Professor Vesca
Good News Everyone!
Could we zeal the enemy population with tales of our prosperity and freedom from over-exploitation, our fair work hours and our lucrative wages to rebel and defect to us?
Hmm, shouldn't this action be a critical success, given that it actually got 107.Trent01 said:[x] Reorganize, rearm, replenish and cyberaugment 1st, 2nd and 3rd Armsmen Companies (+20, Workers fervor)
---Make use of results of [Militarization 101] action if applicable.
(87+20= 97)
Its a bit of a stretch to upgrade all three companies at once, but the 1st Armsmen are already upgraded to battalion-strength levels and compliance with the new military doctrines. In addition, some of them have been "upgraded" by CIVIS's cybersurgical suite, usually replacing an eye, an arm, or some internal organs. CIVS also installed some life-support implants into those that got augmented for higher resistance to damage. The augments then formed into their separate "Hardtrooper" unit as shock troopers, very effective shock troopers.
2nd and 3rd companies have yet to upgrade and grow yet.
[1st Armsmen Battalion at: 19 base strength]
- Remove shrinkage
- Add Hardtrooper Platoon: +3 combat strength
Woops. Editing. Lots of editing. I must have slipped on a key on my calculator.MacroDaemon said:Hmm, shouldn't this action be a critical success, given that it actually got 107.
Obviously, we want to use it in our opening move when we either attack, or if we let them seize the initiative, counter attack. It will split the attention between us, the heroic invading army and suppressing their own people. We can even ask the scout to set up guerrilla warriors among the enemy populace and teach them how to make explosives n shit. If we divide their attention we can get that much more of an advantage.Deadly snark said:
Artillery: Artillery needs to work with another unit in a battle to get the bonus, but its a bit larger than a attached trait.Jexx said:@Trent: Several questions military:
- Mobile Artillery Battery (100 points, Strength 12, +5 in support, -5 alone).
- How exactly does that work? Do we need to explicitly attach it to some unit?
- Support Weapon Brigade: +3 strength, medium.
- What does "medium" means here?
- Also, how much does it cost?
- EXO support squad, +4 combat strength.
- Laser Ersatz-Tanks: +2 combat strength.
- Cost of these add-ons?
- Vanguard Brigade: +3 combat strength.
- Hardtrooper Platoon: +4 combat strength.
- Obviously require extra resources (Creator weapons and Creator cuber-surgeon suite), but again, how much does it cost?
Over my dead body . More seriously, most likely it will be another military R&D, and one which is not under our (direct) control.mkire said:
which i don't mind as long as we also gain the results (or a research project to replicate them in the instance she's found something and wants to know what it does)Jexx said:Over my dead body . More seriously, most likely it will be another military R&D, and one which is not under our (direct) control.
Chekov says: "Minor means 10% chance if the reactor housing is breached, but should be localized to just the vehicle itself. No massive explosion, but probably going to make some boom. Hey, you can't stuff hyper-hot plasma in tiny space without consequences, but its acceptable risk. If reactor housing is being shot at, then rest of mech must be scrap already."mkire said:Okay, we need to build the raider R&D lab, we also need the coffee factory if we want chekov to continue to be so productive.
Trent when you say 'minor chance of meltdown' how minor is the chance, and how big are the meltdowns?
You don't know. ??'s represent battlefield learned traits and flaws of a unit you can only find out in either shakedowns (Like the Raider did for you) or battlefield application.Kerfitd said:I've been thinking about those ??s in the military units strength listings...
How effective are laser tanks against aircraft?
Can several of them be synchronized to hit one spot simultaneously?
Factory of Faith can be upgraded using either zeal or action. Works both ways.Jexx said:EDIT :
@Trent: Do we use actions or Zeal to upgrade Factory of Faith?
Also, should I remove "[New Action Project: Send expedition to orbital station]"? We did some exploring on turns 5/6, but I think it was implied that there are more to check.
EDIT 2:
How much does Spiderweave vest cost?
Should I put 'Vehicle Field Academy' and 'Ultralight Composite Fabricators' as Grand Armory and Industrial Sector add-ons?
Do we need X-Specific lab for each artifact, or can we upgrade X-1 lab to X-every later?
Myco cultivation, judging by description, wouldn't be obsoleted any time soon, but what about Crust tapping?
Same here.Ginger Maniac said:
Chekov was about to bring that up next cycle. He wants to replace his fission pile for a giant hot fusion reactor. Its a touch more unstable, but any hypothetical meltdown would just mean giant hole in the ground and explosion rather than giant radiation zone. So, much safer (relatively) and a lot better output.Jexx said:[x]PlasmaHot fusion reactors. We'll lose more crews than if we used safer methods, but general utility is worth it.
Actually, can we use HF reactors for large-scale power generation?
No. The problem is too large and you need the training infrastructure if you want to keep making large-scale vehicle and mech units.Jexx said:EDIT:
Our problem is trained crew-members, right? Can we negate this penalty by scrapping obsolete vehicle assets?
The Director is interested in assisting with the school system. It would be about 250 points, but the Director assures the council that a public schooling system will pay off in the long run. Its costly up front due to Gremlins not having much experience in public schooling and for the needed facilities in all of the colonies.mkire said:Trent How much for the below?
A school system. ask the director or chekov for help establishing it. An educated worker is a productive one.
more healthcare, especially military healthcare given we're looking at having to fight a war soon
Expanded construction facilities, we keep building things and we're no where close to being able to get everything we want done.
You describe a specific item you want to make, or you learn by practice about certain item types of notable power and capability, or just go spur of the moment.mc2rpg said:I really like the idea of expanded construction facilities. Anything that reduces the price of other construction should be moved to the top of our queue. I am starting to think that soon we should start tossing the occasional starpower slot at artifact work. Anything that will help provide actual parity with the other gremlin nations. On that point, Trent, can you give us any idea of how artifact power actually works? Do we describe an item we are trying to make, or is it random?