To be clear, this means that there will already be some housing present, to the point that we don't actually need to buy any additional housing at all for minimum functionality?
To be clear, this means that there will already be some housing present, to the point that we don't actually need to buy any additional housing at all for minimum functionality?
Pretty much. Though depending on rolls, that housing might be blown up, burning, or in need of repairs. If there are no negative factors, there ought to be plenty of free housing your civvies can live in for free.
Of course, this does not mean there's any working water or even power at the base yet.
Based on that... it is really even more of a staggering waste than I initially believed to invest in even more housing for everyone. Flipping around the votes now would be almost impossible, though.
Agreed, but we don't actually have any options for either of those (and water tends to require at least some power, anyway). Presumably fundamental infrastructure will be established during actions we can take during the upcoming turns as we improve our base.
...maybe we should have been saving more funds to spend on that sort of thing? We have no idea what our income is going to look like in the upcoming turns, aside from that it will probably include at least some donations thanks to our trait. Power plants and water pipes aren't free.
It took well over a week before your forces arrived at the designated rendezvous point. The main reason it took so long was due to having to bring the evacuated civilians with you, straining your transportation and food supplies to the limit. Still, you managed to somehow trek across the region to the port city. As the Mobile Command Vehicle came to a halt, you were the first to step out. And it was to cheers and cries of support.
A small army of rebels and insurgents stood at the ready, standing or sitting in Technicals and Buggies with the odd Scorpion Tank or Quad Cannon as they greeted their General enthusiastically. The vast majority were local from the region, but here and there you can spot other ethnicities and nationalities. You feel as through you should make a speech, but time was of the essence and you needed to inspect this port as soon as possible.
[] Make a rousing speech to your army and civilians. [Write-in] (+1 to Morale)
[] Just wave and acknowledge the support. You have a job to do. (+10 to Logistics Roll)
With that done, you tour the port and find that it is serviceable. In their haste to leave, the Americans left plenty of equipment behind and the Chinese were left stretched thin. As a result, this port city was abandoned and left to rust. Prospective GLA commanders would peck at the remains and then even they would leave it alone, finding no more rewards to scavenge here.
Despite being left to the tender care of the elements, many of buildings here were of salvageable condition. A large Desalination Plant had been built by the Americans to supply themselves and their Chinese allies with fresh water. If you manage to get some people trained for the job, that would mean clean water for your people.
Many of the housing projects were intact, mainly apartment complexes meant for housing of non-combat personnel. It only needed some cleaning, running water, and power. For the moment, it would be enough. Warm clean beds were just as good for now.
Several military structures remained standing, though they were in need of some serious repair work. Most of these buildings came from older Soviet installations before the Chinese took over. The Americans added some things, but for the most part the technology was familiar to your people.
There was a radar dome with a cracked shell, a dilapidated Soviet Construction Yard, a working Soviet War Factory, a pair of old barracks, a damaged airstrip, wrecked old forward command post. Unfortunately, the large power plant that the Chinese had built to power all of these was a burnt out husk, whose ruins were reminiscent of a GLA Scud attack.
"Not pretty is it?" Your eyes turn away from the ruins of the power plant and see the man you were hoping to see.
Rakshasa Chawla was a extraordinarily thinly built man with a lithe grace that seemed inhuman. He was perhaps the calmest person, he almost always maintained a cool and seemingly carefree attitude no matter what the situation and is never seen without his trademark tobacco pipe. He is on quite good terms with Juni and several of her colleagues in the Cell. Despite his efficiency, Rakshasa was very laid back and easy going, usually seen laying on a couch when not actively working (and sometimes even when he is actively working). There's even has one installed on the bridge of their MCV.
Born in India, Rakshasa made a name for himself in the scientific community by researching alternative fuels and technologies to make the world a better place. But on the cusp of success, his prototypes were sabotaged and the resulting demonstration killed quite a lot of people. His good name slandered and his reputation drug through the mud by his former colleagues and friends, Chawla cursed them all and left India. The two of them met at a bar, to tell the truth. They hit it off and he bragged to her about his skills and within no time; he was recruited and given a post as the Research & Development Chief of her cell.
Thanks to him, the guns kept working, the engines didn't explode, and missiles hit on target. Unfortunately, his expertise was needed at the very bottom.
"Can you make it work?" You ask.
Rakshasa hummed to himself, tan fingers tapping against his chin as he took in a deep pull from his pipe. "Doable. But the power plant is crucial. Even if I get everything else in tip top shape, they all need some power to work properly. I can only do so much."
Choose two:
[] Build a Large Powerplant (Can power up to 10 structures) Cost: $2 Million, 3 Turns
[] Repair Radar Dome (Provides intelligence and warning at least two Turns in advance) Cost: $2 Million, 1 Turn
[] Repair the airstrip (Provides take off, repair, and resupply for aircraft) Cost: $1 Million, 1 Turn
[] Repair Command Post (Can be converted to R&D or Training Center) Cost: $4 Million, 1 Turn
[] Repair Construction Yard (Can power up to 3 Structures, Produces Construction Dozers for Tier 1 Great War American Tech) Cost: $10 Million, 2 Turns
"Do this, and I will be in your debt, Rakshasa," you say gratefully. The indian man guffaws and shakes his head. "Buy me a drink and I'll consider it paid in full."
With higher cheer, you turn to your father and Jarmond Kell.
Ever the Tactician, your father had plenty of things to say.
"The defenses are repairable, but without power, they will not work. I recommend setting up machine gun and stinger nests to secure the perimeter," says your father immediately. He gestures towards the mountain range on either side of the port. "Fortunately, a ground attack woud have to come through the valley to the city. With enough resources, I can make the passageway too costly for anyone daring to attack.
[] No, put the men to use and have them patrol in Technicals and Buggies. (+1 Alertness, 1d100 Training Roll)
[] Very well, begin fortifying our perimeter. (Lightly fortifies with machine gun nests and stinger sites) Cost: $500,000, 2 Turns
[] Go crazy. (Fortify with pillboxes, AA, IEDs, the works.) Cost: $2 Million, 4 Turns
"As you wish ma'am," says the Tactician. He makes you a bow and takes his leave to carry our your orders.
"I don't trust the recruits to point the gun in the right direction," says Jarmond Kell, looking distinctly unhappy. "The men need to be trained and trained hard. They won't stand a chance against the seasoned veterans the GLA has."
Choose one:
[] Train the army. If Jarmond Kell can't trust them to point a gun the right direction, you can't either. Cost: $100,000, 1 Turn.
[] Train the army hard. They need to stop fucking around and learn how to fight like professionals last year! Cost: $1 Million, 4 Turns
[] Search, Secure, Salvage. This port has got to have something lying around we can use. Send out search parties and poke around for something valuable. Cost: $2 Million, 1 Turn.
[] Lay of the Land. Send men out to map the surrounding area. If the GLA is coming, and they will, then we need to know this place better than they do. Cost: $2 Million, 3 Turns.
Oh, look, Kallen is here. The young european is practically bouncing in excitement as she stand in front of you with a crisp salute makes her assets jiggle just right to catch your eyes. She's babbling about something here...
As it turns out, there is enough housing for everyone, civilian and army. But what is lacking is the state of the food supply. Even rationed carefully, it would run out in a month or two. The sea was full of fish and the shores were plenty with edible algae and plants. Starting a farm was also not a bad idea. Kallen has all these useful little ideas. Adorable.
Choose two:
[] Farming by the sea. Have some of the experienced locals set up farms to feed the army and their families. This should tide things over for a little bit until a better solution is found. (+1 to Morale) Cost: $500,000, 1 Turn
[] Propaganda! The people are afraid, and rightfully so. The GLA will come for them sooner or later and they want your head on a silver platter. Reassure them with a speech or two. (+1 to Morale) Cost: Nothing, 1 Turn
[] Representative of the People. Have the civilians send a representative to work with you on their problems. The GLA may not care about them, but you certainly do. (+1 to Morale) Cost: Nothing, 1 Turn
[] Educate Them. There is a distinct lack of educated personnel to take advantage of. You need skilled workers for your War Factory, your intact Desalination Plant, and possible research center. Best get started ASAP! (Basic Education for all, +1 Civilian Morale, Allows advanced buildings to be cheaply staffed from the local population) Cost: $1 Million, 6 Turns
[] Hospitals. We need them. Field medics are one thing, but we have an awful lot of dirty brown people here. And might mean disease and death. (+2 morale for Civilians, + 5 All loyalty) Cost: $1 Million (Upkeep: $100,000), 2 Turns
[X] Make a rousing speech to your army and civilians. (+1 to Morale)
-[X] "My followers! Today, we start building ourselves a new future, one free of the tyranny and hypocrisy that enshroud our world! The West claim to be freedom loving, but they frequently are pawns of corporations only interested in more and more money. China just wants to rule us all under their iron grasp, bent prostrate and begging for scraps from their table. The Global Liberation Army? No better than China, save for a change in name and practices! Here, we can build a new life, not just for us, but for our children, and our children's children. Who's with me?"
[X] Repair Radar Dome (Provides intelligence and warning at least two Turns in advance) Cost: $2 Million, 1 Turn
[X] Repair Construction Yard (Can power up to 3 Structures, Produces Construction Dozers for Tier 1 Great War American Tech) Cost: $10 Million, 2 Turns
[X] Very well, begin fortifying our perimeter. (Lightly fortifies with machine gun nests and stinger sites) Cost: $500,000, 2 Turns
[X] Train the army. If Jarmond Kell can't trust them to point a gun the right direction, you can't either. Cost: $100,000, 1 Turn.
Choose two:
[X] Farming by the sea. Have some of the experienced locals set up farms to feed the army and their families. This should tide things over for a little bit until a better solution is found. (+1 to Morale) Cost: $500,000, 1 Turn
[X] Representative of the People. Have the civilians send a representative to work with you on their problems. The GLA may not care about them, but you certainly do. (+1 to Morale) Cost: Nothing, 1 Turn
[X] Make a rousing speech to your army and civilians. (+1 to Morale)
[X] Repair Radar Dome (Provides intelligence and warning at least two Turns in advance) Cost: $2 Million, 1 Turn
[X] Repair Construction Yard (Can power up to 3 Structures, Produces Construction Dozers for Tier 1 Great War American Tech) Cost: $10 Million, 2 Turns
[X] Very well, begin fortifying our perimeter. (Lightly fortifies with machine gun nests and stinger sites) Cost: $500,000, 2 Turns
[X] Train the army. If Jarmond Kell can't trust them to point a gun the right direction, you can't either. Cost: $100,000, 1 Turn.
[X] Farming by the sea. Have some of the experienced locals set up farms to feed the army and their families. This should tide things over for a little bit until a better solution is found. (+1 to Morale) Cost: $500,000, 1 Turn
[X] Representative of the People. Have the civilians send a representative to work with you on their problems. The GLA may not care about them, but you certainly do. (+1 to Morale) Cost: Nothing, 1 Turn
[X] Make a rousing speech to your army and civilians. (+1 to Morale)
[X] Repair Radar Dome (Provides intelligence and warning at least two Turns in advance) Cost: $2 Million, 1 Turn
[X] Repair Construction Yard (Can power up to 3 Structures, Produces Construction Dozers for Tier 1 Great War American Tech) Cost: $10 Million, 2 Turns
[X] Very well, begin fortifying our perimeter. (Lightly fortifies with machine gun nests and stinger sites) Cost: $500,000, 2 Turns
[X] Train the army. If Jarmond Kell can't trust them to point a gun the right direction, you can't either. Cost: $100,000, 1 Turn.
[X] Farming by the sea. Have some of the experienced locals set up farms to feed the army and their families. This should tide things over for a little bit until a better solution is found. (+1 to Morale) Cost: $500,000, 1 Turn
[X] Representative of the People. Have the civilians send a representative to work with you on their problems. The GLA may not care about them, but you certainly do. (+1 to Morale) Cost: Nothing, 1 Turn
I don't know much about the source material, and so will abstain from voting until I've read enough of the wiki, but I would suggest putting your plans total cost at the end of it. That would make things easier for everyone.
[X] Just wave and acknowledge the support. You have a job to do. (+10 to Logistics Roll)
[X] Build a Large Powerplant (Can power up to 10 structures) Cost: $2 Million, 3 Turns
[X] Repair Radar Dome (Provides intelligence and warning at least two Turns in advance) Cost: $2 Million, 1 Turn
[X] Very well, begin fortifying our perimeter. (Lightly fortifies with machine gun nests and stinger sites) Cost: $500,000, 2 Turns
[X] Train the army. If Jarmond Kell can't trust them to point a gun the right direction, you can't either. Cost: $100,000, 1 Turn.
[X] Farming by the sea. Have some of the experienced locals set up farms to feed the army and their families. This should tide things over for a little bit until a better solution is found. (+1 to Morale) Cost: $500,000, 1 Turn
[X] Representative of the People. Have the civilians send a representative to work with you on their problems. The GLA may not care about them, but you certainly do. (+1 to Morale) Cost: Nothing, 1 Turn
[X] Just wave and acknowledge the support. You have a job to do. (+10 to Logistics Roll)
[X] Repair Construction Yard (Can power up to 3 Structures, Produces Construction Dozers for Tier 1 Great War American Tech) Cost: $10 Million, 2 Turns
[X] Repair Radar Dome (Provides intelligence and warning at least two Turns in advance) Cost: $2 Million, 1 Turn
[X] Very well, begin fortifying our perimeter. (Lightly fortifies with machine gun nests and stinger sites) Cost: $500,000, 2 Turns
[X] Search, Secure, Salvage. This port has got to have something lying around we can use. Send out search parties and poke around for something valuable. Cost: $2 Million, 1 Turn.
[X] Farming by the sea. Have some of the experienced locals set up farms to feed the army and their families. This should tide things over for a little bit until a better solution is found. (+1 to Morale) Cost: $500,000, 1 Turn
[X] Educate Them. There is a distinct lack of educated personnel to take advantage of. You need skilled workers for your War Factory, your intact Desalination Plant, and possible research center. Best get started ASAP! (Basic Education for all, +1 Civilian Morale, Allows advanced buildings to be cheaply staffed from the local population) Cost: $1 Million, 6 Turns
Total: 16 Million, and boosting the logistics roll for better chance to get more.
Gonna need an income source soon. And get eyes open ASAP. Radar and construction yard is a good start.
Also, remember, we got no water unless we got education to reactivate the desalination plant!
I don't know much about the source material, and so will abstain from voting until I've read enough of the wiki, but I would suggest putting your plans total cost at the end of it. That would make things easier for everyone.