A Light in Darkness (Supernatual XCOM Quest)

[X]- Brazil, South America: We Have Ways. Autopsies and Interrogations are completed instantly

Gonna need to know more about them ghosts quickly...
 
Turn 1
Turn 1

You were in your quarters when Williams called to let you know that the HQ was fully operational and the first troops were in. Around a dozen brave men and women from across the globe were now under your command and it would be up to you to give them orders and make the calls that would decide their fates. The special equipment also came in and would cut down the costs of the Foundry and Officer Training Schools in half, once they were constructed of course. Why neither of those were already built eluded you, but you will not continue to question it, as you have better things to do.

(+12 Rookies, Foundry and O.T.S. projects cost 50% less)

Currently Dr. Vale was limited in her research capabilities due to lack of research material and staff, the Research Labs were actually quite empty now that the mystics had moved to their Sanctum. She did have a few research projects though based on some odd materials that have started to crop up around the globe and the Council was willing to lend. Whatever this stuff is, it is extremely durable, light weight, and somewhat magical. Along with that is some strange crystalline substance that produces quite a lot of power. This has be dubbed "Aetherite" by the Mystics.

(+10 Exotic Material. + 10 Aetherite.)

Meanwhile, the Sanctum is very quiet since they had an even smaller staff compared to any other department, though Felix didn't seem to mind all that much. There also a variety of Relics the few "Magi" brought with them, most belonging to Felix himself. Apparently studying these Relics would give the S.C.F. a deeper understanding into the strengths and weaknesses of the supernatural, and even potentially uncover something thatwould give the troops and edge.

(+10 Relics.)

Engineering was already a buzz with activity compared to the previous departments, with engineers working on the machines that would supply your soldiers with weapons, ammo, and equipment. Hagane had already taken an inventory and found that while we didn't have much in the research and magic, tech was of little issue. Ceramic Plating, Med-kits, Laser Sights, Hi-Cap and Drum Mags, Rockets, and a variety of Grenades were in a virtually unlimited supply. Plus a large amount of Ballistic Weaponry and Rocket Launchers, you even had Sawed-Off Shotguns.

(All Starting Equipment Available, Ballistic Weapons Unlocked, Tac Vest/Armor Unlocked.)

Finally you arrive to Mission Control, Central Officer Williams nodding to you. According to him you had two Satellites awaiting launch. These satellites were apparently were how you were going to keep an eye out for Supernatural activity. They had been modified by the mystical side of the S.C.F. to be able to detect the normally hard to detect creatures and magical signatures of magic users. "What are your orders, Commander?" Williams asked.

Let's see...

Funds: $ 500
Power: 12/30
Exotic Material: 10
Aetherite: 10
Relics: 10
Troops: 12/100
Scientists: 1
Engineers: 1
Mystics: 1
Satellites: 0/2, 2 unlaunched.
General:
[]-Scan For Activity
[]-Launch Satellite
-[] Where?
[]-Ask for Additional Funding (60%)
[]-Hire More Troops (-$ 5 per Rookie)
-[] # of Troops.
[]-Hire More Scientists (-$10 per Scientist)
-[] # of Scientists
[]-Hire More Mystics (-$15 per Mystic)
-[] # of Mystics
[]-Hire More Engineers (-$10 per Engineer)
-[] # of Engineers.

Research: 1 Scientist=1 project
[]-Exotic Materials (-4 E.M., 1 Turn)
[]-Aetherite (-4 Aetherite, 1 Turn)
[]-Special Weapons (-5 E.M., -5 Aetherite, 1 Turn)
[]-Parabiology (No Corpses)

Mystic: 1 Mystic=1 project
[]-Monster Lore (-3 Relics, 1 Turn)
[]-Magic Lore (-6 Relics, 1 Turn)

Engineering: 1 Engineer assigned decreases cost by 5%
[]-Motion Tracker ($ 20, instant)
[]-Satellite ($100, 1 Turn)

Facilities: You currently have 3 open spaces to build, and one space that needs excavation.
[]-Excavate. ($10, 1 Turn, +1 Space)
[]-Build Access Lift (-$100, 1 Turn, -1 power)
[]-Build Foundry (-$ 200, 1 Turn, -6 power)
[]-Build Workshop (-$ 200, 1 Turn, -4 power)
[]-Build Laboratory (-$ 200, 1 Turn, -4 power)
[]-Build Officer Training School (-$200, 1 Turn, -1 power)
[]-Build Fission Generator (-$120,1 Turn, +8 power)
[]-Build Satellite Uplink (-$200, 1 Turn, -8 power)

Hanger: 4/4 Interceptors at HQ/Asia. 0/4 in North America, South America, Europe, and Africa.
[]-Build Interceptor (-$ 200, 1 Turn)
 
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[X] Plan Satellite Advance
-[X]-Scan For Activity
-[X]-Launch Satellite
--[X] Japan
--[X] USA
-[X]-Ask for Additional Funding (60%)
-[X]-Hire More Scientists (-$10 per Scientist)
--[X] 4 of Scientists
-[X]-Hire More Mystics (-$15 per Mystic)
--[X] 2 of Mystics
-[X]-Hire More Engineers (-$10 per Engineer)
--[X] 4 of Engineers.
-[X]-Special Weapons (-5 E.M., -5 Aetherite, 6 Days)
-[X]-Monster Lore (-3 Relics, 4 days)
-[X]-Motion Tracker ($ 20, instant)
-[X]-Build Interceptor (-$ 200, 3 days)

Priority is get a Satellite above every continent as fast as possible and be able to protect them. Japan and the USA because they have big bucks to give. Probably best to go down the list of "biggest economies".

Cost:
5 E.M.
5 Aetherite
3 Relics
$330
 
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Priority is get a Satellite above every continent as fast as possible and be able to protect them. Philippines because that's where our HQ is, and the USA because they have big bucks to give. Probably best to go down the list of "biggest economies".
Placing satellites over different continents is one of the worst things you can do.
In long war, UFOs will just pass by and while causing some panic, won't do too much. If you have a satellite though, you have to intercept it and cause at least some damage or else panic is going to skyrocket.
If you place the satellites over different continents, you have to split up our air force. Now instead of having 4 interceptors which means you have 3 backups, you now only have 2 for each continent with only 1 backup, not good.

Edit: @ShieldCrown can we get a map? That way we can know which country belongs to which continent and to see if it's a major one.

Double Edit:
-[X]-Build Fission Generator (-$120, 10 days, +8 power)
Why. Getting a Thermal generator is much more efficient and useful, ensuring we are using less space. That and we don't need more power.
 
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Yes, because since the Philippines aren't on the standard map, I want to make sure that there aren't any additional countries that we might miss. Either that or the continent they are affiliated with could have changes.
Right, might take awhile though, I am tired and I can't sit in this chair for much longer anyway, it is really uncomfortable.
 
[X] Plan Satellite Advance

Seems to be good A small part of me wanted to call our organisation Secure Contain Protect (SCP) but that's just my inner nerd speaking.
 
Placing satellites over different continents is one of the worst things you can do.
In long war, UFOs will just pass by and while causing some panic, won't do too much. If you have a satellite though, you have to intercept it and cause at least some damage or else panic is going to skyrocket.
If you place the satellites over different continents, you have to split up our air force. Now instead of having 4 interceptors which means you have 3 backups, you now only have 2 for each continent with only 1 backup, not good.

Edit: @ShieldCrown can we get a map? That way we can know which country belongs to which continent and to see if it's a major one.
This isn't a 1-to-1 conversion of X-Com, as the lack of Aliens and certain tech suggests. I wouldn't be too concerned about the original game's mechanics until how the Quest handles it is revealed to us since a written medium is vastly different from a electronic one. Besides, aliens will behave differently from mythological creatures, and there's a lot of them out there.

As for the Airforce problem, well, there is a reason why we're building more Interceptors.
Why. Getting a Thermal generator is much more efficient and useful, ensuring we are using less space. That and we don't need more power.
Why? Because I was not aware a Thermal Generator is even an option. It isn't among the voting choices, so, I decided to just go with the Fission Generator to prepare for another Satellite Uplink for China, Japan or South Korea to keep their representatives happy.

Even if we don't end up going that direction however, it's better to have and not need than to need and not have.
 
I remember... in x-com the country were your base is. Don't need a Satellite. the base work as a
Satellite


I remember wrong? Or is different here?
 
I have added a Map! you will find it as the fourth Informational Threadmark.

Now then, onto other things of great importance, such as the Vote Tally, and explaining how the Scan for Activity works.

We'll start with the second one. Basically, I make a bunch of rolls to see if anything pops up. If something does pop up, I roll a 1d3 to see how many missions there are, and then roll to see where those missions take place. Then I roll severity or "difficulty" of the Mission.

Now then, on to the Vote Tally. Please note: The vote is still open for another two hours.
Adhoc vote count started by ShieldCrown on Dec 14, 2017 at 1:05 PM, finished with 14 posts and 3 votes.

  • [X] Plan Satellite Advance
    -[X]-Scan For Activity
    -[X]-Launch Satellite
    --[X] Philippines
    --[X] USA
    -[X]-Ask for Additional Funding (60%)
    -[X]-Hire More Scientists (-$10 per Scientist)
    --[X] 4 of Scientists
    -[X]-Hire More Mystics (-$15 per Mystic)
    --[X] 2 of Mystics
    -[X]-Hire More Engineers (-$10 per Engineer)
    --[X] 4 of Engineers.
    -[X]-Special Weapons (-5 E.M., -5 Aetherite, 6 Days)
    -[X]-Monster Lore (-3 Relics, 4 days)
    -[X]-Motion Tracker ($ 20, instant)
    -[X]-Build Fission Generator (-$120, 10 days, +8 power)
    -[X]-Build Interceptor (-$ 200, 3 days)
 
As someone who only played vanilla EU years ago, could you clarify what the benefits of the different facilities (Labs, Workshops, etc.) are, especially any differences for the Quest?

What benefits do we get from launching satellites over particular countries versus others? Do we get other set bonuses from covering entire continents, incentivizing us to focus away from Asia since we already have Future Combat?

How does our income work? Are there any downsides to asking for more funding?

How many days pass while Scanning and development is going on until the next update?
 
As someone who only played vanilla EU years ago, could you clarify what the benefits of the different facilities (Labs, Workshops, etc.) are, especially any differences for the Quest?
Workshops, Laboratories, and Havens when you unlock them, reduce the cost of Engineering, Research, and Mystic by 5%

What benefits do we get from launching satellites over particular countries versus others? Do we get other set bonuses from covering entire continents, incentivizing us to focus away from Asia since we already have Future Combat?
Different increases to funding, Engineers, Scientists, Mystics. Yes, by having Satellite coverage over a all Council Nations on a continent you get that Continent bonus. So if you have USA, Canada, and Mexico covered then you'd get the Air & Space bonus.
How does our income work? Are there any downsides to asking for more funding?
Your funding is based on the countries you have coverage over and your monthly performance (successful mission, interceptions, completed research, etc.) Asking for more funding can potentially backfire.
How many days pass while Scanning and development is going on until the next update?
The Turn ends after all Missions are completed. In truth, I may have to rework the system I'm using.
 
Okay then, Plan Satellite Advance is okay, but it does some odd things like launching a satellite over the Philippines even though it's not a country on the list, and we should have it covered as our HQ anyway. And immediately building a generator when we're not even using half of our available power doesn't make any sense to me, especially since we'll probably need the money for other things, and we're not getting paid in awhile.

And not sure how worth it Engineers are, since it takes 4 of them ($40) just to shave 1 day off of non-instant projects.

I guess I'll push for the Expert Knowledge bonus before we start building Labs and Workshops?

[X] Plan Expert Knowledge
-[X]-Scan For Activity
-[X]-Launch Satellite
--[X] United Kingdom
--[X] Germany
-[X]-Hire More Scientists (-$10 per Scientist)
--[X] 2 of Scientists
-[X]-Hire More Mystics (-$15 per Mystic)
--[X] 1 of Mystics
-[X]-Hire More Engineers (-$10 per Engineer)
--[X] 4 of Engineers.
-[X]-Special Weapons (-5 E.M., -5 Aetherite, 6 Days)
-[X]-Monster Lore (-3 Relics, 4 days)
-[X]-Motion Tracker ($ 20, instant)
-[X]-Build Interceptor (-$ 200, 3 days)
--[X] Assign new Interceptor and 1 Backup Interceptor to Europe

Cost:
5 E.M.
5 Aetherite
3 Relics
$295
 
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Sweet, added Hiring 4 Engineers to my plan to max discounts for individual construction next turn.

@Hannz can I ask why you're keeping the Generator Construction in your plan? We're only using 12/30 power without other facilities, yet you're spending almost half our budget on more power we're not going to use for multiple turns. Especially with this change in the Engineers mechanics, if you wait till after we hire more we'd decrease the cost by 25%.

It's really my main issue with your plan.
 
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