I thought Construction was 15 per personal. It's what the last update said...

Eep! You're right, I'm wrong. I guess I got confused from the amount of the Construction centre being 250. :oops:

So 15 votes at 15 pts each gives 225 CP from the personal actions on the Lookout Stations, whoch should take the total to 765+225, which is 990. Even a single omake should be enough for us to complete it, and I'm pretty sure there's at least one omake for it.
 
I counted 8 omakes for hunting ADVENT drones but the math seemed off. Then I ran a tally and now I can't find the votes for Space Jawa, TheFourthman and ConfusedPotato on it. :confused:

You mean this vote?

[X] Construction: Lookout stations
[X] Production: Car Modification
[X] Research: Alien Alloy Guns and Ammo
[X] Personal: Hunt Advent Drones



"You ever have one of those moments where it feels like the universe is messing with you?"

After dropping the ADVENT drone down amid the quickly-growing pile of wrecked alien scout robots, Laura looked to Jack.

"I think so." She said. "Why?"

Jack pointed to where the primary research teams were hard at work trying to figure out the Arc Thrower.

"I work near single-handedly on that thing for two weeks, pretty much nobody does squat to help other than you." Jack explained to her. "But then I turn my back to work on other projects - first putting together proper research tools so it doesn't take forever, now hunting down those stupid drones - and what happens? Suddenly everyone is trying to figure them out and finish the project behind my back!"

Laura glanced to where Jack pointed, and sighed with a small smile on her face.

"If it makes you feel better, you could say you laid the groundwork for their success." Laura said as she turned to look back in Jack's direction. "You can say you did the hard part for them."
"I guess." Jack said, though the tone made it clear the idea didn't really satisfy him.

"The important thing is that it's done, isn't it?" Laura said, trying a different tactic.

Jack looked to Laura, then back to he research area, then back to Laura. He let out a sigh of his own.

"Yeah, yeah." He said reluctantly. "Good for the town, good for humanity, I get it."
"That's the right attitude." Laura said as the two made their way back out for more drone hunting.

"Doesn't make me feel any better about it, though." Jack said, prompting Laura to give him a lighthearted shove.
 
Okay someone give me a personal action count and I'll do this very serious update!
 
Let's see if I can put something together...

Personal Actions:
1) Lookout Stations: 13+3 Omake (Forgothrax, Speed53066, Semi-Autogyro)
2) Hardened steel ballistic plates with kevlar carriers: 1
3) Car Modification: 4+1 Omake (Crafter of War)
4) Hunt Advent Drones: 11+8 Omake (RandomDwarf, Drepson, QueenPally, Pyro Hawk, EWilanO, TheFourthman, ConfusedPotato, Space Jawa)
5) Sniper Kit: 1+1 Omake (whydoyoubother)
6) Alien Alloy Guns and ammo: 1
7) .50 Cal: 1

Anyone want to double-check my numbers?
Adhoc vote count started by Vanestus on Apr 14, 2018 at 7:15 PM, finished with 94 posts and 33 votes.
 
Last edited:
Right then, manual tally because I might as well as long as I'm counting omakes by hand.

Lookout Stations:
-Votes: 14
-Omakes: 3*
-Total: 17

*One of the people making omakes said that theirs was for the arc thrower despite voting for lookout stations as their personal action. Don't know how you want to handle that.

Hardened Steel Ballistic Plates with Kevlar Carriers:
-Votes: 1
-Omakes: 0
-Total: 1

Car Modification:
-Votes: 4
-Omakes: 1
-Total: 5

Hunt Advent Drones:
-Votes: 11
-Omakes: 8
-Total: 19

Sniper Kit:
-Votes: 1
-Omakes: 1
-Total: 2

Alien Alloy Guns and Ammo:
-Votes: 1
-Omakes: 0
-Total: 1

.50 Cal:
-Votes: 1
-Omakes: 0
-Total: 1
 
Week 7!
WINNERS
[X] [Construction] Lookout Stations
[X] [Research] Reverse Engineering Arc Thrower
[X] [Production] Kevlar Uniforms
--------------
Town Resources:
CP: 250
CV:15

PP:150
PV:15

RP:150
RV:10
---------------------------
Personal Actions:
Lookout Stations: (255)
Hardened Steel Ballistic Plates with Kevlar Carriers15)
Car Modification75)
Hunt Advent Drones95AA+8EL)
Sniper Kit30)
Alien Alloy Guns and Ammo 10)
.50 Cal: (15)

HP:11
Attacks:2
Veteran Level +2 has been around the block a few times
Long Range Strength +3 (5)
Short Range Strength +3 (5)
-----------Other Skills
CQC:2
Courage: 3
Medic: 2
Live Capture: 2 Years of police work has its perks.
---------Squad Make up
1)Assualt (Gives CQC+ 2)
2)Medic (Gives Medic +2)
3)Heavy (Adds the second attack)
4)Rifle Man
-----------Equipment
Weapons:
Assault rifle: 3/1
Pistol +0/+1
X-Blade: +0/+1
Armor:
Kevlar Vest With plates: -2/-2
HP:10
Veteran Level +2 has been around the block a few times
Long Range Strength +3 (5)
Short Range Strength+2 (4)
-----------Other Skills
Courage: 3
Medic:2
Live Capture: 2 Years of police work has its perks.
---------Squad Make up
1)Medic (Gives my medic+2)
2)Rifle Man
3)Rifle Man
4)Rifle Man
-----------Equipment
Weapons:
Assault rifle: 3/1
Pistol +0/+1
Armor:
Kevlar Vest With plates: -2/-2
HP:10
Long Range Strength +3
Short Range Strength +1
-----------Other Skills
Courage: 2
Medic: 2
---------Squad Make up
1)Medic: (Medic +2)
2)Rifle Man
3)Rifle Man
4)Rifle Man
-----------Equipment
Weapons:
Shotgun:+1/+3
Armor:
Kevlar Vest: -1/-1
Shotguns:
In use 0
Extra:0

Rifles:
In use 8
Extra:2

.50 Cal:
In use 0
Extra 1
Ammo Stock Pile:2

Kevlar Vest With plates:
In use:8
Extra:2

Alien Alloy:209
The Advent drones tried to creep around in the dark and largely they were shot down and harvested for parts. It Advent wants to send you a flying care package of rare materials and electronics who are you to refuse? (Gained, 95 Alien Alloy and 8 Elerium)(Project unlocked) They also seem to be the push your town needed to finish the Look out stations. The look out stations are amazing, it was nothing short of a heroic effort that got them done before the advent attack.

They were built mostly as basements,heavy concrete buried into the ground for security. Windows looking out to the area outside and a few binoculars to enhance the view are the first line. Most of the surveillance comes from electronics those, what was once used for hunting, has been modified to be used for security. They were cameras meant to record activity even in the dark to know local animal habits. Not to mention several actual security systems getting modifier to be used as well. You not just build them but build a number of decoys, hills so that from the sky the real ones can't be picked out and a number of deposits of adobe for false heat signatures as well. All in all, they are camouflaged , have decoys and are decently armored.

Which is why you see Advent coming and know that you are fucked. Six advent trucks come down the road presumably filled with troops. The town doesn't have long at all, but a simple plan is quickly hatched, the only .50 cal is put into a position, in the trench a few sand bags thrown around it for protection as the various squads move into position.

They stop quickly as the .50cal opens fire onto the m however the heavy advent armor of the trucks is good for something, the advent squads open the truck and file out using it for cover from the ..50 cal even as two squads with shotguns fire from beside it inside the trench. It only takes seconds for advent to gain fire superiority. Lasers focus fire on suppressing the one real gun in the trench line.
Which is when squads one and two open fire from the sides closing them into a classic pincer maneuver. The heavy machine gun and rifles do much better than just a line of shotguns and the positioning eliminates most of their cover.

Advent quickly circles the trucks as best they can but even in the few seconds it takes them to react and move the vehicles, a lot of damage is done and the sand is stained red with advent blood.For several minutes advent pokes out from one whole or another in their circle firing upon your squads even as the squads fire back.Advent is accurate though and many soldiers get wounded or killed during the stand off. Under fire four of the trucks are able to fill with their squads and drive away, you shoot at them, but it does little good without proper explosives. (gained 50 Alien Alloy, could not capture any alive because no arc thrower)

Squads three and four were decimated, a trench is not as good a wall, more so when facing lasers that may burn through dirt and sand. Their equipment is destroyed and between them they had 3 deaths and 2 permanent injuries. The survivors,can combined together to form a new squad 3 with experience once new equipment is made. With only three weeks until your planned attack on Advent you are going to be in desperate need of more squads and can only make them by making weapons and armor for them.

The funerals are somber and nature doesn't even have the decency to rain as good men are put in the ground.


Quest:
Formalized Military:
-Construct Gunsmithy
-Construct Level 2 Range
-Construct Specialist Training Center
-Produce Kevlar Uniforms for most squads

-Produce 2 armored Cars with 50. Cals
--------------------------------------------------
Rewards:
Unlock Quest from X-Com: Quest From X-Com can give a huge research boost, Alien Alloy, weapons or armor
Unlock Hunter Squad Quest
Rebel refugees will start coming to you

Quest:
Take down the Base:
Week 10 have an attack force ready and send them to the Lufkin forces
---------------------
Rewards:
Not Dying
Large amounts of alloy
Improved relations


Resistance Command Center: With a connection to the resistance network you can now make a full command tactical center which will monitor your own war effort as well as allow other resistors to find you which may be new squads or bring supplies. May make you a larger target of Advent (30/1000 CP)

Look outstations: The ranches can be rebuilt to house some people with binoculars and various other tools to see people coming. Increases the odds you detect enemy forces on the way. (515/1000 CP)

Level 2 Trench: Expanding the trench to be wider and deeper. Also makes it out of brick and stones rather than just lose dirt.
Adds a few deep steel spikes to disable any vehicle that drives into it. (5/1800)

Level 2 Hydroponics Center: Adding another floor to the building as well as rain collectors and solar power. Greatly increases food production and self-sufficiency. (25/400)

Level 2 Military Shooting Range: Adds an explosive training field, so that soldiers may train with and bring explosives into combat (10/250)
-Unlocks multiple explosive options


Level 2 Gym: Increased equipment and experts making actual training plans, soldiers may now carry an additional piece of gear. (5/250)

Level 2 Expanded Construction Center: With fully functioning mess halls, organization center and stockpile centers you can further increase how much construction can be done. (500 CP)
+50 Base Construction Points per turn

Level 2 Expanded production Center: With fully functioning mess halls, organization center and stockpile centers you can further increase how much production can be done. (50/500 CP)
+50 Base production Points per turn

Level 2 Expanded Research Center: With fully functioning mess halls, organization center and stockpile centers you can further increase how much production can be done. (500 CP)
+50 Base Research Points per turn

Car Modification: Adding real armor to the car as well as modifying them to hold a 50.Cal (still have to build the 50.cals) and other various modifications like the door changes to make them effective military vehicles (75/250 PP each squad)
-Allows a 50.Call on the car
-Adds a 5th person to the squad

Kevlar Uniforms: Kevlar can be made flexible now, allowing for uniforms that actually slow down a bullet or lase. Includes various useful things like a Front load carrier as well as reinforced knees and elbows.
(50 PP per squad)

Kevlar Duster: Additional armor that takes up a squads equipment slot but does provide some additional protection and health also gives a small bonus for stealth for containing heat and breaking apart the human shape (50 PP per squad)

Grenades: Equipes one squad with simple fragmentation grenades takes the equipment slot and adds a short-range bonus (75)

MLG: "Multiple grenade launchers" and the grenades to fill them for several members of a squad, takes an equipment slot and applies the grenade bonus to both ranges. (125)

Hardened steel ballistic plates with kevlar carriers: There is a surprisingly easy method of making ballistic plate body armor. Inside a kevlar carrier, they now offer significantly more protection. (100 PP per squad) (5/75)

Alien alloy breastplates and helmets: Not quite matching advents full body armor, but close enough. These are much stronger than ballistic plates and simple to make, at the cost of taking a very limited resource. (50 PP and 25 Alien alloys)

A batch of assault rifles or shotguns: An assembly line of the guns you most commonly produce to quickly equip the greatest possible number of soldiers. (50PP per 5)

Medic Kit: Includes everything a medic needs to practice their craft. Converts one rifleman into a medic, max one per squad. (15/20 PP)

Assualt Kit: Includes everything an assault needs to practice their craft. Converts one rifleman into an assault, max one per squad. (20 PP)

Improved Assualt kit: Includes everything an assault needs to practice their craft. Converts one rifleman into an assault, max one per squad. (20 PP+10 Alien Alloy)

Heavy Kit: A single squad automatic weapon and everything else a heavy need to practice their craft. Converts one rifleman into a heavy, max one per squad. (10/50 PP)

Sniper Kit: A single designated marksman rifle and everything else a sniper needs to practice their craft. Converts one rifleman into a sniper, max one per squad. (10/50 PP)

Weapon Customization: Every member of every squad has a wish list for there weapon. Jungle style magazines, red dot laser sights or custom stocks you can knock out the better thought out of any given wish list to give them a bonus in ranged combat. (25 PP per squad)

Ammo Stockpile: Everyone has a few magazines at the moment but extra ammo could be spent to enhance training and make soldiers feel a bit better knowing they have more ammo than what is on their person. (10 Points Each)

.50 Cal: A thing of destructive beauty a single .50 Caliber machine gun to be bolted to a truck bed, or a fixed heavy weapons position. (65/100 PP each)

Level 2 Extra construction Tools: With people supplied with the basics you can now focus on bigger efforts like a few tool trucks and power tools for the average layman who wants to help. (250 PP)
+5 Construction Points per construction dedicated personal action

Level 2 Extra Production Tools: With people supplied with the basics you can now focus on bigger efforts like a few tool trucks and power tools for the average layman who wants to help. (10/250 PP)
+5 Production Points per Production dedicated personal action

Level 1 Extra Research Tools: With so many volunteers you need to quickly build the most basic tools so they can have a bigger impact. (50/100 PP)
+5 Research Points per research dedicated the personal action

Level 2 Extra Research Tools: With people supplied with the basics you can now focus on bigger efforts like a few tool trucks and power tools for the average layman who wants to help. (65/250 PP)
+5 Research Points per Research dedicated the personal action

Level 1 Alien alloy construction tools: A great improvement over normal tools and not terribly difficult to make, at the cost of using a limited resource. (100 PP and 50 Alien alloys)
+5 Construction points per construction dedicated personal action.

Level 2 Alien Alloy Production tools: Adding even more tools to the stockpile so a great many more people get to use alien alloy tools. (200 PP and 100 Alien alloys)
+5 production points per production dedicated personal action.

Level 1 Alien alloy Research tools: A great improvement over normal tools and not terribly difficult to make, at the cost of using a limited resource. (100 PP and 50 Alien alloys)
+5 research points per Research dedicated personal action.

Adobe Bricks for the wall: Most of that soil that was dug up is usable with some of the towns other resources to make adobe bricks for the wall it is a simple material but can be made thick enough to be bulletproof and is quite literally dirt cheap. (100/300 PP)

Barbwire for around the trench: A simple anti-personnel measure to stop them from crawling or running into the trench. (140/150 PP)

Elerium: What is it, and how can we use it (250)

Alien Alloy Expertise: You now can do incredibly intricate and fine work with the alien alloy. (60/250)

Alien Alloy Guns and ammo Unlocks the ability to produce guns made with Alien alloy components where it will have the maximum effectiveness increase. (25/100)

Alien Allow Bows and arrows: Unlocks the ability to produce powerful compound bows and arrows made of the alien alloy. (15/100)

Reverse Engineering Arc Thrower: The ability to capture advent troops alive would mean valuable information and possibly equipment and it is probably a good idea to know how to make more arc throwers before risking your only one in combat. (445/500 RP)

Demolitions manual: Develop a standardized training method, and the production process to have explosive focused soldiers equipped with RPGs and MLGs they also unlock other explosive options (500 RP)
 
We should be able to finish off Arc Thrower tech this turn if we just get enough people to work on it as a personal action - We're 55 points away, that's either five people or three people with Omakes. I expect to do Arc Thrower with an Omake, so I just need either three other people or two other people with Omakes of their own. So it's probably better if we instead focus primary research on something like Demolitions or Alien Alloys, especially if we want to get something that's relevant for the upcoming mission.

Production, meanwhile, should probably focus on the vehicles and more .50 Cals, both a combination of defense purposes, completing the military mission, and again being ready for our attack.

Construction, I figure either the defensive option or aim for something to improve our troops before the attack.
 
I'll vote when I'm off mobile tonight, but I'm thinking besides car, .50 cal, and weapons, we need to construct a new production building and get two squads fully specialised out.
 
[X] [Construction] Gym
[X] [Production] Alien Alloy Production tools
[X] [Research] Alien Alloy Expertise
[X] [Personal] Reverse Engineering Arc Thrower
 
[X] Construction: Level 2 Gym
[X] Production: Car Modification
[X] Research: Alien Alloy Guns and Ammo
[X] Personal: Reverse Engineering Arc Thrower



It was beautiful, in its own way. A prototype that he had been working toward for weeks now, finally coming to fruition. It brought a massive smile to Jack's face. It was the kind of good news and upbeat thought that helped him keep his mind off the unfortunate losses that had come from the past week's battle with Advent.

"Go over the checklist again." He said over his shoulder to Laura.

"I've gone over it three times now." Laura said. "Unless we've missed something, all that should be left is testing."
"Great!" Jack said, then stood up and turned to look to the woman. "I'll give the prototype another rundown or two to make sure everything in order, and make sure it lines up with the original."

"Then we just need to figure out how to test it." Laura said.
"Yeah...that." Jack said, less optimistically. "Maybe we can find a cow or pig or something to try shooting it at."
 
so I have a question, would tranquilizer darts work to catch people or no?

Construction: Level 2 Trench
Production: .50 Cal
Research: Demolitions manual
Personal: Grenades
I feel we need things that go boom.
 
[X] Level 2 Expanded Construction Center
[X] Car Modification
[X] Alien Alloy Guns and ammo
[X] Personal: .50 Cal
_________
[Error: Advent forces have attacked human masters...attempting to hack Advent communications]
-[Success: Advent Forces Communications hacked, cannot interfere...requires more processing power and computation capabilities]
[Proceed to rely information to allied forces?: YES/NO]
-[Information Relayed: Local forces successful, requires more heavy caliber weaponry to face more attacks]
--[Objective: Proceed to expand construction center, send TWINKIE 02 to Car Modification status, Aid in Research of Alloys and uses...TWINKIE 01 shall commence production of new .50 Cal Weaponry for the masters!]

[Praise the Omnissiah commander!]

"Hey jack?"

"yeah?"

"think anyone's alive back at town? because I think I wet myself at that attack force..."

"Maybe...going to have to go check, also I wet myself also...lets just get the new pairs of underwear and jeans while we walk home...maybe we can take the old route between the hill and creeks back? there's some good cover there I hear."

"Yeah, I wonder how Twinkie's doing?"

"Still hung up on that drone?"

"Common man! its X-com!"

"Sigh, lets just get moving before dark..."
 
[X] Construction:Level 2 Expanded Construction Center
[X] Production: Car Modification
[X] Research: Alien Alloy Guns and Ammo
[X] Personal: Car Modification

Gym adds being able to take more stuff. But we're not in a good position to add more stuff onto them in time for the big event. So drop it in favor of increasing numbers per turn.

For production, car modification is the big thing for if we want to complete that one quest which gives us an idea of what we'll need to be of any aid in the coming base attack. The second .50 cal can be made by personal actions.

Research.. it's all of questionable use before the big assault but I can see alloy guns getting a couple out.

And I'm tossing my personal onto car modding cause we're gonna need a few personals to get the second car ready.
 
[X] [Construction] Level 2 Expanded production Center
[X] [Production] Car Modification
[X] [Research] Demolitions manual
[X] [Personal] Car Modifications

Rationale: Ow, we got hammered this turn. It's pretty obvious that we need more Production stuff, which is ugh as it appears to be turning into our bottleneck. So I've put Construction on Expanded Production so we can build bigger stuff faster. Production is on Car Mods as having mobile 50 cals might have seriously helped just then. Demolition because we need stuff that can take out those Advent trucks. Something like a Mk19 AGL with armor piercing grenades might be just the thing.

As for personals, please consider:
1) We need more people on Car Mods please. Getting them done in 2 turns is very important for the quest as well as just for our survival.
2) Need another 50 cal. 3 actions or 2 and an omake.
3) We need more guns and armor since Squad 3's gear was destroyed. Alien Alloy armor is better than our Kevlar/Plates and takes fewer actions, and we have lots of AA.
4) Need specialist kits for Squads 2 and 3.
I really don't see the point of Arc Throwers right now, but they are only a few actions away from completion.
 
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