Post Apoc Megacorp Maticico Remnant civ quest 24

Rolled 19 (1d100)

Last time Rizal went into seclusion as she under goes an upgrade. The CEO is making plans for PROFIT. Sal is STILL missing. We finally got all the tech reversed engineered from Omitar that we were interested in. JAL is still depressed at being outdated. Meanwhile our objectives still lay undone both our primary, secondary, and even our tertiary are all mostly uncomplete. We have also finally got a paramilitary faction to fuse with us. The fusion will be complete in 5 turns.

After that you'll enjoy the associated upgrades to your stats and gain the ability to auto train your forces(however you still have to spend resources just not actions like with the bandit auto upgrading).

Other urls found in this thread:

docs.google.com/document/d/12wCyA91tyGpRmagXXH3UGcPX0xC7XwcCJzoPJ5nOzic/edit#
youtube.com/watch?v=jtx8MW84kFw
twitter.com/SFWRedditImages

Rolled 46 (1d100)

>Turn 374
>>>>>A. Raid
>>>>>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: 2 Resource.Tek Resource 88. Tech Resource 79. MAD Resource 84. Manufacturing Resource 71.
>>>>Pop 255k
>>>>Military 189k
>>>>Food: Poor
>>>>Water: Poor
>>>>Morale: Great
>>>>Medicine: Poor
>>>>Health: Great
>>>>Armaments: Poor
>>>>Fuel: Average
>>>>Tech level: Great Tek
>>>>>Reputation: Evil Inc.

Rolled 98 (1d100)

>>>>>>Infrastructure:Meeting Room+. Fish Farm+. Hydroponics Bay+. Tek Medical Bay++. Tek vehicle Bay++. MADTek Science Bay++. Tek Industrial Bay++. Bandit Corp 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+.Tek Ballistics Lab++. Breakroom+. MAD Shop++. Bad Bandit Bazaar++. Casino++. Ammo Factory+++. Tattoo Parlor++. Pleasure Palace+.
>>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>>>>vehicles: BAD Bandit Loot Wagon(30) BAD Bandit Flying Loot Wagon 10. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base.13k Bandit technical. 22k Bandit Bikes. 600 Bandit Tanks. 600 Bandit APC. 60 Bandit Super Tank. 60 Bandit Super APC. 500 RD VTOL. 300 Subterrane. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. MAdtek Supah APC 100. BAD Bandit Supah APC 100. BOMFAP 400. MAD Bombers 500. Arisen Bombers 100. Arisen Fighter 100. Arisen Gunship 200. OW Bomber 50. OW Fighter 50. Old World Gunship 100.
>>>>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>>>>communications: Corp Comm Center. Craze Chant.
>>>>>>Materials: 4 supply. Bot Tech 50 Mats. Psi Materials 39. Research Materials 30. Manufacturing Materials 80. Tek Materials 100. MAD Materials 99. Psi Augs++++.

Rolled 96 (1d100)

Last Thread: archive.4plebs.org/tg/thread/48279495/

Callout to the user who explained his idea for the ammo type.

Totally viable in fact it would even be VERY cheap to do as its so much closer to our own tech level. Due to the tech rating in the setting this massively decreases the costs.

Another callout for the idea to pillage the underground megacity ruins.

There IS a reason why the tek bandits are so filthy rich. Its because they are one of the only factions around who aren't so obsessed with the tower as to ignore everything else. Another reason is due to them eating all the other tek bandit forces.

They are quite literally the only game in town and quite enjoy their monopoly. Them raiding the underground megacity ruins just pours the salt onto the open wound.

Tell me about the Paramilitary

Who are they, what is their history and exploits

What do they consider is their specialty?

Rolled 25 (1d100)

Act 1
Since we still have a training round left would on training units we are lacking and in need of. Otherwise

Act 2
Warlord and director time to start both your plans for expanding.

Trade
CEO help restock what we can of our stats.

MAD
JAL and miss(?) Jazri keep working on the infestor.

>Meanwhile our objectives still lay undone both our primary, secondary, and even our tertiary are all mostly uncomplete.
The player plans or is there something we forgot?

Rolled 90 (1d100)

They are or were a shadow security company.

Basically they specialize in sneaky security and unofficial black ops for hire.

Umbra was naturally quite fond of them.

They are called Stako Company and much of their history is largely unknown. Same with their exploits but our corporate records indicate its because they wanted it this way.

Their specialty is secret security(official) and stealthy operations(unofficial). They are all equipped with stealth gear as part of their standard layout.

Rolled 20 (1d100)

work on training* Otherwise help with paramilitary merging.

Can we get some examples of Sneaky Security and Unnoficial Black ops?

In general, could they be good at being special forces or "commando's"?

--

Who is currently their leader or commander?

Rolled 4 (1d100)

Commander Orkhonr leads them.

They are the unofficial protection that people don't know about compared to the obvious bodyguards that they do. Unofficial black ops is what they did when they were offensive instead of defensive. Officially they don't take part in that sort of thing.

All their elites can be considered special forces tier. The rest of their soldiers are trained heavily in protection and stealth operations. Outside of that they are your typical paramilitary bad asses.

They threw their lot in with Umbra apparently. According to them Jenny found some of their remnants and then 'persuaded' them to join her. Apparently she found a few leads due to their old world dealings. According to them she has been digging up more then just other umbra remnants.

Their hero unit is a super soldier referred to as

X1-55 otherwise known as Exon.
Traits are
One Man Army
Super

Abilities
Unseen: When used targeted unit is able to enter stealth again even if its still in detection range.
Damage Share: Hero can choose to take all damage for other heroes and units or split it.

Passives
Undetected: Hero is immune to detectors.

Rolled 47 (1d100)

Damage share can also be used on hostile or neutral forces. However they can attempt to resist the damage share and should they succeed damage share fails meaning no damage is transferred.

Super soldiers are really fucking noice heroes. Especially the old world versions.

>Primary Secondary and Tertiary are still mostly incomplete.
So...what were those again?

Rolled 23 (1d100)

Different player, faction, and NPC objectives.

Basically whatever the players decide on and whatever I choose to have for the NPC.

Rolled 41 (1d100)

Vote. Nice trips.

1. Primary, getting enough Vehicles as per Axum's quota (our Warlord military leader hero)
2. Finding and Paying FortiCo to build our superior floating mountain base(s) as a superweapon
3. General control of a much larger amount of land
4. Getting samples for that Serum to allow us to integrate with the Tech Brood without losing our humanity, opening the path for extreme levels of power

--
Other objectives not listed are:
Getting Rizal to the status of true Super Genius

Rolled 48 (1d100)

I dedicate this 44 to the power of the trips.

A 444 and a 999. There is a mad action and I can only hope that will mean something.

Since we just got the new paramilitary I'd like to propose an alternative to the Two Plan army.

Why not make it three?

Hear me out,

We will portion our existing forces into three separate lots, each specialized towards a certain task but capable of supporting the other.

Axum, will handle massed attacks, assaults, and offensive operations, as well as his own Tower Plan
Director of Security will handle defensive works, holding lines, and stopping enemy attacks
Exon will be in charge of special forces, commando operations, "elites"

Three separate armies, three specialties, increased flexibility of our military to perform different tasks as needed.

How do our respective heroes feel about this plan?

Rolled 79 (1d100)

You know you'd better include Biggy in there with Exon. Biggy's a right proper badass and these guys seem pretty close to his MO.

"Hey Biggy, what do you think of these new guys?"

While I like the plan (if our heroes don't have criticisms) we should stick with our two-part deal for defensive works.

The paramilitary soldiers are trained heavily in protection and stealth operations. We can just link them up with the director and have them support our bandit warband. Like biggy does from the shadows.

Rolled 47 (1d100)

I think this is what we were going to last time, so alright.

Don't forget the grander goal of the Space Elevator. Which will first require us to take control of the land around it.

Commander Orkhonr might have his own ideas about defense, we should ask him. Exon might accept honorary command, but he's not a commander or a planner. At least not primarily; that's just not what Super Soldiers do.
Also this. He's a Black Ops specialist after all.

That might not need to be changed.

Axum and Director's plans are in regards to manning and holding territory.

It would depend if Stako considers themselves geared towards holding vast amounts of territory like a real army, instead of being sneaky special force elites meant for killing than holding.

Oh right, Orkhonr.

Fixed

I changed the plan a little after the new info. Our stats will recover on their own. So not a big need to rush them with a raid. So went with growing since we need to do that.

>Take control of the land around it
More like the UNDER-LAND around it.

I'm a fan of establishing a good defensive network overground, and then fucking off into the underground until SAL gets back. I'm sure there's PLENTY of fun to be had underground to keep us occupied. Also if we start going underground too we might be able to use the CEO to leverage a deal with the Tek Bandits. Tell them that it's much easier (and more profitable) for our two factions to work together than try to compete, we've already shown that we're willing to play with them.

Underground is scary as fuck yo

There are usually monsters down there. Big ass ones that swim in the earth like leviathans or gods know what.

Hopefully if we ever have the unfortune of having one of those our subterrine fleet will help as well as the brood

Speaking of which we should develop Subterine Battleships too

Rolled 55 (1d100)

Exon is not a commander hero and he is a super soldier he is most unfamiliar with the limitations of ordinary humans unless when it comes to killing them.

"Not bad. Much better then what I got stuck working with."

Forces trained.

Forces dispatched. Towers and bunker network under construction.

CEO has made resupply trade deals.

WARNING

Infestor Project Completed.

WARNING

Brood Infestor detected.

"Well that worked much better then I expected."

"...JAL just HOW did you create a brood infestor for tech?"

"Oh why I based it upon myself of course! Otherwise I would of asked Rizal...oh wait nevermind I already did. Can't believe I missed that one..."

WARNING

>Turn 375
>>>>>A. Raid
>>>>>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: 2 Resource.Tek Resource 88. Tech Resource 79. MAD Resource 84. Manufacturing Resource 71.
>>>>Pop 255k
>>>>Military 189k
>>>>Food: Poor
>>>>Water: Poor
>>>>Morale: Great
>>>>Medicine: Poor
>>>>Health: Great
>>>>Armaments: Poor
>>>>Fuel: Average
>>>>Tech level: Great Tek
>>>>>Reputation: Evil Inc.

We totally should, and I know the underground is scary as fuck but LOOK at how FUCKING MAGNIFICENTLY RICH it made the Tek Bandits (still don't have a proper name for their faction).

It's an excellent place to further refine our military and get phat lewt. At least don't dismiss it out of hand until we try it to gauge our hitting power.

Rolled 96 (1d100)

>>>>>>Infrastructure:Meeting Room+. Fish Farm+. Hydroponics Bay+. Tek Medical Bay++. Tek vehicle Bay++. MADTek Science Bay++. Tek Industrial Bay++. Bandit Corp 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+.Tek Ballistics Lab++. Breakroom+. MAD Shop++. Bad Bandit Bazaar++. Casino++. Ammo Factory+++. Tattoo Parlor++. Pleasure Palace+.
>>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>>>>vehicles: BAD Bandit Loot Wagon(30) BAD Bandit Flying Loot Wagon 10. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base.13k Bandit technical. 22k Bandit Bikes. 600 Bandit Tanks. 600 Bandit APC. 60 Bandit Super Tank. 60 Bandit Super APC. 500 RD VTOL. 300 Subterrane. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. MAdtek Supah APC 100. BAD Bandit Supah APC 100. BOMFAP 400. MAD Bombers 500. Arisen Bombers 100. Arisen Fighter 100. Arisen Gunship 200. OW Bomber 50. OW Fighter 50. Old World Gunship 100.
>>>>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>>>>communications: Corp Comm Center. Craze Chant.
>>>>>>Materials: 4 supply. Bot Tech 50 Mats. Psi Materials 39. Research Materials 30. Manufacturing Materials 80. Tek Materials 100. MAD Materials 99. Psi Augs++++.

Sorry, I meant Orkhanr

"Orkhanr, Axum, Director. A paramilitary commander, a War lord, and a director of security.

How do you feel about the proposed Three Divisioned Military, giving each of you your own set of forces trained specifically at your specialty, yet working to support each other?"

Rolled 14 (1d100)

Action 1
Activate Manufacturing AI, and have it try to unfuck our electronics if it already is. Have it improve our manufacturing ability.

"Who are you, what is your name?"

Action 2
Activate the Experimental Manufacturing AI, and have it try to unfuck a separate "experimental" section of manufacturing that will be given to it. It will improve manufacturing ability in its sector as well

"Who are you, what is your name?"

TRADE
CEO keep helping shore up our stats, we'll be back to normal soon hopefully

MAD
JAL is to create an AI room in cyberspace where all our AI's can have a nice pleasant chat.

There should be AI food, drinks, and refreshments that AI's can enjoy.

Rolled 85 (1d100)

Action 1
Continue constructing Axum and SD's projects.

Action 2
Send out a search party, complete with Sarah, Roy, Biggy, and Exon to look for a good place to establish a base that we can establish as an isolated access point to the underground in the area.

Trade
CEO, we know that the Tek Bandits have begrudgingly mixed feelings about us. They ate all the other tek bandits around here and we kind of look like tek bandits, and now we're about to venture into the underground for funs and phat loots.

You need to talk to them and make them understand that we don't mean to step on their toes. We, for our part, consider that it would be much more profitable for both of us if we could figure out some way to work together. Perhaps mention our manufacturing prowess (that they already know about). They're bots are certainly excellent but we might be able to help out if needbe. I leave it to your discretion.

Axum and Ginny, you go too. You've got that Dirty Dealings shit going on and Ginny...well you're fucking awesome girl.

MAD
JAL, think you and JOY could work on an upgraded version of the Subterrine? A Subterrine-battleship, if you will.

Rolled 30 (1d100)

Action 1
Supporting growth action plan with Warlord and Directior.

Action 2
Ginny time to build more vehicles the warlord wanted and to see how good that AI we got is.

Trade
Lord keep doing what you been doing making friends and getting our lowered stats up some more.

MAD
JAL lets make a outpost and start seeing what the underground city holds.

Rolled 16 (1d100)

I'm going with this one.

We do need to speak with the Tek Bandits again eventually though.

Rolled 74 (1d100)

>Assigning creating an outpost to JAL on a MAD action
My God, user you know not what you do.

>JAL creating an AI room on a MAD action
Jesus, it's spreading! Do you not remember that Genie said basically us unleashing JAL on Omitar Black is what allowed him to persuade all the AI in the area against us?

The only sane plan here, vote!

Rolled 2 (1d100)

I'd like to know if the three army plan is supported by our heroes too.

Helps us players organize and use our army more easily

Rolled 43 (1d100)

Vote

Although, actually, I'd like to delegate the Subterrine fleet to someone like the Think Tank or Tek Bandits, maybe next turn.

Rolled 49 (1d100)

Yes, we've made the mistake of not listening to our heroes before.

Rolled 97 (1d100)

I do and JAL has done outpost before. Also we have been using him on mad actions for a few turns now.

I just wanted it to be a grown base. So it will be little problem if we have to blow it up if the underground is a problem.

*dialogue

Rolled 22 (1d100)

>All those heroes we have command of
Good jesus.

Rolled 3 (1d100)

"Well we certainly have the manpower but do be aware that Orkhanr isn't a heroic unit."

Construction continues.

Heroes dispatched.

CEO sent. He claims that they still possess rather mixed feelings about us. he is unable to determine if they will prove to be hostile or not in the future.

JAL and Joy working on new project.

>Turn 376
>>>>>A. Raid
>>>>>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: 2 Resource.Tek Resource 88. Tech Resource 79. MAD Resource 84. Manufacturing Resource 71.
>>>>Pop 255k
>>>>Military 189k
>>>>Food: Poor
>>>>Water: Poor
>>>>Morale: Great
>>>>Medicine: Poor
>>>>Health: Great
>>>>Armaments: Poor
>>>>Fuel: Average
>>>>Tech level: Great Tek
>>>>>Reputation: Evil Inc.

Rolled 89 (1d100)

>>>>>>Infrastructure:Meeting Room+. Fish Farm+. Hydroponics Bay+. Tek Medical Bay++. Tek vehicle Bay++. MADTek Science Bay++. Tek Industrial Bay++. Bandit Corp 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+.Tek Ballistics Lab++. Breakroom+. MAD Shop++. Bad Bandit Bazaar++. Casino++. Ammo Factory+++. Tattoo Parlor++. Pleasure Palace+.
>>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>>>>vehicles: BAD Bandit Loot Wagon(30) BAD Bandit Flying Loot Wagon 10. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base.13k Bandit technical. 22k Bandit Bikes. 600 Bandit Tanks. 600 Bandit APC. 60 Bandit Super Tank. 60 Bandit Super APC. 500 RD VTOL. 300 Subterrane. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. MAdtek Supah APC 100. BAD Bandit Supah APC 100. BOMFAP 400. MAD Bombers 500. Arisen Bombers 100. Arisen Fighter 100. Arisen Gunship 200. OW Bomber 50. OW Fighter 50. Old World Gunship 100.
>>>>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>>>>communications: Corp Comm Center. Craze Chant.
>>>>>>Materials: 4 supply. Bot Tech 50 Mats. Psi Materials 39. Research Materials 30. Manufacturing Materials 80. Tek Materials 100. MAD Materials 99. Psi Augs++++.

>Orkhanr isn't a heroic unit
"Which to be fair, is impressive for a non-hero.

Certainly, for a non-hero to become the commander of a Paramilitary Organization, let alone one Umbra trusted, must certainly account for his merit?"

To be honest really, it's surprising he isn't one. Seems like most of the major or strong organizations have a hero as a leader.

Rolled 71 (1d100)

Action 1
Growth action plan with Warlord and Directior.

Action 2
Ginny time to build more vehicles the warlord wanted and to see how good that AI we got is.

Trade
Lord keep doing what you been doing making friends and getting our lowered stats up some more.

MAD
JAL & JOY keep working on the upgrades.

Rolled 62 (1d100)

Hmm.

I propose that we devote the Trade action exclusively to trading with the Tek Bandits for a while now (they've got everything we need anyway), as well as refraining from selling any goods to the surrounding factions. This ought to demonstrate that we're better as allies than enemies.

Action 1
Continue the construction and growth!

Action 2
Activate the Manufacturing AI and have it try to unfuck our electronics. Ginny, would you oversee this?

Trade
Trade for fuel with the Tek Bandits if you wouldn't mind, CEO.

MAD
Carry on, sweet JAL and JOY.

Man, I wish we had a third normal action so we could research the brood for biotech goodies.

Rolled 55 (1d100)

Looks like Jazri or Rizal are sparking another bout of hivemind activity.

Rolled 26 (1d100)

How about we be a bit more efficient with our actions?

Focusing on upgrading the manufacturing and production means not only will making vehicles be faster and easier, but also towers and bunkers.

Action 1
Have both the AI"s work on unfucking our manufacturing electronics, and improving manufacturing and production

Action 2
Construction bots were the "Bread and Butter" that allowed Omitar to build so fast and so much.

We have recently recieved Omitar construction technologies.

Spend 10 Bot Tech Materials to have the Manufacturing AI's build as many Construction Bots and Manufacturing Bots as possible, so we can build and produce things with incredible pace.

Only took them, what, 7 or so turns to make a superweapon with nothing but bots?

Trade
CEO focus continue to focus on the Tek Bandits and improve relations.

MAD
Fight smarter not harder.

Instead of going straight from Subterrine to Subterrine battleship, let's take it back down a notch and work on Subterrine Destroyers.

Then we can make Subterrine Cruisers, then the battleships

Rolled 58 (1d100)

Makes sense

Rolled 9 (1d100)

Don't forget the materials

>Have both the AI"s work on unfucking our manufacturing electronics, and improving manufacturing and production
and generally improve manufacture and construction

Provide 10 Tek Materials
Provide 10 Manufacturing Materials

>Action 2
>Construction bots were the "Bread and Butter" that allowed Omitar to build so fast and so much.
>We have recently recieved Omitar construction technologies.
>Spend 10 Bot Tech Materials to have the Manufacturing AI's build as many Construction Bots and Manufacturing Bots as possible, so we can build and produce things with incredible pace.

>Trade
>CEO focus continue to focus on the Tek Bandits and improve relations.
>MAD
>Instead of going straight from Subterrine to Subterrine battleship, let's take it back down a notch and work on Subterrine Destroyers.
>Then we can make Subterrine Cruisers, then the battleships

Alright got the new hero and merged civ info in here.
>docs.google.com/document/d/12wCyA91tyGpRmagXXH3UGcPX0xC7XwcCJzoPJ5nOzic/edit#

If there is wants for the notes just let me know or type in a comment on the doc. ( Y'all should be able to leave notes while staying user.)

I don't want to stop growing. We should keep an action on that.

For action 2 we could find robots to merge with with the trade action.

The mad is just research anyways. The tech should be scale able.

Rolled 36 (1d100)

Vote

And ask the Tek Bandits about robots I suppose. We need to get something to pay them with though.

Rolled 100 (1d100)

Good idea

That's fine ine.

Would you accept.

Action 1
Growth action plan with Warlord and Directior.
Spend 10 Manufacturing Materials

Action 2
Have both the AI"s work on unfucking our manufacturing electronics, and improving manufacturing and production
Spend 10 TEk Materials and 10 Manufacturing Materials

Trade
CEO we need more construction bots!

See if we can improve relations with the Tek Bandits by buying some or getting information on any Construction Bot locations we can go to convince to join us.

MAD
SUBTERRINE BATTLESHIPS

Rolled 41 (1d100)

I love it.

AW YEAH CONSTRUCTION BOTS

>mfw a mysterious tower appears
>mfw a lone Constructor Core steps forward
>"Hello, my name is marty, and I like to build things"

Yes, I will accept a 100 to that plan.

Rolled 49 (1d100)

Bunker and Tower network constructed. The Competition is officially on.

AI's have awoken and completely unfucked our manufacturing.

Acquired Heroic AI

Experimental Constructional AI ECO
Bonus Manufacturing
Bonus Engineering
Free Construction Action

Abilities
Build: When activated project is finished in a single turn or targeted structure is instantly repaired is not for free however.
Schematic Scan: When activated target is reverse engineered if target is able to successfully resist ends in failure. However if it succeeds tech is stolen equal to degrees of success and weaknesses are detected.

Passives
Resourceful Constructor
Auto Build

"Does anything else need to be made?"

Construction Bot locations purchased.

They mark a number of construction sites, corp facilities, and even a few think tank locations. For some reason there is also a location marked in a barren stretch of desert that claimed there was a constructor bot who successfully achieved ascension for a faction. Apparently it was left behind...

The locations includes both ordinary construction bot locations and not so ordinary. Including suspected black sites and heroic locations.

Meanwhile JAL and Joy successfully create the subterrine battleship schematic.

Rolled 62 (1d100)

>Turn 377
>>>>>A. Raid
>>>>>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: 2 Resource.Tek Resource 88. Tech Resource 79. MAD Resource 84. Manufacturing Resource 71.
>>>>Pop 255k
>>>>Military 189k
>>>>Food: Great
>>>>Water: Great
>>>>Morale: Great
>>>>Medicine: Great
>>>>Health: Great
>>>>Armaments: Great
>>>>Fuel: Great
>>>>Tech level: Great Tek
>>>>>Reputation: Evil Inc.

Rolled 75 (1d100)

>>>>>>>Infrastructure:Meeting Room+. Fish Farm+. Hydroponics Bay+. Tek Medical Bay++. Tek vehicle Bay++. MADTek Science Bay++. Tek Industrial Bay++. Bandit Corp 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+.Tek Ballistics Lab++. Breakroom+. MAD Shop++. Bad Bandit Bazaar++. Casino++. Ammo Factory+++. Tattoo Parlor++. Pleasure Palace+.
>>>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>>>>>vehicles: BAD Bandit Loot Wagon(30) BAD Bandit Flying Loot Wagon 10. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base.13k Bandit technical. 22k Bandit Bikes. 600 Bandit Tanks. 600 Bandit APC. 60 Bandit Super Tank. 60 Bandit Super APC. 500 RD VTOL. 300 Subterrane. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. MAdtek Supah APC 100. BAD Bandit Supah APC 100. BOMFAP 400. MAD Bombers 500. Arisen Bombers 100. Arisen Fighter 100. Arisen Gunship 200. OW Bomber 50. OW Fighter 50. Old World Gunship 100.
>>>>>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>>>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>>>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>>>>>communications: Corp Comm Center. Craze Chant.
>>>>>>>Materials: 4 supply. Bot Tech 50 Mats. Psi Materials 39. Research Materials 30. Manufacturing Materials 80. Tek Materials 100. MAD Materials 99. Psi Augs++++.

Rolled 68 (1d100)

>"Does anything else need to be made?"
Yes.

This man, his name is Axum, wants things for his army.

A LOT of things for his army.

Tanks, Aircraft, plasma shields, the works.

And we've been trying for so long too meet them, can you help us meet them?

Construction Action
The AI ECO works to fullfill AXUM's quota! Once and for all!

Action 1+2+Trade
That constructor. In the desert.

CEO, we can't STRESS how important it is to get it!

"Rizal, isn't that the one place you said um . . .elton wanted you to visit but never did?"

Go out and try to recruit it. Maybe Rizal can convince him
He could help us fulfill our dreams

Trust me on this guys, we won't regret it!

Rolled 90 (1d100)

Send Ginny too, she likes learning about AI's

Rolled 22 (1d100)

Activate Build ability for Construction Action

Rolled 50 (1d100)

Act 1
Go competition lets grow.

Construction
Ginny, ECO lets see what vehicles we can get out for the warlord.

Act 2
Look into the factions we got info on and see if they are up to helping us build. That alone construction bot could be great to have if the mad robots didn't get to Marty. Really I would love to find robots to merge with. Leaving just mutants to make us a shadow.

Trade
Keep making friends.

MAD
JAL, Joy make some battleships.

Slow your roll friend we do not need all the actions on one thing.

Well, that ONE thing just happens to be an incredibly potent hero responsible for a civ victory previously

I know, I was there. Doesn't mean you should get your hopes up and put everything in one basket. That just bad planning.

Rolled 78 (1d100)

I agree.

I'm a bit ambivalent about finding out what's become of that place since they ascended.

Rolled 44 (1d100)

Eh, fine.

Vote

My feels user...my feels.

Rolled 71 (1d100)

Rolling

Rolled 58 (1d100)

Competition continues.

Vehicle fleets constructed.

You have to send out forces. The tek bandits don't exactly have a lot of info and most of them are rather distant.

CEO states that is a diplomatic not trade and does his own thing instead.

Battleships constructed.

>Turn 378
>>>>>A. Raid
>>>>>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: 2 Resource.Tek Resource 88. Tech Resource 79. MAD Resource 74. Manufacturing Resource 61.
>>>>Pop 255k
>>>>Military 189k
>>>>Food: Great
>>>>Water: Great
>>>>Morale: Great
>>>>Medicine: Great
>>>>Health: Great
>>>>Armaments: Great
>>>>Fuel: Great
>>>>Tech level: Great Tek
>>>>>Reputation: Evil Inc.

Rolled 91 (1d100)

>>>>>>>Infrastructure:Meeting Room+. Fish Farm+. Hydroponics Bay+. Tek Medical Bay++. Tek vehicle Bay++. MADTek Science Bay++. Tek Industrial Bay++. Bandit Corp 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+.Tek Ballistics Lab++. Breakroom+. MAD Shop++. Bad Bandit Bazaar++. Casino++. Ammo Factory+++. Tattoo Parlor++. Pleasure Palace+.
>>>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>>>>>vehicles: BAD Bandit Loot Wagon(30) BAD Bandit Flying Loot Wagon 10. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base.13k Bandit technical. 22k Bandit Bikes. 600 Bandit Tanks. 600 Bandit APC. 60 Bandit Super Tank. 60 Bandit Super APC. 500 RD VTOL. 300 Subterrane. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. MAdtek Supah APC 100. BAD Bandit Supah APC 100. BOMFAP 400. MAD Bombers 500. Arisen Bombers 100. Arisen Fighter 100. Arisen Gunship 200. OW Bomber 50. OW Fighter 50. Old World Gunship 100.
>>>>>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>>>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>>>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>>>>>communications: Corp Comm Center. Craze Chant.
>>>>>>>Materials: 4 supply. Bot Tech 50 Mats. Psi Materials 39. Research Materials 30. Manufacturing Materials 60. Tek Materials 90. MAD Materials 99. Psi Augs++++.

Rolled 87 (1d100)

I didn't really play that civ, but weren't they kind of good guys?

We're...uhh, not.

Oh yeah, good point. I was worried about finding nothing but horrible things at that place, but even if we found what the other user wants...he would NOT like us.

Rolled 88 (1d100)

Action 1
Continue the competition.

Action 2
Manufacture more vehicles!

Construction
Ginny, ECO, SD, CEO, JAL. Very special task.

ECO [Schematic Scan] and [BUILD] (Ginny [Copy Cat] Schematic Scan], CEO and SD [Corporate Override] the MMBB. Sarah, Dr. Clicky stand by and help to make sure they get everything.

Hold on to your butts, boys and girls.

Roy, Biggy, Axum, Exon...you're security.

Trade
Just a standard trade delegation to the Tek Bandits. Don't take them for all they're worth this time. Also see if they've got any bio-research gear for sale.

MAD
More Subterrine battleships!

Rolled 63 (1d100)

Okay I get the trade. Yet that was a action to look into them. What did I need to say differently to send forces out?

They were a corp. So it's cool for that.

Act 1
Competition. Grow our civ, grow!

Construction
Ginny, ECO keep working vehicles for the warlord and the Director if they have some wants.

Act 2
Biggy, Roy, Sarah and Little P look into those factions then. Get some troops to go with and help.

Biggy can do his own thing to look into them if he wants.

Trade
Do your thing since you were making plans for PROFIT.

MAD
JAL, Joy start planning out for underground digging. We want to see what that city holds.

Rolled 100 (1d100)

>88 post
>88 Mad Roll
BEHOLD THE FLEET THAT SAILS UNDER THE LAND!

i love you

Rolled 31 (1d100)

>88
Damn son.

I like it, but should we really be pushing ECO when we just activated it? Don't have it use Build right now, just the Scan.

...I was going to say something else, but then this. This is just perfect.

I was gonna say something about swapping the act 2 for Construction. Since researching the MMBB is not a Construction action. Yet I guess we will see where it goes.

youtube.com/watch?v=jtx8MW84kFw

---

An Auspicious day for Maticio and it's madders.

JAL and Joy inspected the troops, or now as he called them, "Sailors of the Earth"

The 'Dwarves' stood tall and proud before a brand new fleet of Subterrines, all dressed in new and appropriate uniforms. Patrol boats, destroyers, cruisers, and the new Subterrines, shining power drills at the front and bristling with drill-torpedo ports and cannonade. Huge ships of war that would slice through earth, stone, and concrete like water. A force ready to dominate "Terra Oceania" and any foes the earth my throw at them.

"Dwarven Sailors! I now proudly announce the establishment of the the 1st Maticio Underground Fleet!"

The new dwarven sailors cheered and hurried upon the ships, ready for the long voyage.

Maticio would be the only land force. . .with a navy!

Hm I think our vehicles haven't gone up from building.

To be honest, I'm more happy about the MMBB. That really could've backfired.

It's going to be kickass if we build more of those too.

We'll have giant ships to and mobile bases to attack from above and below ground.

All we need to do is SAL to return and we can finish the mountain base for that Air base.

Rolled 8 (1d100)

Competition continues. Much ground is gained and they appear to be neck to neck.

Vehicle fleets constructed.

DENIED!
That action is meant for construction NOT research.

Trade delegation sent to tek bandits. Turns out they got more bio research gear then they know what to do with.

Subterrine battleships constructed.


>Turn 379
>>>>>A. Raid
>>>>>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: 0 Resource.Tek Resource 88. Tech Resource 79. MAD Resource 54. Manufacturing Resource 51.
>>>>Pop 255k
>>>>Military 189k
>>>>Food: Great
>>>>Water: Great
>>>>Morale: Great
>>>>Medicine: Great
>>>>Health: Great
>>>>Armaments: Great
>>>>Fuel: Great
>>>>Tech level: Great Tek
>>>>>Reputation: Evil Inc.

Awwww. . .

"HEY AXUM

Do you still want. . .more?"

Rolled 72 (1d100)

>>>>>>>Infrastructure:Meeting Room+. Fish Farm+. Hydroponics Bay+. Tek Medical Bay++. Tek vehicle Bay++. MADTek Science Bay++. Tek Industrial Bay++. Bandit Corp 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+.Tek Ballistics Lab++. Breakroom+. MAD Shop++. Bad Bandit Bazaar++. Casino++. Ammo Factory+++. Tattoo Parlor++. Pleasure Palace+.
>>>>>>>Defense: Fortified Superstructure. Auto Defense Network. Trenches. barbed Wire. SAMFAP. Awakened Megacorp LS Defense Networks. MADtek Defense Net. BAD Tek Bandit Auto Defense Layer.
>>>>>>>vehicles: BAD Bandit Loot Wagon(30) 2 BAD Bandit Flying Loot Wagon Fleet. BB Behemoth. BB Drones. 1 MMBB. 1 Mobile Bandit Base. 8 Bandit technical Fleet. 4 Bandit Bike Fleet. 3 Bandit Tank Fleet. 3 Bandit APC Fleet. 2 Bandit Super Tank Fleet. 2 Bandit Super APC Fleet. 3 RD VTOL Fleet. 3 Subterrane Fleet. MADtek Supah Tank 100. Bad Bandit Supah Tank 100. 100 MAdtek Supah APC . 100 BAD Bandit Supah. 3 APC Fleet. 3 BOMFAP Fleet. 1 MAD Bombers 500. 3 Bomber Fleet. 3 Fighter Fleet. 3 Gunship Fleet. 5 Subterrine Battleship Fleet.
>>>>>>>Power: Nuclear Reactors. Fast breeder Reactors. Emergency Generators. Plasma Pumps. Fusion Reactors. MAD Generators. Madtek Reactors. Tek Reactors.
>>>>>>>Weapons: Bandit Corp Weaponry(extensive). Maticico Plasma Weaponry(Absurd). Explosives(absurd).BAD Bandit Tek Weaponry(great). BAD Bandit MADtek Weaponry(good).
>>>>>>>armor: Bandit Corp Power Armor(extensive). Bandit Corp Plasma Shields.Combat Tek Bandit Engineering Powah Armor. MAD SHIELDS(good). MAD NARMOR(good).
>>>>>>>communications: Corp Comm Center. Craze Chant.
>>>>>>>Materials: 4 supply. Bot Tech 50 Mats. Psi Materials 39. Research Materials 30. Manufacturing Materials 60. Tek Materials 90. MAD Materials 99. Psi Augs++++. Biotech Science Material 25.

Rolled 1 (1d100)

See
Your construction is back to Pre Fall levels.

You build things by FLEETS instead of by vehicles now. Too bad you don't got NEARLY enough resources and power to support it all har har har.

Now you have the opposite problem of having too many vehicles and not enough men.

"Does this finally mean. . .we have enough Axum?"

because holy shit having too many vehicles isn't a problem. We can make men easier than we can make vehicles.

Rolled 97 (1d100)

Act 1 + Construction
Keep gaining ground warlord and Director. Your welcome to have Ginny and our new friend ECO help ya build faster.

Act 2 + Trade
So we need resources, power and other things like loot to support our civ. Go CEO get the people you need and start making us some PROFIT.

MAD
JAl, Joy, Roy & others that know the underground. Start making plans to see what that city holds.

Rolled 45 (1d100)

>Denying a 100 because it was under the wrong action type
That's harsh and you know it.

By the powers of this third 100 (which will count as a linked not a negative) have it be done under a regular action.

We can get more POWAH

Rolled 7 (1d100)

Sure!

Rolled 87 (1d100)

Action 1
Time for another Test Run.

"So all this time we had been hoping to maximize our construction ability to match Omitar, the way they fought against us.

We analyzed their tapes, stole scraps, reversed engineered all we could see and find.

Mostly. . .

so to tell what we're lacking to emulate Omitar, let's do a test run!"

Perform a battle test on some monster infested land to see if our robot forces compare to Omitar in terms of rapid construction of facilities, weapons, and attack by ordnance and military forces.

We're no WAR AI or Omitar but at least having some of the capabilities of it will go a long way

Action 2
A Tale of Three Commanders

Work on the Three division plan, to see if it's a good idea or a bad one.

Axum for Offensive army
Security Director for defensive army
and Stako for Special Forces army (commanded by Orkhonr)

Biggy will be transferred to work directly with Exon as his style and agents seem better suited to Stako's methods.

This won't disrupt the current competition UNLESS Stako wants to claim they have a way to hold land, in which case it will be a race of 3 instead of 2.

--

"Tell us Commander Orkhonr, how is it that a 'non-hero' like yourself rose to command such an impressive force that even Umbra saw value in you? We're interested in knowing."

---

Construction
Directly assist the growth plans by building towers and/or bunkers and if Stako joins the race whatever they want

Trade
More focus on befriending the Tek Bandits.

"CEO tell em to name anything, ANYTHING, and we will build it for them. As long as we get blueprints or know how to make it, and the resources to build it."

We can even actually sell some of the excess vehicles we don't have.

MAD
Take some of the battleships and go fishing for underground monsters.

Let's see how good our underground fleet does at its job.

Rolled 70 (1d100)

>255k Pop
>189k Military
>Paramilitary fusion finished this turn

Good lord, what do we even DO now?

It's so reckless. I'll support it all day.

What's the worst that can happen? :^)

Rolled 41 (1d100)

*excess vehicles we don't need

Rolled 66 (1d100)

Support

I believe once you said that special actions only granted bonuses to their specialty, didn't actually prevent you from doing other stuff really.

That aside, how is figuring out how to build a Mobile Base NOT a construction action? They're more buildings than vehicle. If we tried to schematic scan our megatower or someone's defensive works using our construction action...would it also fail?

Rolled 68 (1d100)

I like it