineering II, Tactics II, Agriculture II, Foraging I, Tanks I, Genetics II, Cybernetics II, First Aid I, Economics I, Psychology I, Medicine I, Forging II, Programming I
Resources: Power 10 (+3/turn), Ore: 12 (+3/turn), Stone 8 (+3/turn)
Eccentricities: [Only the Best]: In truth, inequality rules in the Free Society, no-where more than their military. It takes a bit longer to weed out the undesirables, but military units are stronger as a result.
[The Purge]: Every turn, the Free Society may instigate a purge of the weak and unworthy to increase results. However, if they do this too many times, or don't take actions to pacify the population, revolts will break out.

[Psychology II 5/6]

1. Finish Psychology II. With it, we will be able to identify and at least somewhat treat mental issues in our population, making them slightly better at everything; +Cybernetics Lab I, +Cybernetics II
2. Begin upgrading our cybernetics research lab to become more inter-connected with our cybernetic elite; -1 stone,[-->Cybernetics Research Lab II]; +Cybernetics II, +Programming I, +Engineering II, +Forging II;
3. Begin construction of Project Superfactory, a massive, all-purpose factory that will allow construction of almost any all works of industry, and allow for employment of almost all idle citizens, -1 stone [spend 3 power, 2 ore, 2 currency]

Nation Name: Hunger
Nation Race(s): Morphed Infected Undead
Color: Yellow
Fluff: pastebin.com/6svjJX2s
-Don't fill out (unless told to)-
Settlements:
+[New Kazan]
+[New Omsk {Town}]
Territory: 49
Population (+4/turn): 109
Food (-2/turn): 49
Currency (+3/turn): 9
Structures:
+1 [Nuclear Power Plant II]
+2 [Nuclear Power Plant I]
+2 [Mine II]
+1 [Auto-Factory I]
+1 [Lab II]
+1 [Airport I]
+1 [Port I]
+1 [Barracks II]
+1 [Missile Silo I {Bombard: 1}]
+1 [Breeding Pen II; +4 food/turn]
Defenses:
+1 [New Kazan]
Military:
+2 [Grunt Troops {Militia} {1d10}]
+1 [Famine Battalion {Shock Troopers} (+1) (Bombard: 1.5) (-2 food//turn)]
+1 [War Battalion {Shock Troopers} (+1) (Bombard: 1.5) (-4 food//turn)]
+1 [Death Battalion {Shock Troopers} (+.8)(Bombard:1)(-2 food//turn]
+1 [Harvester {Scavenger} {+.6} (-2 power/turn)]
+1 [Stealth Bomber {Stealth} [+1.6] [-3 power/turn])
Tech:
+[Infantry II]
+[Engineering II]
+[Explosives III]
+[Hunger Bioweaponry III]
+[Hunger Stealth Aircraft I]
+[Plague Missiles I]
+[Targeting I]
+[Tactics I]
+[Stealth I]
+[Aviation I]
+[Transport Ships I]
+[Uranium Engines I]
+[Subsistence-Based Military]
Resources:
Power (+0/turn): 30
Ore (+4/turn): 94
+3 [Small Supply of Uranium {Power}]
+5 [Menehune Slaves]
Eccentricities:
pastebin.com/UmTU4LZH

Rolled 1, 38, 77, 14 = 130 (4d100)

Stats: pastebin.com/wruKXDXd

I want it to be known, that I never could have come this far without you guys. Soon we'll see the fruits of our labour. Oh so very soon. Also, I want to give thanks to everyone at Railgun Inc. You people do good work, keep it up!

1-2 It's time to put our research to the test, bring in a doppelganger, turn it human, and then make it stronger, faster, smarter, and clinically immortal! [8/10]
-Techs: [Domestication I], [Medicine II] [Slime Research II], [Genetic Engineering II], [Science II], [Genetics V]
-Resources Altered: Caged Doppelgangers: 1
-Buildings: [Labs II]
-Units: Professional Xenobiologist
-Eccentricities: [Completely Mad] [Determined]
3 Joint project with Afairika to make living burgers (See for details) [9/15]
-Mad Medicine Techs: [Agriculture II], [Domestication I], [Cloning II], [DNA Manipulation I], [Genetic Engineering II], [Science II], [Genetics V], [Programing II]
-Afairika Techs: [Agriculture III], [Leyline Manipulation V], [Lunacy I], [Programming II]
-Building: [Labs II]
-Eccentricities: [Completely Mad]
4 Upgrade a farm using the latest farming knowhow. [Farm I --> II][0/6]
-Techs: [Agriculture II], [Domestication I]

Rolled 25, 40, 26 = 91 (3d100)

Stats:pastebin.com/Em6SNRaH
Fluff:pastebin.com/kV3ZUekz

1. Expand into the 4 tiles to the west of the Outpost.
2. Continue Building the Barracks. 2/4
3. Develop the outpost into a Town
Also, what was my pop gain the last two turns? I get it randomly. Would it be easier if I rolled the dice you are rolling along with my turn dice?

Rolled 82, 68, 98, 50 = 298 (4d100)

1-2 Execute Operation Delta.
+[Stealth I]
+[Tactics I]
+[Hunger Stealth Aircraft I]

3-4 Train an Anti-Air Battalion, equipped with explosive weaponry designed to be most effective at repelling incoming enemy aircraft and missiles, but also powerful against ground units.
+Barracks II
+Infantry II
+Explosives III
+Bioweaponry III
+Targeting I
+Tactics I

Put 14 currency into building the town, 5 power into expanding West.

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
New Lancaster(Village) + New Manchester University
New Winchester (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv2
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 62/68 (CURRENTLY IN DISPUTE)
>Population: 317 (+14/turn)
[Ration Based Economy]
>Food/Currency: R£ 410 (+6/turn)(+3 AgIII)(+2 New Farm)(+2 New Farm) (-2 (standard) military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2]
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech: Aether Oscilator Disintegrators III, Forging I, Agriculture III, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I, Albion Heavy Ships I, Leyline Manipulation V, Ley-Powered Machinery II, DAN Ammunition I, Tactics II, First Aid I
>Resources:
>Ore: 14 +1/turn
>Refined Ores: 0
>Stone: 25 (+1/turn)
>Wood: 41 (+1/turn)
>Power: 40 (+3/turn)
>Volunteers: 5 Fairies
1 Heavy Construction Ship
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
New Lancaster(Village) + New Manchester University
New Winchester (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv2
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 62/68 (CURRENTLY IN DISPUTE)
>Population: 317 (+14/turn)
[Ration Based Economy]
>Food/Currency: R£ 410 (+6/turn)(+3 AgIII)(+2 New Farm)(+2 New Farm) (-2 (standard) military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2]
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech:
Military:
Aether Oscilator Disintegrators III
Energy Weapons III
'Mad' Energy Weapons I
Conscription I
Infantry I
First Aid I
Tactics II
Shipbuilding I
Albion Heavy Ships I
Economic:
Engineering II
Forging I
Altech Renewable Energy I
Programming I
Efficiency I
Electronics I
Agriculture III
Foraging I
Other:
Cryogenics I
Leyline Manipulation V
Ley-Powered Machinery II
DAN Ammunition I
>Resources:
>Ore: 14 +1/turn
>Refined Ores: 0
>Stone: 25 (+1/turn)
>Wood: 41 (+1/turn)
>Power: 40 (+3/turn)
>Volunteers: 5 Fairies
1 Heavy Construction Ship
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 77(+2/turn)
Food: 201 (+6/turn)
Currency:8 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Power plant I
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers, 4 Clockwork men [+3.6 [Siege][Heavy][Anti-personnel][armor-piercing]; (-.5 power/turn) ](at Free Army)
Clockwork men [+3.6 [Siege][Heavy][Anti-personnel][armor-piercing];
Clockwork men [+4 [Siege][Heavy][Anti-personnel][armor-piercing];
Newest Batch 2/4
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs III (4/10)
Efficiency III
Power grid Optimization II
[Machinian heavy armor II] (7/8)
[Automization II, -2 ore/turn, +2 refined ore/turn]
Heavy Drills III (+3 stone/turn)
Autocannon III
Workplace Efficiency I (4/5)
Modularization
Aether Oscilator Disintegrators III,
Agriculture III (+2 food/turn)
Foraging I
Shipbuilding I
Conscription I
Electronics I,
'Mad' Energy Weapons I
Altech Renewable Energy I, (+1 power/turn)
Programming I
Albion Heavy Ships I
[AI III]
[Rocketry I]
[Rockets I]
Resources: Power: 70 (+7/turn)(-3/turn),
Ore: 39 (+3/turn)(-2/turn)
Stone: 92 (+5/turn)
Refined Ore 12 (+2/ turn)
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

Rolled 22, 8, 46, 72 = 148 (4d100)

Make up for last turn since Wheelie lost the pastebin I sent him.

1. Continue on making the clockwork men(2/4)
+Forging II
+Engineering II
+Infantry II
+Machinian Constructs III
+Efficiency III
+Power grid Optimization II(better power consumption)
+[Machinian heavy armor II]
+Heavy Drills III
+Autocannon III
+Workplace Efficiency
+Modularization
+Electronics I,
+Programming I
+[AI III]
+[Rocketry I]
+[Rockets I]
+Forge II
+Machinist shop II
+Industrial Center
+Small

2.Finish heavy armor (7/8)
+Forge II
+Machine Shop II
+Forging II
+Engineering II
+Efficiency III
+Workplace efficiency I
+Industrial Center

3. Finish workplace efficiency II(4/5)
+Efficiency III
+Workplace efficiency I
+Industrial Center

4. Continue on clockwork constructs. (4/10)
+Forge II
+Machine Shop II
+Forging II
+Engineering II
+Efficiency III
+Workplace efficiency I
+Industrial Center

[The US Territory of Afairika]
Nation Race(s): Fairies, Americans
Color: Liberty Blue
Fluff: pastebin.com/EFkp51KD
>Pop:
144 Total (+4/t)
82 Fairies (+2/t)
62 Humans (+2/t)
Food: 252 (+9/t)
Currency: 52 (+7/t)
>Settlements:
Freedomia (Capital City, 1 Def):
-Pierrot's Penthouse (Gov. HQ)
-AFSOC HQ (Fac. HQ)
-Farm III (Food, +3/t)
-Ley Reactor II (Power, +2/t)
-Mine I (Ore, +1/turn)
-Lumbermill I (Wood, +1/t)
-Smelter I
-Barracks I
-Focusing Tower I
-Factory I
-Airfield I
New Detroit (Town):
-Farm II, (Food, +2/t)
-Farm II, (Food, +2/t)
-Farm I, (Food, +1/t)
>Routes:
Road from Freedomia to Research Station Alpha (Afairika to Altech!)
Road from Freedomia to New Nottingham (Afairika to New Albion!)
>Military:
--The Governess's Fairies
x1 "Clownpiece Two", The Governess's Lunatic Aide from Hell {Flight}{Lunacy}{Terraformer} [Str. 3] (2 Food/t)
x1 Minute Fairy Platoon {Flying}{Medical} [Str. 1] (-1 Food/t)
--Security Force
x2 Heavy Weapons Platoons [Str. 1] (1 Food/t)
--1st Extra-Planar Squadron (Active [76], 8 turn[s])
x1 VE-7(R) Fighter Squadron {AIR} [Str. 1.6]
--1st Devilbird Bomber Squadron (ENGAGING [76], 8 turn[s])
x1 MB-1(R) Bomber Flight {AIR} [Str./Bom. 1/1]
x1 MB-2(R) Bomber Flight {AIR} [Str./Bom. 2/1]
--[AFSOC] 1st Special Operations Bomber Squadron (ENGAGING [81], 3 turn[s])
x1 A-26B(R) Bomber Flight {AIR} [Str./Bom. 2.6/2]
x1 A-26C(R) Bomber Flight {AIR} [Str./Bom. 3/2]
>Resources:
Power: 64 (+2/t) Ore: 50 (+1/t) Wood: 42 (+1/t)
>Technology:
pastebin.com/E82aB1pC
>Territory:
39
>Eccentricities:
[Leylines]: The fairies of Afairika have a unique, innate ability to manipulate the strange energies of Nibiru, but are physically weak.
[Trained Engineers]: The remaining men of Afairika aren't scientists, but they sure can build.
>Trade Routes:
Freedomia to Research Station Alpha (Currency, +2/t)

spend 20 power on action 2 to make the forges burn hotter to process the armor properly.

Rolled 97, 50, 5, 55 = 207 (4d100)

youtube.com/watch?v=cYo-iyACjh0

1.

"I just want to spread hamburgers and freedom to this world! Trust me, it's going to be great, kya!~"

(Joint Project With Mad Medicine: Project — Slider: 9/15)

2.
+Focusing Tower I
+[Leyline Manipulation V]
+[DANMAKU I]
+[Flight I]
+[Lunacy I]
+[Training I]
+[Tactics II]
+[Investigation I]
+[Leylines]

"An important lesson for all maids is how to properly use a broom! Note: you do not require a broom to fly - that is what your wings are for!" (Fairy Maid Brigade 1/5)

3.
+Focusing Tower I
+[Leyline Manipulation V]
+[Leylines]

"Lasers and stars! Lasers and stars! Make the lasers red and white, and the stars...uh, blue? Make them have a blue outline, at least." (DANMAKU II 2/6.)

4.
+Smelter I
+Factory I
+Airfield I
+[Aether Oscilator Disintegrators III]
+[AI III]
+[Aircraft II]
+[Automatic Weapons I]
+[Automation I]
+[Communications I]
+[DAN Ammunition I]
+['Mad' Energy Weapons I]
+[Engineering III]
+[Efficiency I]
+[Electronics I]
+['Fairy' Incendiaries I]
+[Forging II]
+[Internet I]
+[Ley-powered Machinery II]
+[Monitoring Systems II]
+[Programming II]
+[Robotics II]
+[Rocketry I]
+[Rockets I]
+[Tactics II]
+[Training I]
+[Trained Engineers]

"Hmmm? Who should get it? Out of our air force, I mean? Hey, why don't we give it to the Security Force so they have something to do other than sit around all day and complain and drink?" (Drone UAV 5/6)

I would be really glad to solve this quick, due to already being behind a turn.
From what I understand, puppets share tech-base with their metropolis, so:

>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>FROM: Col. John W. Kurtz
>TO: Legal representative of the Railgun Inc.
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Tactics I and Ballistics II, and you, in return, will fully disclose your data on Efficiency I and Combat Drugs I.

>FROM: Col. John W. Kurtz
>TO: Legal representative of the Mad Medicine Inc.
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Aiming I and Infantry II, and you, in return, will fully disclose your data on Robotics I and Anti-espionage I. Aiming I can be changed for knowledge about Targeting I, suitable for more complex weapon systems.

[Addendum: MACHINA TURN]
The newest batch of Clockwork Men are ready [Clockwork men [+4 [Siege][Heavy][Anti-personnel][armor-piercing], and the new armor designs are finally complete [Heavy Armor III]. Workplace efficiency is done [Workplace Efficiency II], and better construct designs are more than halfway complete [7/10].

You have been bombarded Roll for defense. (Last Turn's bombardment)

>...Identity Spoofed
>...Encryption Keys Generated
>...Connected to Router
>>>Login: *********
>>>Enter Passcode: *********
>...Biometric Scan Confirmed
>Connected to NibiruNet...

>FROM: Col. John W. Kurtz
>TO: CO of the Vrinland forces
>TOPIC: Diplomatic Exchange

>This is CO of the Free Army. I hava a proposal to make. Let us exchange knowledge on a quid por quo basis: I will share my files on Ballistics II, and you, in return, will fully disclose your data on Military Augments II.

Rolled 1, 8, 9, 6 = 24 (4d10)

I know about that. Thing is, I also have a make up turn in which I'm building anti-air. And I need to get answers for diplomatics to post. Kind of frantic up here.

So guys, please, quick answer, without beating about the bush

Now it's REALLY important about that AA (given the 1), so can we wait with crunching it all up until I've got both deals fixed, turn posted, movement made and so on, so it will all be then crunched together instead doing disjoined combinations that will quickly turn into a mess?

Fine. But Afairika gets to bombard you this turn as well.

... why?
They've already bombed me in previous turn, in which I didn't post my action, so that would grant them 3 bombardments within 2 turns.

"Did I hear the words, CONTAINMENT BREACH!? LOCK DOWN EVERYTHING!"

>FROM: The Director of Mad Medicine Inc.
>TO: Col. John W. Kurtz
>TOPIC: Re: Diplomatic Exchange

>This deal does not interest us, we have little use for Aiming or Targeting and our Anti-espionage techniques are top secret.

The last official turn last thread, you posted, which means you have one turn in the turn bank. Afairika bombed you last turn, which you rolled defense for. They get to bombard you this current turn as well. Get it?

Thank you but no thank you Railgun inc is not currently looking for any trading partners.

Nation Name: Machina
Nation Race(s): Dwarves, Gnomes, and Humans
Color:Grey
Fluff: pastebin.com/vTabg3DK
Settlements: Machinia Prima
Territory: 23
Population: 79(+2/turn)
Food: 207 (+6/turn)
Currency:11 (+3/turn)
Structures: House of Lords
Power plant III,
Mine III
Quarry II
Farm II
Smelter II
Forge II
Machinist shop II
Power plant I
Defenses: 2 (Capital city),
Military: 1 Dwarven Volunteers, 4 Clockwork men [+3.6 [Siege][Heavy][Anti-personnel][armor-piercing]; (-.5 power/turn) ](at Free Army)
Clockwork men [+3.6 [Siege][Heavy][Anti-personnel][armor-piercing];
2 Clockwork men [+4 [Siege][Heavy][Anti-personnel][armor-piercing];
Newest Batch 2/4
Tech: Forging II
Engineering II
Infantry II
Machinian Constructs III (7/10)
Efficiency III
Power grid Optimization II
[Machinian heavy armor III]
[Automization II, -2 ore/turn, +2 refined ore/turn]
Heavy Drills III (+3 stone/turn)
Autocannon III
Workplace Efficiency II
Modularization
Aether Oscilator Disintegrators III,
Agriculture III (+2 food/turn)
Foraging I
Shipbuilding I
Conscription I
Electronics I,
'Mad' Energy Weapons I
Altech Renewable Energy I, (+1 power/turn)
Programming I
Albion Heavy Ships I
[AI III]
[Rocketry I]
[Rockets I]
Resources: Power: 54 (+7/turn)(-3/turn),
Ore: 40 (+3/turn)(-2/turn)
Stone: 97 (+5/turn)
Refined Ore 14 (+2/ turn)
Processes:
Eccentricities:
[Industrial Center]: Mining has long been a way of life for the people of Machinia, though they aren't so good at handling other resources.
[Small]: Even the humans of Machinia are small, and so the colony consumes less food than others. However, the constructs they produce are costly in power.

Rolled 44, 66, 49 = 159 (3d100)

1.Construct more clockwork men, with the recent improvements on armor and workplace efficiency they should be faster and produced faster while being better armored.
+Forging II
+Engineering II
+Infantry II
+Machinian Constructs III
+Efficiency III
+Power grid Optimization II(better power consumption)
+[Machinian heavy armor III]
+Heavy Drills III
+Autocannon III
+Workplace Efficiency II
+Modularization
+Electronics I,
+Programming I
+[AI III]
+[Rocketry I]
+[Rockets I]
+Forge II
+Machinist shop II
+Industrial Center
+Small

2. Clockwork constructs are proceeding apace. Keep working on them! (7/10)
+Forge II
+Machine Shop II
+Forging II
+Engineering II
+Efficiency III
+Workplace efficiency II
+Industrial Center

3.Begin work on a new construct. Built similarly to a spider, with eight heavy legs, two massive drills for pedipalps. It will loaded with several turrets across the area including but limited too, Autocannons, Albion's disintegrator arrays, "Mad" energy weapons, and rockets. It will be dsiegned to be a burrowing heavy support unit, able to provide withering fire power above ground, and to burrow into enemy defensive areas and disrupt them by rising up and letting loose with absurd amounts of firepower. Furthermore it's tunnels will create ways for the clockwork men to follow it into the heart of the enemy directly.
+Forging II
+Engineering II
+Infantry II
+Machinian Constructs III
+Efficiency III
+Power grid Optimization II(better power consumption)
+[Machinian heavy armor III]
+Heavy Drills III
+Autocannon III
+Workplace Efficiency II
+Modularization
+Electronics I,
+Programming I
+[AI III]
+[Rocketry I]
+[Rockets I]
+Forge II
+Machinist shop II
+Industrial Center
+Small
+'Mad' Energy Weapons I
+Aether Oscilator Disintegrators III,

Rolled 34 (1d100)

4.Begin construction of a heavy weapons construct. It will be slow and unwieldy, but it will host two super heavy autocanon arrays and an Imperator class disintegrator. It's sole purpose will be area denial, able to shoot down anything in the sky and bombard anything in the land.
+Forging II
+Engineering II
+Infantry II
+Machinian Constructs III
+Efficiency III
+Power grid Optimization II(better power consumption)
+[Machinian heavy armor III]
+Autocannon III
+Workplace Efficiency II
+Modularization
+Electronics I,
+Programming I
+[AI III]
+Forge II
+Machinist shop II
+Industrial Center
+Small
+Aether Oscilator Disintegrators III,

Rolled 8, 82 = 90 (2d100)

[Royal Imperial Tautological Society of Science]
(Courtier of New Albion)
New Manchester University
Defenses: 1
Military: 1 Manchester Oscilator Home Guard (Militia)
Techs: Aether Oscilator Disintegrators III, Forging I, Agriculture III, Foraging I, Engineering II, Infantry I, Shipbuilding I, Efficiency I, Conscription I, Electronics I, 'Mad' Energy Weapons I, Altech Renewable Energy I, Programming I, Albion Heavy Ships I, Cryogenics I
eccentricity:
[Men of Learning]: The Royal Society are learned men, not soldiers. They can research technology more easily, but it is harder to field military units.

Current Projects:

1.) I wonder if we can turn our experimental phase from theoretical into real world applications [Rapid prototyping I, research begins]
+Engineering II
+Efficiency I
+Electronics I
+Programming I
+Altech Renewable Energy I
+Forging I
+Eccentricity: [Men of Learning]
2.) [Engineering III research 4/8]
+Engineering II
+Efficiency I
+Eccentricity: [Men of Learning]

I'm more about "this turn as well" part than anything else. After all, he just did bomb me this turn, here: and I've rolled for defense against it here: In about 15 minutes or so I should have everything written down and start posting, both turn(s) and questions for you.

If he's on IRC, could any of you poke the Vrinland guy? I really need that answer ASAP

Vrinland doesn't come to the IRC. You weren't bombarded last thread, so it's happening here

>FROM: The Director of Mad Medicine Inc.
>TO: Col. John W. Kurtz
>TOPIC: Re: Diplomatic Exchange

>Ballistics II for Robotics I then. I know you've got weapons sub-division, they will probably like to get this data.

Really, given how hard I'm meta'd, I could go with Anti-espionage X and it still wouldn't be enough.

>Meta'd
Faggot, you IC attacked New Albion, and his allies jumped on you. Get over yourself.

So just to clarify - the only bombardment I'm facing is , answred by my defense , BUT before you crunch it down (nothing to crunch, really), I would like to post my turn and mostl ikely field the AA unit in the process, as the turn I've skipped could give me such option.

Two words, my friend:
Fuck yourself

Your stored turn doesn't process until next one, unless you take it right after I post. That's a precedent.

Oh I get it now
Wait up, so it happend last turn. He posted while you were posting turn, so technically, it happend last turn and this way he still has bombardment THIS turn.
Am I right?

>FROM: The Director of Mad Medicine Inc.
>TO: Col. John W. Kurtz
>TOPIC: Re: Diplomatic Exchange

>I've had word with Railgun Inc. and it would seem they're not interested either. Now if you'll excuse me we have better things to do over here than making sub-optimal trade deals at the moment, Mad Medicine out.

Correct.

Rolled 1, 5, 6, 9 = 21 (4d10)

4 Clockwork men [+3.6 [Siege][Heavy][Anti-personnel][armor-piercing]; (-.5 power/turn)

The clockwork men once again attack the Free Army's stronghold. The weakened defenses are exploited even more abruptly as it is known the Free army MUST hide behide in certain areas lest their enemies get into the headquarters proper and wreak all sorts of death and destruction in it. Ergo, said defenses are suppressed by autocannon fire. Any defenders peering up from the defenses are liable to take a shell to the face. Then men once again move up until the defenses have been destroyed then advance into the enemy base. Automata that run out of ammunition are deployed to the front most lines to use their drills in melee and serve as bullet shields, while their fellow fire at the enemy from behind them. The clockwork will march upon the base of the free army like as an unceasing tide of metal, electric and machinery.

>B-but I MUST be able to find them
No you don't. But the game is too abstract to prove you otherwise.

Crunching last turn's bombardment.

You're in your city manning your defenses. I can see the defenses because I fucked them up last time. Ergo your camouflage bonus is of little use. If you aren't manning your defenses I have free run of your HQ. Camouflage becomes kinda useless once the terrain type changes and the static defenses are revealed. Both of which I did last combat.

Rolled 4, 2, 5, 5, 6 = 22 (5d10)

--1st Extra-Planar Squadron (ENGAGING [76], 8 turn[s])
x1 VE-7(R) Fighter Squadron {AIR} [Str. 1.6]
--1st Devilbird Bomber Squadron (ENGAGING [76], 8 turn[s])
x1 MB-1(R) Bomber Flight {AIR} [Str./Bom. 1/1]
x1 MB-2(R) Bomber Flight {AIR} [Str./Bom. 2/1]
--[AFSOC] 1st Special Operations Bomber Squadron (ENGAGING [81], 3 turn[s])
x1 A-26B(R) Bomber Flight {AIR} [Str./Bom. 2.6/2]
x1 A-26C(R) Bomber Flight {AIR} [Str./Bom. 3/2]
[Tactics II]

youtube.com/watch?v=Xy_-7OXophY

Their cover burned away and their forces occupied fighting the clockwork men, Group Alpha decided now was the time to strike their decisive blow. Lt. Colonel Hank adjusted his avionics as he prepared to descend. "All right Group Alpha, it's time to fly low and strafe em'. This is our best shot we got at dislodging them, so make it count!"

youtube.com/watch?v=KWpNPG3ozq8

"Roger Blue Leader!" barked both Blue Leader and the lead of Charlie Squadron. Raining machine gun fire onto the field, fighter and bomber alike engaged the Free Army with all their might as they attempted to flank the foe from the skies. (STRAFING the Free Army; focusing on Artillery, but we'll take anything we hit!)

>You're in your city manning your defenses
What gives you that impression, aside imagination? It's the same bullshit that cause you think FA performed mass genocide - you IMAGINE things instead read what's posted.

So please, cut down your crap about what you can or what you can't. Fact is - you are grinded in a stalemate. And without bringing reinforcements - which takes time and I can counter by shitting out my own units - you can't do shit. Long story short, either you simply give up, or this will continue ad nauseam

That's why "all wars are total wars" is simpy stupid.

Artillery is away from the fighting units, we've already been there. So I guess "anything we hit".

Afairika bombardment
8+6+7+2+5+2= 30

[Free Army Defense]
1+8+9+6= 24

An Infantry Platoon is caught in the blasts, and dies.

>What gives you that impression, aside imagination?
Because you are using you now gone, thank to siege, defensive bonuses. it's the only reason I didn't beat you last combat. because it gave all your units a +1


Strife is direct combat, not bombard(bombing).

She's hitting for 32.2

I am hitting for 35.4

combined we're hitting for 67.6 not counting tags.

Maybe you didn't notice, but I still have +2 defense.
It's not knockable. Unless you directly go against my defences, which means NOT going for my units.

And should I be impressed or something? Dunno, you wank to your units or something it's so fucking important to shovel in my face each time how powerful they are?

roll for your 5 defenders.

Nope, defense of 1. Clockwork Men's [Siege] tag.

Yeah, but in my stats it's 2, his siege decrease that 1. Either way, my defenses are still 2. And he will soon shit a brick how it comes my units are still existing.

Working on turn, so calm your tits. Unlike some people here, I'm crunching my turns down.

Rolled 77, 26, 3, 92 = 198 (4d100)

Nation Name: The United State of Imperial Nova America
Nation Race(s): Pure GeneModded Humans
Color: Red
Fluff: pastebin.com/Z1jzCWnQ

Settlements: Roma Nibirus
Territory: 21
Population: 25 (+2/turn)
Food: 36 (+3/turn)
Currency: 46 (+3/turn)
Structures: [The Twin Palaces of The Imperial Seat and The Senate]; [Farms I]; [Power Plants III]; [Mines II]; [Quarries I]; [Lumberyards I]; [Hydro Pumps II]; [Docks I]; [Oil Rig I]
Defenses (Capital): 1
Military: 6 [Militia]; 2 [Naval Boat]; 1st Squadron "Africanus" [+.8 (-1 oil)/turn]; General Ulysses S. Patton [+1.2]{-1 food/currency//turn}
Tech: [Aircraft II]; [Forging II]; [Tactics I]; [Tanks I]; [Shipbuilding I]; [Architecture I]; [Majesty I]; [Capitalism I]; [Agriculture II]; [Engineering III]; [Electronics I]; [Infantry I]
Resources: Amateur Xenobiologist, Power: 54 (+6/turn) Ore: 20 (+2/turn) Wood: 9 (+1/turn)
Eccentricities:
[Fresh from Orbit]: Nova America has just arrived on planetside, fresh and ready to conquer. However, they don't have the experience dealing with the native life that other nations do.
[Superhumans]: The modified humans that make up Nova America's population are naturally strong, but they need more food to function.

1-2; Research capitalism! [3/6] [Majesty I]
3; Improve farms! [Forging II]; [Architecture I]; [Majesty I]; [Engineering III]; [Agriculture II]
4; Improve Docks! [Forging II]; [Shipbuilding I]; [Architecture]; [Majesty I]; [Electronics I]; [Engineering III]

Rolled 2, 9, 3 = 14 (3d10)

Following Altech Directive regarding Satellite Targeting

"This is Albion Command designating target for Orbital Bombardment to Altech Command. Objective is the Free Army units currently deployed on the battlefield. Repeat, target Free Army units currently on the battlefield."

>Settlements:
New Albion (Capital)
New Coventry (Village)
New Nottingham (Village)
New Manchester (Village)
New Lancaster(Village) + New Manchester University
New Winchester (Village)
>Governor's Manor
>Power:
>-Lv1 Aether Rifle Recharger
>-Steam Furnace Electric
>-Hydroelectric
>Farms: Lv1
>Farms: Lv1
>Farms: Lv1
>Quaries: Lv1
>Lumberyard: Lv1
>Forge Lv1
>Barracks Lv1
>Docks Lv2
>Smelter Lv1
>Mine: +1 ore/turn
>Territory: 62/68 (CURRENTLY IN DISPUTE)
>Population: 331 (+14/turn)
[Ration Based Economy]
>Food/Currency: R£ 421 (+6/turn)(+3 AgIII)(+2 New Farm)(+2 New Farm) (-2 (standard) military units) [OP confirmed and feels so good]
>Currency: N/A
>Defenses: 1 New Albion
>Military:
1 Sir Frederick Herbert Williamshire IV[+1](-1 food/turn)
1st Homeguard Oscilators Division (Militia) [+.2]
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)
>Tech:
Military:
Aether Oscilator Disintegrators III
Energy Weapons III
'Mad' Energy Weapons I
Conscription I
Infantry I
First Aid I
Tactics II
Shipbuilding I
Albion Heavy Ships I
Economic:
Engineering II
Forging I
Altech Renewable Energy I
Programming I
Efficiency I
Electronics I
Agriculture III
Foraging I
Other:
Cryogenics I
Leyline Manipulation V
Ley-Powered Machinery II
DAN Ammunition I
>Resources:
>Ore: 15 +1/turn
>Refined Ores: 0
>Stone: 20 (+1/turn)
>Wood: 42 (+1/turn)
>Power: 37 (+3/turn)
>Volunteers: 5 Fairies
1 Heavy Construction Ship
>Eccentricities:
>[Jolly Old Empire]: On a mission of expansion, New Albion can colonize more territory before it gets harder to do so. But their lands may be more dangerous as a result
>[Riflemen]: The Colony's patented disintegrator rifles are stronger than normal, though normal infantrymen equipped with them cost Power as well

Ok, so new batch of questions to you, Wheelie, again simplified as much as possible, so quick and simple answers should be possible

pastebin.com/FKCrVxmP

Please pay great attention to questions 6 and 7, because it makes now a GREAT difference within the situation, especially when combined with question 2.
And I hope you now get the impression why I simply consider you are after my blood to get rid of annoying asshole from your game.

Either way, the combat with Machina forces from previous turn will either have to be re-calculated due to changes in value of the defending forces or AT LEAST standard bombardment crunching will have to be done. It may even mean current Machina attack was performed by less units.

I'm waiting with any future actions until being given further notice, because even the slightest change of situation makes a huge difference for my situation and decisions.

Either OP confirms Altech player left such instructions or this never happend.

Altech player did. Confirmed.

And that means turns should be performed too, not just combat rolls, since apparently the player left action instructions.

Rolled 29, 76, 57, 90 = 252 (4d100)

1-2. At long last!

Our wonder to the modern world.

Our Underground Cornucopia will soon be completed! 24/25

3. For a great while now the Prince's Oscilator Corps has, well, been terrible underarmed.

I want them armed with our latest energy weapons and Disintegrators and prepared for war time readiness. This will also be our Vanguard unit, the Prince's own, so it may be larger than our standard unit.

I want to see how much a large army costs in terms of food and energy supply. Especially with our superior Disintegrator and Aether Oscilation technology.

>Arm our 1st Army into a proper standing unit
>Apply 3 Population to make it a [Large] unit
Prince's Royal Oscilator Corps (Army) [+.2] (-1 food/turn)

>Aether Oscilator Disintegrators III
>Energy Weapons III
>'Mad' Energy Weapons I

4. We never did finish up that Disintegrator Factory, and the time is near to re-arm ourselves.

And with new and improved energy weapon designs too! 3/4

>Aether Oscilator Disintegrators III
>Energy Weapons III
>'Mad' Energy Weapons I

>Engineering II
>Forging I - Steel beams
>Efficiency I
>Altech Renewable Energy I
>Electronics I
>Programming I

---
NOTE:
4 actions still owed to Tinker-Tek / Taach Okaan upon his return

Technically speaking, there would also have be makeup bombardment rolls but since I and Colombina completely forgot to order in the bombardment I'll be willing to concede not doing that.

How does it feel, Baz, to bring entire game into war and then sitting in the back, watching it burn?
God, I wish I've figure out few threads ago it's you. I could rolf-stomp you back in thread 2 just to prevent your constant scheming instead of assuming I'm facing someone competent with military actions and decisions. Damn shame.

1-2) You have no anti-armor technology whatsoever.
3) Tag system is admittedly a bit iffy. It depends on the techs/levels. Not all techs grant tags.
4) I admit I messed up here. Though Barracks and further Infantry tech do make it easier to recruit.
5) Well it is a unit, and can be mobilized to attack, instead of being a static piece.
6) Separate
8) AA technology gives a bonus to helping defend against bombards/ attacking aerial targets.
9) Yes.

>Ballistics 2
>Not anti-armor
Right... So unless it's not called "Anti Armor I", it doesn't count.

Given how techs are abstract and everyone can develop anything they want, this alone makes tag system in the most literal form disfunctional. For example, it means I should get DOUBLE [Precise] tag, assuming such tag exists. After all, all units are produced with Aiming and Targeting.

No, it's not about getting you agitated. It's the part of the deal we made two threads ago - try to squeeze as much experiment data as possible from this war. This is part of the notes.

Nation Name: The Devil Ant Nests
Nation Race(s): Devil Ants (mutated ants)
Color: Blue
Fluff: The Devil ants were once ants carried over as food for colonists during the long trip to Nibiru. The colony did not survive, but the ants did. The ants mutated, gaining in size and complexity as well as overall intelligence shown in complex planning and operations. As well the Devil ants became more adept at noticing mutations within their number. This new species has created a nest where the old colony once stood, stretching deep and wide below the surface.
-Don't fill out (unless told to)-
Settlements: First Nest
Territory: 56
Population: 308 (+8/turn)
Food: 412 (+13/turn)
Currency: N/A
Structures: Queen's Chamber, 9 lvls of Mushroom farms, Egg chamber I, Mine II
Defenses: 1.5 (First Nest)
1 (Second Nest)
Traps: [Ambush Tunnels]
Military: 3 Basic Soldier Drones
1 Warrior Drones [+.8][Poisonous] (2 Food Upkeep)
1 [Tank Drone {Large}[+1.2](-2 food/ore//turn)]
1 [Harvester Drone {Forager} [+.4](-1 food//turn ]
1 [Scout Drone (+1.4)[Flight][Infiltrate] (-2 food/turn)]
1 [Electro-drone [Anti-Espionage][+1][-1 food/turn]
Tech: [Foraging I] [Selective Breeding II] [Agriculture V] [Poison II] [Drone Morphism I] [Engineering I] [Sharpened Pincers III] [Enriched Diet II] [Scouting I] [Spiracles I] [Flight II] [Espionage I] [Tunneling I] [Electro-sensitivity II] [Speed II] [Mimicry I] [Intelligence I]
Resources: 13 Ore (-0/turn)
[Captive Menehune: 5]
[Wood: 2]
Eccentricities:
[Invasive Species]: The native fauna of the planet have no idea of your capabilities, making them easier to take down, though peaceful interactions are next to impossible.
[Mutations]: The Ants have found that they grow and evolve at an alarming rate, though outside technology is much harder for them to grasp.

Rolled 53, 41, 48, 74 = 216 (4d100)

1&2. Farm mountain super structure continues to be built. 20/25
+Agriculture V
+Tunneling I
+Engineering I
3. Continue breeding some young for larger brains. 2/5
+Selective Breeding II
+Mutations.
+Intelligence I
4. Continue breeding for stronger spiracles for better breathing. 2/5
+Selective Breeding II
+Mutations.
+Intelligence I

So, just to get this clear - Curious rolls 2d10 against my artillery from or something completely else happens, like recalculation of ?
Because I'm left with 3 more hours before going for my shift and it would be good to finally post

Curious is at work now unfortunately.

Rolled 95, 10 = 105 (2d100)

I'll roll for him.

Rolled 1, 8 = 9 (2d10)

Wrong die

A Clockwork Man dies.

Altech Corporation]
Nation Race: Humans and AI
Color: Cyan
Settlements: Research Station Alpha
Territory: 14
Population: 93 +(4/turn)
Food: 93 (+2/turn)
Currency: 93 (+2/turn)
Resources: Power: 110 (+3/turn) Ore: 80 (+1/turn) Refined Ore: 26 (+2/turn)
Structures: Government Building, Powerplant II, Farm I, Mine II, Mine I, Forge I, Space Elevator, Space Station
Resources: Professional AI expert, 2 Amateur Programmers, 1 Basic AI, 5 fairies
Defenses (RSA): 2
Military: 1 Security Guard, 3 Satellites [Orbital Bombardment]
Tech: [Engineering I] [Programming II] [Forging I] [Electronics I] [Altech Energy Weapons] ['Mad' Energy Weapons] ['Mad' Hovercraft] [Altech Renewable Energy I] [AI IV][Astronomy I] [Rockets I] [Satellites I] [Rocketry I] [Communications] [Automation II] [Monitoring Systems II] [Internet I] [Orbital Bombardment I] [Simulated GARM Engineering I] [Simulated GARM Robotics I] [Simulated GARM Manufacturing I] [Physics I] [Efficiency III] [Life Support I] [Leyline Manipulation V] [Detroit Project] [Energy shields I; +1 defence]
Progress: [AI V] - [2/12]
Migration - [6/10]
Detroit Project L.A.W - [7/10]
Eccentricities:
[Wild Lands]: With their lack of a foothold, Altech has a slightly harder time expanding, but the surrounding lands are still uncorrupted.
[Not Interested]: The plundering of Nibiru's resources isn't much of a priority to Altech, but the planet does seem to react with their AI in weird, often beneficial, ways.

1&2) The faster we complete this the faster this war will be over... I hope. (Continue outfitting the sattelites [7/10]
3&4) Migration is nearly complete, then Afairika can have all their land and territory back. [6/10]
5) This AI research is progressing slowly, but I now that this can be done, this new type of AI can be discovered and utilised. (AI V, [2/12])

Yay for the Mobile Artillery!

What about this then, if there are 3 and not 4 units?

Rolled 78, 10, 9, 91, 72 = 260 (5d100)

Forgot Dice

>The war will be over
Why everyone seems to be absolutely deaf to the arguments? It will be over if we all sit to the table, sign out white peace and everyone goes own way.
Otherwise you will be pounding me for next week or two.

Hey Baz, I know you can't be bored with this, since you don't participate, but it's really getting boring and the war is barely going for what? 5 turns?

Rolled 4 (1d4)

I'll drop one

Now roll for bombardment defense to find out what you are facing Machina with.

Also, it would be helpful if you posted your unit list.

Rolled 4, 3, 5 = 12 (3d10)

Against Altech, right?

Looks like Altech was the only bombard this turn.

Nation Name: Odab Collectives
Nation Race(s): Orcs, Goblinoids, and Humans
Color: Green
Fluff: Giant Pirate Fleet that got themselves crash-landed after being defeated by an unspecified foe, now resorting to their aggressive nature to rebuild their fleet and take to the stars once more.
Settlements: Kurgan (capital) Freetown
Territory: 20
Population: 96 (+4/turn)
Food: 140 (+11/turn) (8)
Currency: 7 (+4/turn) (0)
Structures: [Mine 3] [Power Plant 2] [Farm 2] [Quarry 2] [Lumber Yard] [Raiding Camp] [Rum Distillery] [Power Infrastructure 2] [Port] [Construction Depot] [Factory 2] [Fabricator] [Pasture] [Research labs] [Butcher] [Fuel Drill] [Mine] [Armory]
Defenses: 2 [Kurgan] [Defensive Robot perimeter]
Military: 1 Orc warband [.8](army)(-1 food/currrency) 2 Pirate crews (army) [-2 food/currency] 3 Land Guard (militia) 1 Tank unit [armored][+.6](-2 power) 1 Artillery battery [Bombard: 1](-1 power) Flotilla (fleet)[(+.2) -1 currency]
Tech: [Infantry 3] [Weapons] [First Aid] [Artillery ][Ammo] [Automatic Weapons 2] [Robotics 2] [Shipbuilding] [Hovercraft] [Spacecraft] [Tanks] [Aircraft] [Rocketry] [Tools] [Forging] [Engineering 3] [Agriculture 2] [Cybernetics] [Genetics]
Resources:
Ore 92 (+4/turn)
Power 46 (+6/turn) (3)
Stone 42 (+2/turn)
Wood 19 (+1 per turn)
Student Xenobiologist
Eccentricities:
[Sea Legs]: The pirates of Odab excel at naval warfare, granting extra power to their units, although terrestrial units are weaker.
[Money-hungry]: Currency isn’t easily made by the Odab, They’d much rather steal it. However, using currency to boost an action is more effective than usual.

And one out of 3 connected. Question - units are picked at random by some hidden dice roll or you just pick them by choice when removing?

Rolled 18, 30, 69, 75 = 192 (4d100)

1. Upgrade the pasture
+Factory
+Fabricator
+Engineering 3
+Robotics 2
+Tools
+Construction Depot
2. Build a Barracks (To recruit and train better troops) [2/4]
+Factory
+Fabricator
+Engineering 3
+Robotics 2
+Tools
+Construction Depot
3. Research into Combat Drugs, so we can start biologically enhancing our soldier’s capabilities [2/4]
+Research Labs
+Cybernetics
+Genetics
4. Begin construction on the great southern city of Southport on the southernmost tip of the peninsula
+Forging
+Robotics 2
+Factory 2
+Construction Depot
+Engineering 3
+Tools
+Fabricator

Usually by tier system, weaker units are removed first.

Spend 7 currency on the second roll

OP is leaving for a few hours, will be back tonight.
Kurtz, either post your defense, or I will when I return.

Bump

Rolled 5, 9 = 14 (2d10)

Still not exactly sure how much of it I can use, but ok.

First of all, artillery fire on the clockworkmen
2x Mobile Artillery Battery [Camouflaged] [Bombard: 2.5]

"To fight and conquer in all our battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting." Sun Tzu

Rolled 4, 2 = 6 (2d10)

Ok, I think all the important stuff is linked. Taking that into account, being out of AP units and the fact Curious can't read how the defenses were originally organised nor can't into tactics or Tactics tech... Also, he has no Anti-personel tech and got the tag based on... something. Apparently using ballistic weapons with Ballistics and Engineering doesn't allow to make AP weapons. No, I won't quit this issue.

Just like the first time, the moment artillery starts raining shells over the battlefield, snipers use the sound coverage to open fire with therir seemingly ineffective anti-material rifles and once again try to take down the robots. If not direct hits, then maybe joints, sensors or weapon systems can be destroyed with the weapons at hand.

Forgot stats

2x Sniper Unit [+3.4] [Camouflaged]