How Would You Prefer To Handle Unit Design?

  • Just let the QM do it.

    Votes: 15 30.0%
  • Just choose which techs to use.

    Votes: 23 46.0%
  • Choose which techs and extra features to use limited by size, cost, and upkeep.

    Votes: 9 18.0%
  • Choose individual (fictional) systems to equip units with. Limited by size, cost, upkeep, etc.

    Votes: 2 4.0%
  • None of these.

    Votes: 1 2.0%

  • Total voters
    50
  • Poll closed .
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90! That has to be the 10k for planes! Plus we rolled well on the Alliance as well. So that will help a lot with the debt and we have a friend in Australia. Long term we need to merge the various countries together, we are working on Canada and Mexico, now Australia is entering the fold.

Fusion reactors had an average roll so no bonuses, electronic low-mid roll no bonuses. Still Sell planes is what we needed the most

Edit-
And the update popped while I was typing. Hmm supercrit is giving us an extra 5k on the sale! Oh and Christmas surprise we sold off 5k of old assets... nice and in before the interest on that debt doubled for the coming turn, 5k off of our debt is going to help a lot, just 1914 in interest payments, and that should drop a lot next turn thanks to the 15,000 sales we are pushing through, that sale alone will drop interest payments by 300 to 1614.
 
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90! That has to be the 10k for planes! Plus we rolled well on the Alliance as well. So that will help a lot with the debt and we have a friend in Australia. Long term we need to merge the various countries together, we are working on Canada and Mexico, now Australia is entering the fold.

Fusion reactors had an average roll so no bonuses, electronic low-mid roll no bonuses. Still Sell planes is what we needed the most

Edit-
And the update popped while I was typing. Hmm supercrit is giving us an extra 5k on the sale! Oh and Christmas surprise we sold off 5k of old assets... nice and in before the interest on that debt doubled for the coming turn, 5k off of our debt is going to help a lot, just 1914 in interest payments, and that should drop a lot next turn thanks to the 15,000 sales we are pushing through, that sale alone will drop interest payments by 300 to 1614.
Australia really isn't interested in a merger right now. As will be seen in the planning update, they're only willing to make a military alliance right now. Even that is only on the table because they want nothing to do with the 3rd Sino-Japanese war.
 
Australia really isn't interested in a merger right now. As will be seen in the planning update, they're only willing to make a military alliance right now. Even that is only on the table because they want nothing to do with the 3rd Sino-Japanese war.
Long term planning! Also did the Housing research finish a year earlier or is it still locked for a year?
 
Hmm, originally I had Advanced Weaponry penned in for turn 11 unrestricted due to the cheap cost, I am thinking instead do a second trade investigation x3, one for Brazil and one for Argentina. We would have to borrow 114, which would put our debt at 80800 after end of turn (lowered due to the 15k of plane sales). It does open up both South American countries to trade and at 90% there is a 81% of both actions passing, or a 19% chance of at least one failing. Not boosting, has 70% or 49% for both to pass, one boost is 80% each at 64% for both passing. I think the extra 400 compared to a single boost or 600 compared to no boosting is worth the lower fail chance.

And combined with grabbing boot camps for military (its cheap and higher success rate then the infantry action of the same cost) and 1000 on the last electronics factory to make sure that passes combined with the multi turn actions leaves us in good shape for turn 12 with both unrestricted, the industrial, the financial, the diplo and 1 research slots open. Only things locked would be Military: Boot Camps 250,1 and Research: Fusion Reactors, 500, 1 for turn 12. It does mean we will have space for whatever the housing research unlocks in terms of actions, which those and the potential one time or long term trade actions opened up with Argentina and Brazil should position us to continue paying down our debt as without that interest expense we would have a lot more freedom in actions.

For turn 12 diplomatic- North American Diplomatic Union x2 (400, 80%, 5) or x3 (800, 90%, 5) would be my choice there, welfare union starts at 20% lower base chance.
 
Reestablishing our network of military alliances is a fine goal. Especially given the looming potential of another alien invasion or holdouts from the Ethereals' forces alongside the more mundane but still threatening risk of human warfare dragging us in.

Plus we know Australia's got a heck of an air force!
 
I think we should increase our military numbers soon. We may have some skilled divisions, but our military numbers are pretty small. With our Interceptors only ranked Tiny (Which is the second lowest rank).

I think we should at least upgrade our skilled forces to Medium as a deterrent. I wouldn't be surprised if America ironically has one of the smallest militaries given how crazy the world is now. We need to take attrition into consideration as we are likely the equivalent of a paper tiger.
 
I think we should increase our military numbers soon. We may have some skilled divisions, but our military numbers are pretty small. With our Interceptors only ranked Tiny (Which is the second lowest rank).

I think we should at least upgrade our skilled forces to Medium as a deterrent. I wouldn't be surprised if America ironically has one of the smallest militaries given how crazy the world is now. We need to take attrition into consideration as we are likely the equivalent of a paper tiger.
So go for a non boosted Infantry Unit? (250, 65%, 2)? At 1000 increasing our recruits to large should wait until we get more income coming in.

Edit- Infantry now up to 85% base chance, so they would be my choice of unit to start for turn 11.
 
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Hmm, originally I had Advanced Weaponry penned in for turn 11 unrestricted due to the cheap cost, I am thinking instead do a second trade investigation x3, one for Brazil and one for Argentina. We would have to borrow 114, which would put our debt at 80800 after end of turn (lowered due to the 15k of plane sales). It does open up both South American countries to trade and at 90% there is a 81% of both actions passing, or a 19% chance of at least one failing. Not boosting, has 70% or 49% for both to pass, one boost is 80% each at 64% for both passing. I think the extra 400 compared to a single boost or 600 compared to no boosting is worth the lower fail chance.

And combined with grabbing boot camps for military (its cheap and higher success rate then the infantry action of the same cost) and 1000 on the last electronics factory to make sure that passes combined with the multi turn actions leaves us in good shape for turn 12 with both unrestricted, the industrial, the financial, the diplo and 1 research slots open. Only things locked would be Military: Boot Camps 250,1 and Research: Fusion Reactors, 500, 1 for turn 12. It does mean we will have space for whatever the housing research unlocks in terms of actions, which those and the potential one time or long term trade actions opened up with Argentina and Brazil should position us to continue paying down our debt as without that interest expense we would have a lot more freedom in actions.

For turn 12 diplomatic- North American Diplomatic Union x2 (400, 80%, 5) or x3 (800, 90%, 5) would be my choice there, welfare union starts at 20% lower base chance.
Boot Camps has already been completed.
@Isaacssv558, are we supposed to still have 'Recruits(Medium, Experienced)' under military, and if so what is the purpose of reintroducing conscription?
Yes, losses <= 10% are automatically regenerated. Thus the Medium recruits can provide up to one small unit per turn, many tiny units, or a single medium unit. Conscription would give a Large recruits, allowing more Medium unit types. You would also receive additional volunteers in the case of a defensive war.
 
Yes, losses <= 10% are automatically regenerated. Thus the Medium recruits can provide up to one small unit per turn, many tiny units, or a single medium unit. Conscription would give a Large recruits, allowing more Medium unit types. You would also receive additional volunteers in the case of a defensive war.
If we do the Infantry action that would turn the medium recruits into medium infantry. Would the conscription option then change or would we still be able to do the conscription option to get a pool of large recruits as opposed to needing the Medium recruits to be able to expand to Large recruits.
 
If we do the Infantry action that would turn the medium recruits into medium infantry. Would the conscription option then change or would we still be able to do the conscription option to get a pool of large recruits as opposed to needing the Medium recruits to be able to expand to Large recruits.
You can do the conscription option regardless of your recruit pool.
 
Planning 2041
Country: United States of America
Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
XCOM: Military, Diplomatic, Training, Research
Canada: Military, Economic, Diplomatic, Partial Union
Mexico: Military, Economic, Diplomatic, Partial Union
Australia: Diplomatic
Australia: Industrial -> +750
Europe:
-United Kingdom of Britain and Ireland
-France:
--Alliance with Germany (EU)
-Germany
--Alliance with France (EU)
--War with Russia (Stalemate)
-Russia
--War with Germany (Stalemate)
Asia:
-Japan
--Minor Fuel Shortage, paying Australia for exclusive exports.
--War with PRC.
-Australia
--Importing Industrial Equipment from USA
--Surplus of Military Aircraft
Africa:
-Egypt-Nigeria Union
South America:
-Brazil
--UST with Argentina
-Argentina
--UST with Brazil
Europe: Debt: Extreme, Finances: Poor
Asia: Debt: Extreme, Finances: Disastrous
Australia: Debt: Large, Finances: Passable
Tax Base: 15000 (40%) [10000@150%]
Income: 6000+750
Expenses: 1000
Debt: 638% [95700]
Interest: 2% (10 turns till 3%) [1914]
Morale: Excellent
Number: Good
Growth: Intact
National Guard (Size: Small, Quality: Trained)
Recruits (Size: Medium, Quality: Experienced)
Armour(Size: Small, Quality: Experienced)
Interceptor(Size: Tiny, Quality: Veteran)
Officers (Size: Small, Quality: Experienced)
Highways: Good
Rail Network (Cargo): Intact
Waterways: Excellent
Electrical: Good
Water: Good
Communications: Good
Housing: Intact
Agriculture: Good
Officer Schools: Decent
Factories: Partially Automated
-AeroSpace: Excellent (Cost: 50%, Quality: +1)
-Armour: Mediocre (Cost: 100%)
-Infantry: Mediocre (Cost: 100%)
-Munitions: Mediocre (Cost: 100%)
-Consumer: Excellent (Economic, Quality: +1)
-Electronics: Good (Cost: 50%, Economic)
-Industrial: Excellent (Cost: 50%, CoS: +5%, Economic)
Alien Alloy: 1000
Elerium: 1000
Weapon Fragments: 100
Alien Elerium Generator: 1
Alien Navigation Computer: 1
Alien Plasma Rifle: 1

Unrestricted Actions:
[]
[Sell Planes to Australia (3x)] (1)
Military Actions:
[]
Industrial Actions:
[]
Financial Actions:
[]
Diplomatic Actions:
[North American Partial Military Union] (1)
Research and Development Actions:
[Improved Housing (2x)] (1)
[Fusion Reactors (2x)] (2)


Militaristic:
Reintroduce Conscription:
We simply don't have enough men in uniform to reconstitute even a single branch of the armed forces. If we intend to do so, we must first begin conscription.
80%, 1000(+20%), 2
Military <- Recruits(Large, Trained).

Expand Interceptor Unit:
Our Air Force needs additional planes and personnel. A hundred aircraft is not enough to defend a continent. It will be expensive, but an expanded core of interceptors will pave the way for more specialized ground support and air supremacy aircraft.
100%, 1500x0.5, 3
Recruits(Medium, Trained), Interceptor(Tiny, Veteran) -> Interceptor(Small, Veteran)
Note: Military units automatically regenerate damage <=10%, allowing the formation of smaller, more specialized, units.

Form Infantry Unit:
We lack an infantry force to form the foundation of our army. Training our new recruits as infantry will provide that foundation.
85%, 250(+20%), 2
Recruits(Medium, Experienced) -> Infantry(Medium, Experienced)
Industrial:
Expand Factories (Type):
Increased industrial capacity is always worthwhile. Expanding your factories would strengthen America both economically and militarily.
80%, 1000x0.5(+20%), 1
Factories.Type -> CUR_LEVEL + 1, ???
Financial:
Investigate Trade Opportunities (Select One: {Germany, France, Russia, UK, Argentina, Brazil, China, Japan, ENU}):
We need to reduce our debt. Perhaps favorable trade deals would convince our debtors? We'd have to look for opportunities first.
70%, 100(+10%), 1
Trade Information

Sell Planes to Australia: (Degrees of Success)
Australia is becoming quite concerned about the numerous conflicts occurring to their north. They would like to expand their military, but lack the manufacturing capacity of a (former) military Superpower. Our aerospace factories can produce better planes at half the cost, making an arms deal very attractive for the land down under.
85%, 250(+20%), 2
Trade Deal with Australia, +500-10000 One-Time Income By Degree of Success

Declare Bankruptcy:
Eliminate debt at the cost of massive damage to the economy.
60%, 1000(+10%), 3
-5000 Tax Base, Assets Liquidated, ???

Eliminate Welfare:
With the current level of debt, we have no choice but to eliminate numerous welfare programs. This will ease integration with Mexico at the cost of integration with Canada.
Chance: 85%, Cost: 100(+10%), Time: 1
Expenses -> 500, Population.Morale -> Good
Diplomatic:
XCOM Psionics:
XCOM has literal magic mind powers. You have absolutely no idea how to develop them yourself, but perhaps XCOM would be willing to help?
Chance: 60%, Cost: 200(+20%), Time: 1
Unlock Psionics Tech Category

XCOM GeneMods:
XCOM has the most advanced genetic engineering in the world. Even a small amount of shared research would be a great boon.
Chance: 60%, Cost: 200(+20%), Time: 1
Unlock GeneMods Tech Category

XCOM MECs:
XCOM's MECs have a great deal of potential as ultra-heavy infantry. Unfortunately, you don't have the cybernetics technology required. Perhaps XCOM would help get you get started?
Chance: 60%, Cost: 200(+20%), Time: 1
Unlock Cybernetics Tech Category

Australian Military Alliance:
The Australian government is nervously eying the conflicts occurring in Eurasia with concern. This presents an opportunity to deepen our relationship with a defensive military pact. Such a pact would likely convince the Australians to accept more beneficial treaties. However, our own citizens are will likely oppose even a defensive war on behalf of the Australians.
Chance: 70%, Cost: 100 (+10%), Time: 1
Military alliance with Australia, possibility of further cooperation.
NOTE: If a military alliance forces you into a war which your people oppose you will lose Morale.

North American Partial Military Union:
Our armed forces skeletal status may be of severe detriment. However, it also provides some benefits. We may use the current state of affairs to integrate allied military operations from the ground up. Of course, the citizenry would not accept a truly continental military prior to a truly continental government.
Chance: 80%, Cost: 100(+10%), Time: 10
Partial Military Union with Canada, Mexico.

North American Welfare Union:
Differing welfare policies among ourselves, Canada, and Mexico pose an obstacle to integration. We must adopt a common level of welfare across the continent. Of course, Canada is reluctant to relinquish portions of their system and Mexico cannot afford too significant an expansion.
Chance: 40%, Cost: 100(+10%), Time: 5
Welfare Union with Canada, Mexico.

North American Diplomatic Union:
We have been mostly ignoring three quarters of the globe for over a decade, and will likely continue to do so until our current crisis is resolved. When we resume proactive worldwide diplomatic activity, we shall do so in tandem with our neighbors.
Chance: 60%, Cost: 100(+10%), Time: 5
Diplomatic Union with Canada, Mexico.
Research and Development:
Advanced Small Arms:
Improved small arms.
100%, 500x0.5(+25%), 1
Unlock New Small Arms Techs

Advanced Body Armour:
Improved body armour.
100%, 500x0.5(+25%), 1
Unlock New Body Armour Techs
Advanced Artillery:
Improved artillery.
85%, 500x0.5(+25%), 1
Unlock New Weapon Techs

Advanced Armour:
Improved vehicle armour.
85%, 500x0.5(+25%), 1
Unlock New Armour Techs
Advanced Weaponry:
Improved weapons technology.
100%, 400x0.5(+25%), 1
Unlock New Weapon Techs

Fusion Reactors:
Our researchers believe we finally have the materials needed to create a usable fusion reactor. This technology has immense military and industrial potential. Full implementation will require additional labour, but the payoff is expected to be well worth the investment.
90%, 500x0.5(+15%), 3
Unlock Industrial/Military Actions

Improved Radar:
Our new materials knowledge is applicable to our radar systems. Improvements will not only increase detection range, but also reduce of effectiveness of enemy 'stealth' materials.
90%, 400x0.5(+20%), 2
Unlock Military Actions

Alien Materials:
The alien materials are as far beyond our newest generation of advancement as a Tesla is a Model T. Dr. Shen believes further research may pave the way to not only more practical general use, but genuine reproduction.
75%, 1000x0.5(+15%), 4
Unlock New Materials Techs, ???
Advanced Hardware:
Improved electronic hardware.
75%, 500x0.5(+25%), 1
Unlock New Hardware Techs

Advanced Software:
Improved electronic software.
75%, 500x0.5(+25%), 1
Unlock New Software Techs
Improved Fortifications:
Conventional fortifications simply weren't made to handle Xenotech. Walls are less effective when the enemy can land an assault carrier on your heads. Artillery isn't designed to combat orbital targets. These problems and more must be solved if your defenses are to be effective in the coming decades.
85%, 500x0.5(+15%), 1
Unlock Minor Planetary Fortifications

Improved Housing:
There simply isn't enough land for everyone to have their own house and yard, at least not in the cities. What if we could solve that problem? It will be difficult, and implementation expensive, but our researchers think we can find a way to stack fields vertically. This would greatly improve the potential density of both residential and agricultural areas.
65%, 500x0.5(+15%), 3
Unlock Housing and Agricultural Infrastructure Projects

Orbital Construction:
Space has a lot of space for construction projects. However, current technologies make this prohibitively expensive. Orbital factories seem appealing until you realize it would be cheaper to build them in the middle of Manhattan.
10%, 1000x0.5(+10%), 5
Unlock Orbital Construction
NOTE: When a technology has poor success chance you're probably missing some recommended techs or facilities.
 
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@Isaacssv558, are we supposed to still have 'Recruits(Medium, Experienced)' under military, and if so what is the purpose of reintroducing conscription?
Indeed you are supposed to. Military units automatically recruit/build enough to replenish up to 10% losses each turn as long as they are above 50% intact. (Below 50% is a bit more complex, but that won't come up until the war turns.) Since smaller sizes are all <=10% of the recruits they are not consumed. This is intended to avoid micromanagement of military recruitment.
If we do the Infantry action that would turn the medium recruits into medium infantry. Would the conscription option then change or would we still be able to do the conscription option to get a pool of large recruits as opposed to needing the Medium recruits to be able to expand to Large recruits.
To clarify, Infantry can be be substituted for recruits and is basically just a straight upgrade. i.e. Expanding the Air Force would use infantry and conscription would give a large infantry. Also, you begin to pay maintenance when you recruit a 'Large' unit. (This is part of the tutorial system I'm using whereby systems are phased in over time.)
 
It's back! Now just to remember what we were working on.

[X] Plan Back Again with Boosts
Unrestricted Actions:
[X] Advanced Hardware (2x) (500)
[Sell Planes to Australia (3x)] (1) (1000)
Military Actions:
[X] Form Infantry Unit (2x)(500)
Industrial Actions:
[X]Expand Factories (Electronic) (500)
Financial Actions:
[X] Investigate Trade Opportunities ( Japan) (3x) (400)
Diplomatic Actions:
[North American Partial Military Union] (1) (100)
Research and Development Actions:
[Improved Housing (2x)] (1) (500)
[Fusion Reactors (2x)] (2) (500)

Net Income: 5750 - 1914 (Interest) = 3836
Existing action cost: 2100
Money for this turn: 2736
Actions this turn: 1900
Net: 836

@Jouaint we only have one free unrestricted action, the other is on the sell planes. Above is basically your plan minus the software we dont have room for and boosting two actions (adds 550 to costs for the turn), boosting Japan twice puts it at 90% chance but still relatively cheap. Only reduction of 16 to interest for next turn but still a bit more money and planes action would get us a bunch of money to pay down debt so boosting is not the wort idea. Double on infantry as we should be getting a good chunk of money from the plane sales and even without that and the additional income from the factories we are paying down 800 of our debt.

Edit- went back and looked and we are getting 15,000 for the selling planes to Australia which is about 15% of our debt and will reduce interest payments by 300! Combined with 200 more income from electronic factory and 836 left over that would reduce debt by 16k this turn and a reduction in interest of 320 increasing our net funds without going into debt by 520.

Expected Debt: 79,700
Expected Interest: 1,594
Expected Income: 6,200 + 750 (trade)
Expenses: 1,000
Net Income Next turn: 4,356
Money to multiturn actions: 1000 (military and 1 research)

So 3,356 to play with next turn without increasing debt. Diplo action (finally free!) I would like to do either the Welfare or Diplo union for North America- integrating Mexico and Canada strengthens us and expands our tax base gaining us more money. Diplo union boosted twice to 80% would be 400 which is not bad.

Finance and 1 or 2 of the unrestricted would be for follow up trade actions with japan and perhaps looking for trade elsewhere (Africa maybe?)

Industrial- depends on what Improved Housing research unlocks but any income boosters would be a priority.

Research- really depends on what is unlocked but multi turn research actions would go here and stuff like advanced small arms for infantry would fall under an open unrestricted slot.
 
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