We didn't really take sides. We gave the Fenrir prototype plane back to Leasath, but kept the guy who designed the thing so their dictator couldn't take him back and torture/enslave him again. And... well, it's all happening on the opposite side of Strangereal from us, so it's not really our department's problem IMO. Both Belka and Erusea are MUCH closer to us.

Also, um.

I've been looking at our assets...

IUN-PKF-XCOM Resources

Critical Statistics:
Total Industrial Capacity: 222,250 IC
Personnel: 1800
Base Locations: XCOM USEA, XCOM OSEA, XCOM ANEA, XCOM VERUSA
Overall Commander: Stephen Pulford

XCOM USEA:
...

Alien Assets:
0 Alien Fighters.
4x Alien Gunships.
3x Alien Bulb Ships.
5015x Alien Alloys.

Spare Aircraft:
4x Su-33 Flanker
1x Su-37 Terminator
1x F-15 Eagle
6x F-35 Lightning II
7x F-16 Fighting Falcon
5x F-18E/F Super Hornet
3x F-14X XCOM Hellcat II
3x Special Weapons: EMLs.

Selatapura Air Command Base:
Slots: 34/72
Defensibility: B
Airfield (3 Slots)
Barracks (6 Slots)
Hangars (4 Slots) [16/16 Aircraft]
Storage (8 Slots) [48/48 Aircraft]
Research Labs (1 Slots)
Engineering Bays (1 Slots)
Command Center (2 Slots)
Aerospace Factories (4 Slots)
Defenses: (5 Slots)

Fort Grays Airbase:
Slots: 15/18
Defensibility: C
Command Center (1 Slot)
Airfield (3 Slots)
Barracks (1 Slot)
Hangars (4 Slots) [14/16 Aircraft]
Storage (2 Slots) [11/12 Aircraft]
Docks (2 Slots) [Heavily Damaged]
Defenses: [2 Slots] [Heavily Damaged]
Now, I count seven alien craft that might take up storage space.

We have 17 planes on High Alert or Active Duty status at Selatapura, but only hangar space for 16. We have four more pilots on leave, and their planes may have been put into storage to save hangar space- but to be clear we REALLY should expand the hangars at Selatapura.

There are 6 planes on High Alert or Active Duty status at Fort Grays, and eight planes whose pilots are on leave. There are 14 planes in the hangars... and 11 in storage.

So let's do some math there.

...

Our inventory includes seven alien craft (which may be taking up hangar/storage space), and 27 spare fighters. 17 of the fighters are rather obsolete 4th-generation fighters (Su-33s and F-something-teens) that we should probably palm off onto someone else just to save storage space since our aircraft storage is getting pretty full; the others are 4.5th or 5th-generation aircraft we may be able to make some use of ourselves.

Selatapura has enough active duty planes to fill its hangars, and four more probably in storage... plus the 27 fighters and MAYBE the alien craft... but the storage facilities are entirely full with 48 planes! Likewise, Fort Grays has 12 planes in storage.

Something doesn't add up, and we have about a couple of dozen planes in storage that haven't been accounted for in our current inventory. They could well be support aircraft of some kind, but seriously... we should do an inventory. For all I know we have some F-22s kicking around or something that got the documentation lost.

...

Fort Grays is in need of significant repairs. The docks and base defenses are damaged, which is probably interfering with the base's ability to support air operations and will certainly be a problem if the base is attacked overland... though it's farther from What Was Once Erusea so maybe that's not such a threat.

I'm not sure what other facility expansions Fort Grays should consider, but there's not a lot of slots available, so probably best to leave that be. However, it DOES need repairs, and Selatapura Air Base BADLY needs expansion of the hangar and storage capacity.

Once the Selatapura defenses are done, I think we should throw some IC at that task.

And, also, take inventory. We've got easily 20-30 planes that we probably don't need cluttering up our inventory, given that we're increasingly easily going to be able to manufacture our own as new pilots trickle in anyway. And we might have some real gems in storage, or parts for half a superplane, or God knows what-all.
 
OK. So basically, we're at 300 Focus. 400 is the upper limit of green Focus; we can probably afford to go shallow yellow without suffering significant long-term loss of capacity.

Here are some things we can build into the plan:

[] (?? Focus) Coordinate with EOMDO to offer support in case the alien-Belkan offensive pushes east into their territory.
[] (?? Focus) Talk to the Razgriz. What really happened during the Circum-Pacific War?
[] (?? Focus) Talk to Princess Rosa. What are her vision, opinions, and intentions regarding the situation in western Usea?

Now, if we spent, say, 50 Focus on all three, we'd be in shallow yellow even if nothing significant went wrong this week. We could probably reduce Option 2 to 25 Focus since it's baaasically a briefing. The other two are probable 50+ Focus expenditures, because they involve setting up important meetings and involve the future of entire continents.

What do people think?

Eh, go for it, as long as there is an option to hire at least a handful of people in person to join the non-combat divisions of X-COM. I'd really love to see everyone back in those places in the green.
 
Good point, but in that case we might ALSO want to consider a plan that spends us into the low yellow (since Long Caster seems to be holding together pretty well right now) and gets us properly ready. Like, what about things that we need to do to secure our position here on Usea? The Erusean Civil War isn't over, it didn't stop happening just because we're more worried about what the Belkans are going to do.

What might we do that's relevant to the situation in Usea? Outreach to Voslage, maybe? I think it's ultimately in our interests to catalyze a breakup of Erusea into individually smaller and more manageable chunks, and Voslage, by being stubbornly independent and with aces capable of doing a LOT of damage to the surviving Erusean remnant armies, could probably help us with that.

Has anyone asked how Princess Rosa feels about this? She's... kind of the queen of Erusea by default at this point I gather and probably has a lot of legitimacy and if she went haring off on her own it could be a problem?
When we started the negotiations with the other Usea powers to bring the Civil War to the end Rosa was there, being part of it. As far as we know, she's still working on that with the other diplomats.
And, also, take inventory. We've got easily 20-30 planes that we probably don't need cluttering up our inventory, given that we're increasingly easily going to be able to manufacture our own as new pilots trickle in anyway. And we might have some real gems in storage, or parts for half a superplane, or God knows what-all.
Sounds like something we could have LC do right now.

@huhYeahGoodPoint
How much Focus would it cost to identify all the planes we have in storage and haven't been identified yet?
 
Sounds like something we could have LC do right now.

@huhYeahGoodPoint
How much Focus would it cost to identify all the planes we have in storage and haven't been identified yet?
I'd rather delegate the task. Anyone could perform that task, so there's no reason to have the commander personally wandering around the storage buildings tallying up aircraft.

Also, it's probably not urgent, so there's probably time to wait until the next Logistics meeting. There's some chance we've got a couple of superplanes in storage and will be kicking ourselves for taking an extra week to get around to it, but the most likely outcome is that the planes in storage are kind of boring by our current standards. "Oh hey, we've got a dozen Eurofighters and an Su-37, who knew?"

Eh, go for it, as long as there is an option to hire at least a handful of people in person to join the non-combat divisions of X-COM. I'd really love to see everyone back in those places in the green.
We've already expanded those divisions massively within the past week. Review the recent updates and discussion for examples.
 
[X] Plan: Who Needs Free Weekends?
-[X] Coordinate with EOMDO to offer support in case the alien-Belkan offensive pushes east into their territory. (50 Focus)
-[X] Talk to the Razgriz. What really happened during the Circum-Pacific War? (25 Focus)

This is my recommendation of what to do. It will out us at 375 Focus, at Green as long as nothing else happens. And if it does, we'd still be at low yellow.
 
February 9th: Documentation At Short Last
I'll settle for ugly but informative over pretty but not ready for a week. ;)
CHOO CHOO NEXT WEEK ARRIVING RIGHT ON SCHEDULE

Winning Plan:
[X] Plan: Who Needs Free Weekends?
-[X] Coordinate with EOMDF to offer support in case the alien-Belkan offensive pushes east into their territory. (50 Focus)
-[X] Talk to the Razgriz. What really happened during the Circum-Pacific War? (25 Focus)



"It is done, Commander," Shen said, handing over a flash drive.

"What exactly is this, Dr. Shen?" Long Caster asked.

"A copy of a copy of our research documents," Shen said. "I do not intend to make the same mistakes twice, especially since I have discovered exactly how much we missed due to our previous ineptitude."

"What did we discover, then?" Long Caster said.

"We've discovered that XCOM VERUSA sent us technical documents on fortifying installations, for one," Dr. Shen said, lips pressing into a thin line. "We've also rediscovered several projects that we can be working on, as well as other sundry potential projects. Ultimately, commander, the decision is yours."



  • Under this heading are the technologies developed by XCOM's Research and Development divisions, as well as potential projects for later adaptation.

    • Under this subheading is the collection of all research related to aliens - alien biology, alien technology, and anything else.

      • This section covers the basic research into aliens.

        • Our foundational understanding of aliens contains far more questions that it does answers; nevertheless, as scientists, we must seek to answer these questions. What we do know is this: these aliens do not share a genetic history with us, they use materials technology beyond our ken, they have exhibited hostile tendencies, along with some degree of control, and that is all we know.

          Unlocks: Alien Alloy Research, Fighter Analysis.
        • Our first autopsy of an alien that we have confirmed to have killed has resulted in some disturbing conclusions. The first is the functional existence of some degree of telepathy both among aliens and among our personnel on base. The second was that these aliens exhibited far too little genetic variation to be natural; we found less expected variation than between close relatives in between species, let alone drawing from a population. The third was that these aliens were genetically distinct from the material found in alien fighters, indicating multiple species brought to war against us. As part of that, we suspect the machinery we found the aliens in to have some sort of effect, and that a combination of radio waves and magnetic fields have caused distress in some aliens.

          Unlocks: Psi-Jamming Pod
          Research Unlocks: Sectoid Framework, ???
      • This section contains our research specifically into alien technologies.

        • Alien Alloys are one of the aliens' most foundational materials, and for good reason; it is a stable metallic hydrogen alloy that is superconductive from subzero to thousand degree temperatures, it has a melting point likely in the thousands of degrees, an incredible propensity to vibrate, and an ultra-high impact strength. Unfortunately, these properties come with a corresponding weight, and a our efforts to determine tensile strength has found that it does not possess the same sort of ludicrous strength found elsewhere. Use on aircraft should be sparing, due to its strength-to-weight ratio being comparable to steel.

          Unlocks Alien Alloy Utilization (Crude).
          Unlocks Alien Alloy Fabrication.
        • One of the greatest obstacles to our ability to utilize Alien Alloys is the crudeness of our shaping techniques; our only method to shape Alien Alloys at the moment is the bastard child of an induction furnace and an MRI, and as a result we are sharply limited in our ability to utilize this substance.

          Unlocks: Alien Alloy Utilization (Industrial).
        • Our analysis of the alien bulb ships reveals a set of strange machinery that managed to mostly survive what looks like an alien power source explosion; our results of running a current through the strange machinery has resulted in lifting far more mass than the current strength should be able to lift.

          Unlocks: ???
        • With the revelation of Sectoid telepathy, and the obvious centrality of Bulb Ships to alien formations, it seems worthwhile to investigate the framework surrounding the Sectoids on the Bulb Ships, and see if we cannot find any insights.

          Unlocks: Psychic Insight?, ???
      • This section contains our analyses of alien craft.

        • With our initial disassembly of the alien fighter craft, we've been able to discover how to properly strip these alien fighters for alloy. We've also found out that while our munitions were likely failing to penetrate the alien craft, all of the ships exhibited serious internal damage. Currently, we don't understand the principles behind many of the alien craft's internal machinery; however, the alien plasma cannon is likely the closest to discovery.

          Unlocks: Fighter Salvage (Alloy)
          Unlocks: ???
        • Comprehensive study of the alien bulb ships has revealed that the bulb ships are C&C vehicles without an obvious transmission vector; our current theories involve the Sectoids we found inside the Bulb Ships.

          Unlocks: Strange Machinery
        • Our study of the gunships, by contrast, have given us some real insight into how the alien plasma cannons function, especially since we now see some larger scale examples of their functionality. Some of the cannons are even functional enough for our own use; however, due to their extreme weight and power requirements, we can only use those for ground-based installations. However, we are still missing pieces in our understanding of how these plasma cannons function; our best guess is that we need more high-energy research.

          Unlocks: Gun Ship Salvage (Cannon)
          Unlocks: ???
    • Under this subheading contains our research on aircraft designs.

      • The F-14X, Charlie Burn's pride and glory. A modification of the F-14 that brings it into the supermaneuverable era, this plane boasts extremely strong capabilities across the board.

        Unlocks F-14X XCOM HELLCAT II.
      • One thing that has hampered many of the 5th generation designs is a generally limited production run; there hasn't been the truly awe-inspiring production runs that models like the Mig-21 and F-4s enjoyed, resulting in less production opportunities. Maybe this represents an opportunity to optimize those production lines.

        Unlocks: 5th Generation Aircraft cost reduction.
    • This subheading contains our research into high-energy particle research.

      • One of our foundational pieces to understand on an institutional level how to utilize magnetic fields to accelerate particles in a line within current technology - as well as how to partially utilize alien alloys.

        Unlocks: Alien Alloy Utilization (Linear Accelerators)
        Unlocks: Cyclonic Accelerators
        Unlocks: Toroidal Energy Storage
      • If research into Magnetic Accelerators was research into how to manipulate the motion of particles through the usage of magnetic fields at short range, cyclonic accelerators is the study of fundamental physics to alter the properties of particles at long distance. Somehow, there is spinning and circles involved.

        Unlocks: Cyclonic Shielding (Large)
        Unlocks: Superconductive Accelerators
      • Toroidal energy storage was an idea kicked around when the Alien Alloy's properties were fully considered, allowing for vastly higher amounts of electricity to be stored in smaller installations.

        Unlocks: Distributed Electrical Network (Ultracapacitators)
        Unlocks: ???
      • Cyclonic Shielding is an application of Cyclonic Accelerators made most famous by the Arsenal Bird's APS systems; by forcibly orbiting fundamental particles almost a kilometer away from the point of origin in rapid orbits, hostile matter is destroyed and weaponized light is diffracted into harmless mist, while friendly power and missiles can exploit instantaneous gaps in coverage to leave the bubble.

  • Under this section is XCOM's Engineering Department, where the engineers bring the full potential of XCOM's Research to life, as well as building capability for XCOM as a whole.

    • The field of manufacturing is a direct line of research for creating what XCOM research can dream up. Improvements to manufacturing carry manifest consequences both for XCOM and for the world as a whole.

      • The fundamental group of engineering talents, this is the process to construct a pipeline for industrial capacity.

        Unlocks: Build Industrial Capacity!
        Unlocks: Aerospace Factory Construction
        Unlocks: Hardened Structures.
        Unlocks: ???
      • A branch of basic industrial development, in exchange for the versatility of the basic factory, the Aerospace Factory greatly increases speed of production of aircraft that XCOM possesses the blueprints for, as well as boosting Aircraft related Research purposes. Each additional 2000IC in Aerospace Factories qualifies as half a Research Lab for Aircraft-related research.

        Unlocks: Build Industrial Capacity [Planes]!
        Unlocks: Aircraft Skunkworks
      • Aircraft Skunkworks are the next natural step in aerospace research; by giving scientists a dedicated space and area to specifically focus on aircraft research, aircraft research can be greatly boosted. The only question is how.
      • As part of XCOM VERUSA's gift to you that you somewhat embarassingly never quite managed to fully implement, your structures can be retrofitted for increased resistance to damage - future buildings will implement this automatically at no extra cost.

        All new buildings automatically start with Light Damage Resistance.
        Unlocks: Bunkers [1000 IC, 1 Slot, 1.5 Defenses, and Medium Damage Resistance]
        Unlocks: Structural Hardening [200 IC per Slot, confers Light Damage Resistance]
        Unlocks: Resistant Structures
      • While it would be simple to continue stacking defenses on the outside of buildings, this rapidly runs into difficulties with diminishing returns for increasing cost. Naturally, the next place to turn to is the internals of a building, which can be restructured for improved damage resistance.
      • Normally, it would be the work of the world's best engineers backed by a team of hundreds to even try and optimize a production process, let alone many of them. A group of qualities which you just so happen to now possess.

        Will boost IC production!
      • One of the critical issues facing you is how to rapidly construct or refurbish buildings; as is, there are many delays in the commonly accepted construction methods, methods which your engineers think they can streamline.

        Will reduce build times!
    • There exists a category of project so immense that construction is like nothing else in the world; those are called Megaprojects, and they frequently have rewards to match.

      • The Lighthouse is one of the world's greatest landmarks; a bona-fide space elevator, with power generation capabilities way beyond geostationary orbit providing effectively unlimited power to the entire continent of Usea and beyond. It was damaged in the Lighthouse War, but you have helped to restore the Lighthouse to its former glory.

        Electrical power restored for the Usean continent!
        One-way signals established for the Usean continent!
        Space travel reenabled as an option!
        Unlocks: Usean Lighthouse Network
      • The existence of the Lighthouse as the largest radio tower in the world presents an easy way to beam communications to everyone all over Usea, and possibly the hemisphere. However, it is also so big that it is conceivable that everyone could also beam communications at the Lighthouse without being confused; with some reinforcement and additional hardware, this could prove to be the backbone of an information network that does not rely on satellites.
      • Stonehenge is the quintessential superweapon. Everybody knows about it to some extent - it was one of the greatest anti-Ulysses weapons, repurposed by Erusea to take over the continent before being taken out of commission by Mobius One. You led an effort to protect the Osean army as it reused the last cannon for a shot at destroying one of the Arsenal Birds through its shield; to do the same thing to the aliens, you are planning to repair it and turn its guns to the heavens.
      • The Dashau Resurgence Plan was a plan borne of desperation on multiple fronts; incoming waves of millions of refugees were an imminent crisis, and Selatapura was refusing to host them. Luckily for you, Dashau was a nearby city whose ports mostly dried up in favor of better ports, and as a result there lies much abandoned space in the city that you can repurpose to refurbish into temporary housing for the refugees.
    • Under this heading goes all the projects that don't quite have a place to belong under the other schema; nevertheless, these are all projects that fall within Engineering's remit.

      • Project Neighborhood Watch is a short project that is meant to keep track of hostile capabilities from space without spending an excessive amount or reweaponizing space. In its maiden voyage, it overflew Belka multiple times before being completely totaled by the debris in low earth orbit; repeated visits may not achieve quite the same degree of success.

        Unlocks: Neighborhood Watch Satellite [10 Engineer-Weeks to complete]
      • Project Dove is a project to deal with the satellite debris clogging up low earth orbit by reusing the Pilgrim One and a spare TLS lying around base after the TLS failed to deliver promising results; as a result, the Engineering teams have drafted a plan to slap the TLS onto the Pilgrim One and use it like the Arkbird cleaned up the Ulysses debris.
      • Through some discussion with fighter pilots about the lacking qualities of the current training regimens, your engineers have a proposal on how they might be able to improve the training sims to be more useful for your pilots; however, that remains entirely theoretical as of this moment.
      • One of the possible projects for your engineers to tackle was the question of how to improve fighter autocannons. While many fighter autocannons are naively "optimized" to a large degree, they are optimized for different threats than the alien fighters; therefore, it seems like it may be possible to build fighter autocannon that is optimized for anti-alien work.
      • One idea that your engineers have hit upon, both from the new engineers and the inevitable conclusion upon examining the Stonehenge blueprints, is the idea of using electrothermal chemical firing instead of the traditional gunpowder charge for your large guns and EMLs. The advantage of this system is the potential for higher exit velocities and more consistent output; the downside is that it's cutting-edge status means that there are few suppliers of these type of rounds in the world, if you're not willing to build your own.

  • Under practices is the set of practices adopted by XCOM as an organization. Further projects will improve XCOM's functionality and ability to execute functions.

    • Under this heading lies XCOM's tactical doctrinal thinking, developed off the battlefield so that doctrine can be easily implemented on the battlefield.

      • Hammer and Nail Doctrine is the inital doctrine for XCOM's forces, revolving around long-range Nail troops launching long-range munitions while alien attention is occupied by close-range Hammer troops. This doctrine takes advantage of XCOM USEA's shockingly high concentration of aces as well as willingness to bet on EML technology.

        Unlocks: Jackhammer Doctrine
        Unlocks: Artillery Spotter Doctrine
      • Jackhammer Doctrine is a doctrinal evolution of Hammer and Nail Doctrine that evolves off of Hammer and Nail troops by including intermediaries of varying skills, to better protect the Nail troops as well as providing more support for Hammer troops. As the resulting shape looks like attacks in a continuous wave repeatedly, this doctrine has adopted "Jackhammer" as a codename.
      • Building off of Hammer and Nail Doctrine, Artillery Spotter Doctrine utilizes the greater networking capabilities of the F-35 and F-14X to ensure complete battlefield vision at all times, allowing the Nail troops to fire to greater effect.
    • Organizational Practices are what keep XCOM as an organization functioning, as well as providing information for the Commanders to use.

      • By delegating one person's tasks to keep track of national news and GDP, Commanders are provided with weekly updates about national industrial capacity as well as notable pieces of information.

        Unlocks: Nation Screen.
        Unlocks: Advanced National Updates.
      • With the formalization of meeting times between Commanders and their subordinates, less time and energy has to be dedicated to each meeting to figure out what the Commander needs to know and when.

        Unlocks: Status Report!
        Unlocks: Abbreviated Report
        Unlocks: Reporting Chain
        Unlocks: Morale Report
      • With great effort and focus the amount of topics that need to be covered in a meeting can be reduced even further, reducing the costs of Status Reports. The only slight issue is that with the increase in efficiency comes a price in exactly how much can be covered in a meeting. While it isn't a problem yet, this is something to keep an eye on.

        Reduces Status Report cost.
      • With the ability to give formalized reports comes the ability to spread this through an established chain of command, reducing the burden on the commander at the expense of the system as a whole.

        Unlocks: Bidirectional Reporting
      • Just as results must flow up to the commander and orders downwards, so too must questions or problems flow up the chain of command so that the commander can do what he can to fix the problem.

        Reports issues that various teams are having in greater detail.
      • One key component of management is figuring out how the various members of the organization are holding up. The Morale report includes reporting the morale of various members of XCOM, to better ensure that XCOM maintains capability well into the future.

        Unlocks: Morale Descriptions!
        Unlocks: Stress Relief [Action]
        Unlocks: Arrange Amenities [Action]
      • Of course, no organization has any real institutional knowledge if it does not record its own lessons. This documentation covers the research performed by this XCOM branch, to preserve its own knowledge.
        Unlocks: Research History!
      [SLIDE=BASIC DOCUMENTATION {COMPLETE}]





[] Project Neighborhood Watch [0/10] {REPEATABLE}
Commander, with the tensions reaching a boiling point in Belka, as well as threats from Leasath, Erusea, and Raikala, it seems prudent to invest some effort into launching short-lived satellites to gain some intelligence on the areas in question.
[] Streamlined Construction Practices [0/30]
Commander, with the recent explosive demand in building requirements, we think now is a good time to attempt to reduce the time it takes to construct buildings by streamlining the process. We have the expertise necessary.
[] Aircraft Skunkworks [0/60]
Commander, if we wish to seriously research aircraft design, it would be best to have a lab space specifically designed for the purposes of testing aircraft designs - a skunkworks, if you will.
[] Manufacturing Optimizations [0/???]
Normally, Commander, I would be hesitant to suggest trying to optimize manufacturing on an extremely short notice; it is normally the work of thousands of engineers over dozens of weeks. However, we have a few advantages that we may be able to exploit: one, we have the world's best engineers, two, we have hundreds of them, and three, we have an effectively unlimited budget. We may be able to make something work here.
[] Other Project (You may select from the incomplete tabs underneath Engineering, or propose your own).



Strange, Long Caster thought. Why was there so much rustling by Daniel's room? It sounded like...nah, he was clearly imagining it. Daniel was probably just bored or something.

...

Long Caster was tired, so he was going to with "bored", even as he grew more and more certain that the rustling firmly belonged in the "or something" category. Clearly, if he was energetic enough to invent code while theoretically confined to the bed, he was probably going to be alright very shortly.
 
Last edited:
"We've discovered that XCOM VERUSA sent us technical documents on fortifying installations, for one," Dr. Shen said, lips pressing into a thin line. "We've also rediscovered several projects that we can be working on, as well as other sundry potential projects. Ultimately, commander, the decision is yours."
Yay, technology exchange!
Each additional 2000IC in Aerospace Factories qualifies as half a Research Lab for Aircraft-related research.
This is very good.
As part of XCOM VERUSA's gift to you that you somewhat embarassingly never quite managed to fully implement, your structures can be retrofitted for increased resistance to damage - future buildings will implement this automatically at no extra cost.

All new buildings automatically start with Light Damage Resistance.
Unlocks: Bunkers [1000 IC, 1 Slot, 1.5 Defenses, and Medium Damage Resistance]
Unlocks: Structural Hardening [200 IC per Slot, confers Light Damage Resistance]
Unlocks: Resistant Structures
Good, good.
[SLIDE=STONEHENGE]Stonehenge is the quintessential superweapon. Everybody knows about it to some extent - it was one of the greatest anti-Ulysses weapons, repurposed by Erusea to take over the continent before being taken out of commission by Mobius One. You led an effort to protect the Osean army as it reused the last cannon for a shot at destroying one of the Arsenal Birds through its shield; to do the same thing to the aliens, you are planning to repair it and turn its guns to the heavens.
From the first page, doesn't have its own slide.


[X] Able
-[X] Project Neighborhood Watch [0/10] {REPEATABLE}
[X] Charlie
-[X] Streamlined Construction Practices [0/30]
 
[X] Able
-[X] Project Neighborhood Watch [0/10] {REPEATABLE}
[X] Charlie
-[X] Streamlined Construction Practices [0/30]

I concur with this plan; we need to keep an eye on the Belkan troops, because they've been suborned, and SCP sounds like something that'll easily pay itself.
 
[X] Able
-[X] Project Neighborhood Watch [0/10] {REPEATABLE}
[X] Charlie
-[X] Streamlined Construction Practices [0/30]
 
Last edited:
[X] Able
-[X] Project Neighborhood Watch [0/10] {REPEATABLE}
[X] Charlie
-[X] Streamlined Construction Practices [0/30]
 
Strange, Long Caster thought. Why was there so much rustling by Daniel's room? It sounded like...nah, he was clearly imagining it. Daniel was probably just bored or something.

Now I'm really curious what manner of activity the workaholic is possibly up to, based on what's in that room. Hopefully nothing drastic enough to be a disadvantage for X-COM...
 
[X] Able
-[X] Project Neighborhood Watch [0/10] {REPEATABLE}
[X] Charlie
-[X] Streamlined Construction Practices [0/30]

Seems like a good plan.
 
[X] Able
-[X] Project Neighborhood Watch [0/10] {REPEATABLE}
[X] Charlie
-[X] Streamlined Construction Practices [0/30]
 
[] Able
-[] Project Neighborhood Watch [0/10] {REPEATABLE}
[] Charlie
-[] Aircraft Skunkworks [0/60]
 
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@huhYeahGoodPoint

I may be confused. I thought Streamlined Construction Practices applied to aircraft, not civil engineering and general manufacturing.

Now, in my original plan for how to handle our sudden glut of scientists and engineers, I put together "Division Charlie," an engineering team, to finish that project.

Now, remember, my plan was:

-[] Disposition of the engineers:
--[] 85 engineers (mostly regular) to join Engineering Division Able (General Engineering) under Dr. Shen to help with Backfill Documentation.
--[] 85 engineers (mostly regular) to join Engineeering Division Baker (Stonehenge) under Maria McGuiness and Avril Mead to help with the Stonehenge analysis.
--[] Assign 110 engineers (mostly Grunder) to form Engineering Division Charlie (Aerospace Engineering) under Siegfried to work on Streamlined Construction Practices.

The idea I had was that, on the whole, Team Able would handle general engineering, including things like structures. Team Baker would work specifically on Stonehenge and Stonehenge-adjacent tasks. And Team Charlie would work on aerospace engineering- building new aircraft. The F-14X isn't our last word, and it isn't entirely satisfactory even by Strangereal standards; what we want is something closer to a sixth-generation superplane, something that combines F-22-tier maneuverability and stealth with 'super' special weapon capability.

I'm hoping for something like an "F-35D" that combines Siegfried's expertise with thrust vectoring systems with the F-35's pre-existing stealth and capabilities, to increase maneuverability and general performance, and with the ability support either:
1) EMLs, and/or
2) ADMMs or (perhaps better for our ammunition constraints) some kind of 'mini-ADMM' pod that only fires four missiles instead of twelve, or even just one missile at a time.

(@huhYeahGoodPoint , could we get a mini-ADMM weapon system, and what would be the path we'd pursue to get it? Could we design it in-house, should we ask the Estovakians? I know that ADMM missiles are a production bottleneck for them, but they almost have to have considered a weapon system that doesn't spam quite so many of the things at once. Especially given that each individual warhead behaves like a goddamn micronuke, and would make a pretty good XLAA/XMAA substitute in its own right...)
___________________

Anyway, we need to get working on designing such a craft- something that converges on 'superplane' status but is at least marginally more mass-producible.

Of course, then we can go a step up from there and envision craft powered by outright alien technology not native to Strangereal- but that will be at least a few more weeks' research down the line.
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The practical upshot of this is, my vision was for Team Charlie to start working on engineering projects related to building planes, so that we could, y'know, develop better planes. Since Team Able had to drop the 'Streamlined Construction Procedures' project to do backfill documentation, I thought (since I thought it was related to aircraft production) that Team Charlie would be the obvious choice to pick it up.

Especially since we have an influx of Grunder engineers, and since one of the things Grunder is known for is building planes very efficiently (see Ace Combat 5), and with the IC we're spending to expand aircraft production facilities as seen here.

But my future plans for Team Charlie boil down to "build expertise building and developing our planes," and for that purpose I'm starting to think "wanna get on skunkworks."

I don't really know what to say, I'm kind of confused about what the projects DO at this point. :(

FOOTNOTE:
Charlie Burns may need to be reassigned at some point, or some scientists may need to be detached to Engineering Team Charlie. Right now Charlie Burns is handling alien technical analysis with Research Team Beta (we have no one else who's an obvious choice to do that) with a science team. That may change.

Putting Charlie on Team Charlie is gonna be a bit weird I admit. :p

[Pictures Charlie Burns going mad with power and coming in to work wearing a crown and brandishing a scepter]
 
....I'm utterly confused.

And while I agree that Skunkworks is primarily aerotech, I don't think it's entirely so; skunkworks in New XCom produced things like combat drones, berserker patches, med kits, and so on. Neither project seems utterly aircraft focused.
 
....I'm utterly confused.
It's simple.

I'm trying to let Engineering Team Baker concentrate on Stonehenge, while Engineering Team Charlie concentrates on specifically plane related things, and while Engineering Team Able fills in the gaps and deals with everything that is neither a plane nor Stonehenge.

My vote choice:

[] Able
-[] Project Neighborhood Watch [0/10] {REPEATABLE}
[] Charlie
-[] Aircraft Skunkworks [0/60]

is based around hoping to make that happen.

And while I agree that Skunkworks is primarily aerotech, I don't think it's entirely so; skunkworks in New XCom produced things like combat drones, berserker patches, med kits, and so on. Neither project seems utterly aircraft focused.
Here it is explicitly labeled as an aircraft Skunkworks. Notably, the original 'Skunkworks' was an aircraft development lab, the description references only aircraft, and we're in a version of the setting that places far more emphasis on aircraft over any other aspect of

I'm pretty sure that the New X-COM games just call your general purpose 'make stuff' facility a 'skunkworks' on general principles, naming it after the real one.
 
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Thanks for clearing that up; I'll alter my vote accordingly, because damn do we need better planes.

[X] Able
-[X] Project Neighborhood Watch [0/10] {REPEATABLE}
[X] Charlie
-[X] Aircraft Skunkworks [0/60]
 
[X] Able
-[X] Project Neighborhood Watch [0/10] {REPEATABLE}
[X] Charlie
-[X] Aircraft Skunkworks [0/60]
 
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