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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ANYWAY! In game, it's a green crystal that if you bombard it with particles will remain stable and produce massive amounts of electricity forever. But if you leave it unplugged, it has a halflife of 15 days.
The 15 days thing is a second wave option, and the lack of maintenance consumption is a game mechanic (unless I missed something while reviewing the localization files).

It will never be cheap enough for mass civilian use it is a military assets only.
You could put it in mass civilian use, the benefits just wouldn't justify the cost. Fusion is both much cheaper and almost as good for most civilian usage.

There are currently 11 isotopes of E115 known by CERN and similar laboratories. They range in halflife from 93 nanoseconds to 32 microseconds.
Elerium has different properties than the real life moscovium. It is literally a coincidence that they share an atomic number; element 115 wasn't discovered until after the Elerium fluff was written.

Says...only you..! Because we're expected to get it for use in spaceflight before the game is over.
This is equivalent to saying, only military and government will have Eezo, because we can't make it and it requires so much effort to mine it's the most valuable thing in the galaxy.
I think I'll wait for the GM on this one, thanks...
See above, it won't be only available to the government. Most civilians will just use the cheaper (and not much inferior) alternative of fusion.
Elerium cost was a monetary thing rather than you putting Elerium crystals into the guns as the power source as outright stated in X1, X2 and the Bureau. So, we're back to my earlier assertion.
I don't think I've ever said this. I once said that the Elerium might be used to manufacture the ammo rather than the gun containing a full elerium reactor. I sometimes use the discord to brainstorm interpretations of the fluff. (That is why I created the Technology channel in first place.) My eventual conclusion was you would be able to put Elerium reactors into infantry guns, albeit only specialized designs. (Basically the same system as with fusion reactors, different types of reactor require engineering projects.)
 
Results 2057
Country: United States of America
Territory: Continental US, Alaska, Pacific Islands, Puerto Rico, Greenland
Allied Territory: Canada, Mexico, Central America, Caribbean
XCOM: Military, Diplomatic, Training, Research
Canada: Economic, Diplomatic, Partial Union (Military, Diplomatic, R&D)
Mexico: Economic, Diplomatic, Partial Union (Military, Diplomatic, R&D)
Japan: Diplomatic, Military
Australia: Diplomatic, Military
Central African Union: Diplomatic
Central America: Sphere of Influence
Caribbean: Sphere of Influence
Panama Canal: (Trade Capacity: +1)
Control of the canal significantly improves your ability to interdict movement between the Atlantic and Pacific. This has benefits in both war and peace.
Hardened Electronics:
Hardened electronics are more durable.
XCOM Research: (Cost: 50%, CoS: +5%)
Assistance and cooperation from the world's best scientists and engineers has proved a great boon to your R&D programs.
XCOM Training: (Quality: +1)
Training and advice from the world's best soldiers has greatly increased the efficacy of the American military's training programs.
Oil: 2/2
Food: 2/3
Armour: 1/2
Consumer: 1/3
Infantry: 1/3
Munitions: 2/3
AeroSpace: 1/3
Industrial: 1/3
Electronics: 2/3
Australia: Industrial -> +500
Australia: Munitions -> +300
Japan: Food -> +200
Japan: Oil -> +1000
Central Africa: AeroSpace, Armour, Infantry -> +2000
Central Africa: Munitions -> +500
Central Africa: Food -> +500
Central Africa: Electronics -> +600
Sphere: Generic (x2) -> +400
Argentina: Consumer -> +200
Germany: Oil -> +600
Germany: Electronics -> +700
Europe:
-United Kingdom of Britain and Ireland
--'Alliance' with France
--Exporting Industrial Equipment to France.
--Importing Consumer Goods to France.
-France:
--'Alliance' with UK
--Alliance with Germany (EU)
--Exporting Oil to Germany
--Recolonizing Africa
--Colonizing former Qatar and Bahrain
-Germany
--Alliance with France (EU)
--Unhappy with French cowardice.
--Importing Oil from USA, France
--Importing Electronics from USA
--Produces Consumer, Military
--Electronics, Oil Market
-Russia
Asia:
-Japan
--Paying Australia for exclusive fuel exports.
--Importing Food from USA
--Importing Oil from USA
--War with PRC.
-Australia
--Importing Industrial Equipment from USA
--Military alliance with USA.
Africa:
-Central African Union
--Leads Independent Nations Treaty Organization (INTO)
--Alliance with Turkey, Israel (INTO)
--Produces Oil
--Food, Electronics, Consumer Market
--Importing Military Equipment from USA
--Importing Food from USA
--Lots of debt
South America:
-Argentina
Tax Base: 19500 (40%) [10000@195%]
Income: 7800+7500
Expenses: 1000+2230
Debt: 308% [60100]
Interest: 3% [1803]
Morale: Good
Demography: Good
Growth: Decent
Recruits (Size: Large, Quality: Experienced, Upkeep: 1000)
Officers (Size: Small, Quality: Veteran, Upkeep: 20)
Infantry (Size: Medium, Quality: Veteran, Upkeep: 100)
100 M1A1 'Aquilino' Main Battle Tanks (Upkeep: 30)
50 M200 'Reaper' Mobile Artillery (Upkeep: 20)
Vehicle Crews (Size: Small, Quality: Veteran, Upkeep: 10)
4000 F-1 'Templar' Multi-Role Fighters (Upkeep: 600)
300 A-2 'Eagle' Ground Attack Fighters (Upkeep: 150)
400 B-0 'Raider' Light Bomber (Upkeep: 100)
150 B-1 'Bastion' Heavy Bomber (Upkeep: 150)
Personnel (Size: Medium, Quality: Elite, Upkeep: 50)
Highways: Good
Rail Network (Cargo): Intact
Waterways: Excellent (Good Capacity: +1)
Electrical: Excellent (Trade Good: Oil)
Water: Good
Communications: Excellent (Resistance (Cyberwar): +1)
Housing: Good
Agriculture: Excellent (Trade Good: Food)
Officer Schools: Decent (Cost: 75%)
Militia: Good
Spaceports: Good
Factories: Partially Automated
-Alien Alloy: Excellent
-Orbital: Good (Cost: 50%)
-AeroSpace: Excellent (Cost: 50%, Quality: +1)
-Armour: Decent (Cost: 75%)
-Infantry: Good (Cost: 50%)
-Munitions: Excellent (Cost: 50%, Quality: +1)
-Consumer: Excellent (Economic, Morale: +1)
-Electronics: Excellent (Cost: 50%, CoS: +5%, Economic)
-Industrial: Excellent (Cost: 50%, CoS: +5%, Economic)
Weapon Fragments: 80

Unrestricted Actions:
[Build Second Generation Air Force (Multi-Role)] (1) -> 91/10
No expense is spared in the preparation of the Air Force for military intervention. Thousands of fighters and hundreds of bombers roll off the production lines in a frenzy of activity. The new craft are equipped with the latest in American military technology, most notably xenotech beam lasers and miniaturized fusion warheads. The production of the aircraft themselves is accompanied by the creation of massive stockpiles containing the fuel, munitions, and spare components required to operate the new planes.
America's military has gone from a skeletal force to a world-class power, albeit one of unbalanced composition. However, the frantic pace of this military buildout came at a cost. Specifically, the cost of very large quantities of cash. The sheer expense of such rapid production has induced a massive upward surge in the national debt of a magnitude not seen since the Ethereal war. As a result, a recent trend of rising investor confidence in government bonds has come to a sudden end.

Military.[Air Force].{F-0: 1000} -> /dev/null
Military.[Air Force] <- {F-1: 4000, A-2: 300, B-0: 400, B-1: 150}
Cost: 10000

[Japanese Military Alliance (4x)] (1) -> 91/15
Your diplomats easily conclude an alliance with Japan in return for American involvement in the war with China. The Japanese government is thrilled at your decision to enter the 3rd Sino-Japanese War on their behalf. Their eventual victory was likely already assured, but American aid may hasten the conclusion of the decades long war of attrition.
The American public is less pleased with your decision. The move is decried as pointless interventionism, risking American lives in furtherance of mere diplomatic convenience. To most the East Asian conflict seems more distant, and substantially less American, than the lunar surface. The war has it's supporters, but they are scarce. Most of the few proponents make their living selling food and oil to Japan. Overall, the public's mood has worsened, but remains positive.

Military Alliance with Japan, Population.Morale -> Good, War with China
Cost: 800

Military Actions:
[Fusion Reactor (Aircraft) (2x)] (4) -> 56/10
Work begins on the development of fusion reactors suitably for use in the 'aero' portion of the aerospace industry. Much of the requisite work, in both miniaturization and heat management, has been addressed by previous projects. However, many difficult problems remain for the engineers to solve. The incredible energies involved in fusion jet propulsion is proving particularly difficult, with early prototypes prone to spectacular flameouts.

Fusion Reactor (Aircraft) Locked, 3 years remaining.
Cost: 1000

Industrial Actions:
[Lunar Base (3x)] (3) -> 8/0
Plans for a military base on the lunar surface begin with the construction of massive cargo vessels to ferry the necessary supplies. Massive Alien Alloy hulls are laid down in the Midwest shipyards. As the year progresses, massive fusion reactors and titanic torch drives are encased within their skeletal frame. Finally, at the years end, the completed cargo vessels are floated down the Mississippi and into the middle of the Atlantic upon disposable launch platforms.
The ferries exit to a safe distance. Gigantic fusion torches, mounted upon the anterior of the vaguely tubular vessels, pushed their noses skyward. Then, as the launch platforms collapsed and the ships began to fall from the air, the primary drives engage. Gouts of plasma vaporise the churning waters below as the leviathans first cease their fall and then begin to rise. They rise into the distance and out of sight, but the glare of their plasma trail remains. The maiden voyage is a complete success.

Lunar Base Locked, 2 years remaining.
Cost: 2000

Financial Actions:
[Sell Munitions to Australia] (1) -> 57/20
Australia accepts your munitions deal eagerly. They are currently in the midst of a long recession, and any budgetary savings are welcome. The income from your purchase of their munitions stockpile makes the deal almost irresistible. Unfortunately, defense cutbacks limit the profits despite their enthusiasm.

Trade Deal with Australia, +300 Trade Income
Cost: 1000

Diplomatic Actions:
[XCOM Integration (3x)] (5)

XCOM Integration Locked, 4 years remaining.
Cost: 400

Research and Development Actions:
[Orbital Construction (3x)] (1)
American engineers have finally solved the key problems of orbital construction. Practical orbital structures are now within our grasp. However, further research is required to develop orbital structures with which to apply the knowledge. There are numerous possibilities. Orbital farms and residences are unnecessary; The United States possesses ample excess terrestrial capacity in both residential and agricultural area. But, they remain a possibility. Orbital fortresses have to potential to greatly improve America's protection from extraterrestrial threats, a worthy goal. Orbital industry is perhaps the most lucrative, with the potential to entirely bypass the limitations of lift capacity.

Unlocked R&D Actions (Orbital Shipyards, Orbital Fortresses, Orbital Habitats, Interplanetary Construction)
Cost: 2000

[Advanced Surgery (3x)] (3) -> 20/10
The alien invaders carried a number of advanced surgical and stasis units aboard their vessels. These artifacts were not intended for traditional medical use. They were used not for the healing and preservation of alien crewmen but for the study and preservation of human research specimens, dead or alive. Despite these gruesome origins, they hold the potential to revolutionize the medical profession. The surgical advances alone are incredibly promising. Surgeons will be able to complete operations at record speeds and with unparalleled safety. The stasis technology holds similar promise. Spare blood, donated organs, and even injured patients can be kept stable almost indefinitely. Derivative technology will even allow for astonishingly lifelike artificial limbs.

Advanced Surgery Locked, 2 years remaining.
Cost: 1000

[Improved Radar (2x)] (2) -> 36/0
Radar has been a crucial tool of military mariners, aviators, and planners since before the second world war. In the intervening century it has only improved, becoming an increasingly crucial portion of military operations. The size, range, and accuracy of radar have seen dramatic increase. However, modern stealth technology has allowed circumvention of its clairvoyant capacity. Lessons learned from Ethereal technology could extend the former and mitigate the latter. The next generation of American will enjoy unprecedented range, size, fidelity, and stealth penetration.

Improved Radar Locked, 1 year remaining.
Cost: 400

Financial Report:
Income: 7800+7500=15300
Expenses: 1000+2230+18600=21860
Interest: 1560
Net Profit: -8120 -> -8100 (Rounding for ease of use.)
Debt -> 308%
 
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Seeing this come back is awesome. Glad to see it alive and well, not to avoid getting bogged down bombing China.
 
Alright, we really need some more income. Could we set up orbital solar farms? Put some production into making new/better batteries, farm the solar power, and sell it to make some quick cash?
 
It lives! Also next up: war turns. Which will be a good chance to get some feedback on our armed forces.

Alright, we really need some more income. Could we set up orbital solar farms? Put some production into making new/better batteries, farm the solar power, and sell it to make some quick cash?
Orbital factories sounds like more income. As it is we wont have a 10k action next turn so that is already going to bring us below income.

edit- also turning recruits into infantry will save us 600 a turn on upkeep though will cost 1500 a year for two years (then again put it in the slot we used for air force and that is 8500 less a turn in action costs with the second year saving another 600 a year). And I imagine we will keep pushing trade actions for more trade income.

For next turn:
Unrestricted Actions:
[]
[]
Military Actions:
[Fusion Reactor (Aircraft) (2x) (3) (1000)]
Industrial Actions:
[Lunar Base (3x) (2) (2000)]
Financial Actions:
[]
Diplomatic Actions:
[XCOM Integration (3x)] (4) (400)
Research and Development Actions:
[]
[Advanced Surgery (3x) (3) (1000)]
[ Improved Radar (2x) (2) (400)]

Income: 7,800 + 7,500 = 15,300
Expenses+Interest: 3,230 + 1,806 = 5,036
Action Cost: 4,800 + ??? = ???
Total Costs: ????
Net: ()
New Debt: ()
 
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First Constellations and now this?!
I am a very happy man!

So on the subject of actions, we have
  • 2 Unrestricted
  • 1 Financial
  • 1 Research
I'm thinking, Orbital Shipyards is gonna be locked in for Research?
Hm, can't remember, can Unrestricteds be used for research? I can guess with the name but I don't think we ever used for such?
 
First Constellations and now this?!
I am a very happy man!

So on the subject of actions, we have
  • 2 Unrestricted
  • 1 Financial
  • 1 Research
I'm thinking, Orbital Shipyards is gonna be locked in for Research?
Hm, can't remember, can Unrestricteds be used for research? I can guess with the name but I don't think we ever used for such?
Unrestricted can be used on any action, however given that we have 3 research slots and are headed towards a 4th with xcom integration we have been using that to either get alliances, get money or apply our research to industry/military. Where we have a lot of actions. Also in general for me unrestricted should be kept to 1 or 2 year projects given the flexibility they represent.

Also for research one of Orbital Shipyards, Orbital Fortresses, Orbital Habitats, Interplanetary Construction for me with orbital fortresses as lowest priority. It depends on if shipyards is a military or military/industry tech as more industry would be good right now so we can exploit the industrial modifiers and income for best effect (really a large part of our success has been 1) avoiding costly military buildup in terms of cash and actions until now 2) getting excellent factories for that amazing .5 multiplier to cost on actions letting us have a high percentage action plan that most turns lets us pay down the debt.

Also yes the unexpected Constellations chapter was amazing.
 
I'm thinking at least one unrestricted action should be put into industry, to get that sweet bonus from over 200% efficiency.
 
I say we go for the UK alliance in our first unrestricted slot, train the recruits into troops in the second unrestricted slot, put consumer goods with the CAU in the financial slot and put orbital factories in the research slot. This'll let us put the Greenland fortifications in after the UK alliance finishes to finally colonize the place and makes sure our troops finish the same turn the fortifications do in addition to still leaving open the necessary slots for the final NA union.
 
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Orbital factories sounds like more income. As it is we wont have a 10k action next turn so that is already going to bring us below income.
I still say we should set up some Orbital Solar Farms with batteries. Orbital factories themselves can probably wait until we're set up to start mining operations on the moon or Asteroid Belt. Until then, having Solar Farms and setting up an energy-based economy on the moon would make it far, far easier to expand, especially if we have some atmospheric and water recyclers that only need energy to run.
 
I still say we should set up some Orbital Solar Farms with batteries. Orbital factories themselves can probably wait until we're set up to start mining operations on the moon or Asteroid Belt. Until then, having Solar Farms and setting up an energy-based economy on the moon would make it far, far easier to expand, especially if we have some atmospheric and water recyclers that only need energy to run.
It really depends on what the actions we unlock are in terms of cost and rewards that will decide it for me though I think we only unlocked research so nothing to be done next turn there.

As it is I can see it either way- orbital farms is easier access to food in space while orbital factories makes it easier to setup facilities both are useful and good chance we pursue both. Also depends on if we get energy farms but yeah solar farms on the light side of the moon would be amazing.
 
I'm just gonna go with whichever one of the options gives us the most money because our budget ain't looking too hot during any given turn.
 
Alright, we really need some more income. Could we set up orbital solar farms? Put some production into making new/better batteries, farm the solar power, and sell it to make some quick cash?
I still say we should set up some Orbital Solar Farms with batteries. Orbital factories themselves can probably wait until we're set up to start mining operations on the moon or Asteroid Belt. Until then, having Solar Farms and setting up an energy-based economy on the moon would make it far, far easier to expand, especially if we have some atmospheric and water recyclers that only need energy to run.

We don't need solar power. We got cold fusion. EXTREMELY CHEAP cold fusion. We could match the output of the sun (the portion that reaches the earth at least) for "just" a million dollars a day. Less than 0.4 billion a year to power everything we could possibly want to power and THEN some is very affordable to the point where solar energy just ain't worth the effort. And that's assuming Hydrogen is as expensive in this universe AFTER the creation of practically-free energy, as it is in Real Life.
 
I'm just gonna go with whichever one of the options gives us the most money because our budget ain't looking too hot during any given turn.
With generic action costs we are reducing debt by 1500 to 2000 a turn until we get a 4th research slot at which point that drops to 500 to 1000. This is without any income increases or decreases so doing more trade and turning recruits to infantry as well as alloy rail network will all help there.
 
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