The world was weird to say the least. Magic, monsters, and surprisingly good engineering existed for the longest time, perhaps since the dawn of mankind. Magic was the dominant force of the world for a very long time, with the monsters being a close second.
Magic users need little to no introduction, they are your classic fireballs, ice spears, barriers of mana, with a few unique ones that come along every now and again. There were councils of magicians, druids, and a few other circles of smaller note. Were. There were little of any of that anymore, all the remains with any major following are the magi-techs.
Magi-techs are the fusion of magic and technology, using the long underdog that was engineering, making it into giant magic powered machines. These machines, known as mecha, could do what magicians did and more, allowing the average person to use them to fight.
This truly led to the downfall of the magic society's that made up the planet, there were still some nations that had the great magicians of old, although almost no druids existed in modern society now. These magicians could control mecha with more advantages than a normal person could, so they still had their uses.
Something happened over the last 50 years, 50 years since the world advanced to mecha, leaving the magic society's behind creating a new order that would come into place. Corporations. Over the last 50 years corporations have become the dominant force, surpassing all but the most powerful of nations.
This has led to corporations acting as nations, which as nations do, grind against each other creating great tension. This is dangerous for everyone but perhaps the CEO's of said corporations, who had the potential to control the world.
Luckily for you, your the CEO of a corporation yourself!
What's your corporations name?:
[]Write in?
As you are in the industry, you specialize or excel in something! What is it that you specialize/excel in?
Choose 1-2 specializations(Choosing 2 will give less of a bonus, but gives a smaller bonus to both choices.):
[]Security forces: Surprisingly you specialize in creating security for your factories, to the point they might as well be a small army. Both your factory workers and security forces are thankful for spending the time and effort to keep them safe(And effective).
[]Industrial mecha: Military grade mecha are out of reach for just about every corporation, something that the last nations made sure of. That doesn't stop industry grade mecha from existing, these mecha are durable and most likely with some modifications can become an ace in the hole on the battlefield.
[]Ballistic weapons: Yes it is true that all magical runes do not exist in the corporations hands, but 100s of years dedicated to surpassing magic via guns and other weapons, cannot be forgotten. Most guns are still worse than plain magic, however we have made sure that they will get the job done.
[]Explosives: We work with mining company's, supplying them with explosives needed for the job. In turn it won't be too difficult to make some combat available explosives for battle.
[]Engineering: We specialize in building things, anything. While mecha is a hard thing to make, we are sure that we could make military grade mecha, given the time of course.
[]Mass production: Making so much of something so quickly and efficiently that you kicked out the competition. While what you make might not be too special, there is way more of them than any of your competitors.
Now we have the situation at hand, we have managed to buyout a city, we control the industry. The people, while not loving us, have pretty much accepted it with little problems. We are on ice, but it's not thin.
What city did you takeover?:
[]The mining city "Tine": A city with a large population, most of which work in the mining industry. Since we are not too overbearing and actually pay them decently, they are entirely willing to join any defense force we make. Factory workers are in no short supply here, what is in short supply is food, we have enough and a steady supply sure. If we go to war or any nearby suppliers get taken over, we will have hunger problems. Population +++, morale ++, and metal resources ++.Food xx, sophisticated workers(Researchers, metal workers, etc)xx.
[]The farm estates "Wheaten": A city named after one of the many crops it harvests. It has a decent population with most working on farms, the local militia, or the only research group that is dedicated to designing new tools or even weapons. Food is no problem here, people are happy if a little wary, there is a decent defense force here, and there are researchers here already. Population +x, morale +, defense forces ++, and sophisticated workers +++. Metal resources xx, Industry xx.
[]The city of rivers "Aquadio": A city literally pronounced 'Water God' should tell you enough about the peoples respect for the rivers that surround them. They are a mixed bag of both race and industry. They have plenty of metal working factories, however they are designed for building ships, they also have a decent navy for protecting their waterways. Population +, food +, industry +++, trade +, navy ++. Morale xx, defense force xx, and most locals are extremely wary of you, getting the populace to not strike out at bad working conditions will be impossible. Every 2 turns depending on working conditions, a work strike may breakout.
[]Write in?(Subject to veto, make it fair. Everything should have a strength and a weakness.) Use plans!
To answer some questions I think will come up: Yes, there will be war. Perhaps there will be war 100% of the time, who knows. Mecha are powered by magic but use weapons that are not magical in nature. Guns, grenades, rockets, etc, will be the mecha's main weapons. This could change however. How will designing mecha work? It will not be too in-depth, I will give you a list of what your researchers want to make, you give them a budget, and there might be some write ins. How will battles work? You will be in the pov of your general and will give a strategy at the start and possibly midway through the battle. Then I will roll the battle. Monsters exist, you might encounter them, whether randomly or being used by an enemy.
The CEO:
Malachai Taurus
Male
Age unknown
Appearance: https://th.bing.com/th/id/OIP.RSENS2N5f63kDL53tPFJmQDYEg?pid=ImgDet&rs=1
Bonus/Malus: Big picture: Public relations gain +5 to all rolls, reasoning with others has a lower Dc, when negotiating the Dc is reduced based upon how much discussion is made and how thought out the argument is.
Corporation bonuses/Malus: Security forces specialty: Military actions gain +20 when it comes to training or raising an army. Mass production focus: Industry actions involving low cost items, products, vehicles, weapons, etc. around the range of costing 2 budget, will reduce the cost by 1 and massively increase the amount of items, products, vehicles, weapons, etc. produced.
First Tine Guards: 500 soldiers total. Experience: 45. Equipment: Rifles(Standard), uniform(Standard), and machine guns(Advanced).
Various security forces(Factory): 550 security forces across all factories. Experience: 30. Equipment: Rifles and batons(Standard), security uniform(Standard). Note: Not capable of fast mobilization and has -20 to all military rolls that are not dealing with the civilian populace. They do gain a +20 bonus to dealing with civilians.
[X]Taurus Heavy Industries
-[X]Security forces: Surprisingly you specialize in creating security for your factories, to the point they might as well be a small army. Both your factory workers and security forces are thankful for spending the time and effort to keep them safe(And effective). -[X]Mass production: Making so much of something so quickly and efficiently that you kicked out the competition. While what you make might not be too special, there is way more of them than any of your competitors.
-[X]The mining city "Tine": A city with a large population, most of which work in the mining industry. Since we are not too overbearing and actually pay them decently, they are entirely willing to join any defense force we make. Factory workers are in no short supply here, what is in short supply is food, we have enough and a steady supply sure. If we go to war or any nearby suppliers get taken over, we will have hunger problems. Population +++, morale ++, and metal resources ++. Food xx, sophisticated workers(Researchers, metal workers, etc)xx.
[X]Taurus Heavy Industries
-[X]Security forces: Surprisingly you specialize in creating security for your factories, to the point they might as well be a small army. Both your factory workers and security forces are thankful for spending the time and effort to keep them safe(And effective).
-[X]Mass production: Making so much of something so quickly and efficiently that you kicked out the competition. While what you make might not be too special, there is way more of them than any of your competitors.
-[X]The mining city "Tine": A city with a large population, most of which work in the mining industry. Since we are not too overbearing and actually pay them decently, they are entirely willing to join any defense force we make. Factory workers are in no short supply here, what is in short supply is food, we have enough and a steady supply sure. If we go to war or any nearby suppliers get taken over, we will have hunger problems. Population +++, morale ++, and metal resources ++. Food xx, sophisticated workers(Researchers, metal workers, etc)xx.
Taurus Heavy industries. That was the corporation that had taken over the mining city of Tine. Honestly it wasn't that bad compared to everywhere else. Other corporations have their factory workers work 12-14 hour shifts, which is-
Choose 1(Will give the CEO a bonus of some kind. CEO can be killed.):
[]Inefficient, the more focused the worker the better the product!
[]Dreadful, I was once a factory worker and I was only able to get to where I am because of that one day off I got.
[]Write in?(One word, followed by a sentence or two. Doesn't have to be positive.)
But that's getting off topic, the conditions at THI are still rough, as all factory jobs are, however it's a godsend compared to what the people of Tine were working with before. They damn near started a revolution before word got out that our corporation only gave 8-10 hour work shifts with much better pay.
After that the other corporation, who I've forgotten the name of, couldn't adapt and they failed. That seemed to be happening a lot. While I haven't heard too much outside the surrounding cities, but war seems to be brewing.
It's not a powder keg, not yet, but an arms race of sorts is happening, who knows what will happen. But I swear upon my name-
What's your name?:
[]Write in?
-[]Man
-[]Woman
That my company will survive through this era!
You have 4 actions per turn! Use them wisely!
Current budget: 20 total. Gain 10 budget every turn.
Military(Military actions gain +20 when it comes to training or raising an army):
[]Train up a small army(Costs 3 budget): We need to start somewhere, might as well start off small and efficient. This will be about 500 people and will serve as a defense force until we can better equip it. As a bonus this will not piss off the people too much as it's a small number. Choose as many below as you want.
-[]Rifle weaponry(Costs 10 additional budget, mass production bonus applied.): It's both cheap and a good weapon. It lacks firepower needed for combat against mecha and attacking any fortifications, but it will do the job just fine against other infantry units. -[]Machine gun weaponry(Costs 3 additional budget): It's more expensive and honestly not that reliable, but just having a single infantryman in every squad with this weapon will greatly increase firepower. -[]Basic uniform(Costs 10 additional budget, mass production bonus applied): This is similar to our security forces uniform, except it's designed to take more of a hit in combat. It won't stand up to too much fire, however it can save a life from stray bullets or shrapnel.
[]Security drills: It's one of the few things we can do cheaply and will have a good effect. Our security will run drills, train, and overall increase their effectiveness in combat. Hopefully we will never have to use them but when the time comes, they will be ready. More effective security?
[]Need a general: Someone to lead our armed forces is needed. It's a simple as that, it's needed for anything military related. Roll 3d100 for the generals quality.
[]Surrounding defense system(Costs 1/4 budget): Make defenses outside Tine that will detect enemy forces and hopefully delay or even fight them off. At base it's just a few security guards, but if we put in the budget we can get a good countering force against any invaders.
Industry(Any industry action that requires specific metalworking skill(Military factory, making a unique mecha, making a complex weapon or mecha, etc) have a malus of -15.):
[]Create a military factory(5 budget, takes two turns): A factory dedicated to making weapons, armor, and possibly the occasional mecha. Having an entire factory dedicated to this will massively increase production capabilities on the war front. Gain a factory capable of producing weapons, armor, and mecha. Produces weapons, armor, and some mecha every turn.
[]Create transport vehicles(21 budget, mass production bonus applied): Currently any long distance traveling is done on old vehicles from 20+ years ago. Perhaps not a problem for normal people, but for the military? An upgrade is desperately needed. Reliable troop transport.
[]Focus factories on production: This will make the population happy and give us profits. Morale increased for 1 turn, gain 5-10 budget.
[]Expand industry(Costs 0/3/6 budget): Expanding our industry will allow more profit to occur as well as production capabilities. Gain more budget per turn.
Research(Due to low amount of researchers, -15 to all rolls):
[]Armor types: We need to understand how to armor our mecha effectively. Providing a type of armor that can bounce rounds more effectively will be a big gain towards combat capable mecha. Better armor?
[]Weapon research: There are things we don't have, which we could use. Should get some people on that, honestly. -[]Grenade launcher(Costs 2 budget): A basic grenade launcher that can be used by infantry or put onto our mecha. -[]Smoke grenade(Costs 0/2 budget): Making grenades that can smoke are easy, making them effective in combat is gonna be a bit trickier. -[]Assault rifles(Costs 0/3 budget): Rapid fire rifles, the concept is a basically a lighter machine gun in the form of your standard rifle.
[]Mecha research(Costs 0/5/10 budget, 3/2/1 turns): Right now all we can make Mecha wise is the 'Tractor' proposal. This is not good enough, so depending on how much we invest, we could become capable of producing a variety of mecha in the coming months. More invested, the better the base mecha and variety.
[]Proposal 'Tractor'(Costs 6 budget, 1-2 turns.): This proposal is as cheap as it is simple. A simple rotating turret with two machine guns, on top of a small platform that moves via treads. It would be piloted by one person who would be inside the turret and should provide some good firepower for cheap cost. Overall the mecha would be 6 feet tall. Gain cheap mecha(Military factory can make about 10 a turn at no extra cost), designed for infantry engagements.
-[]Make suggestions?
Public relations:
[]Population survey(Takes 1-2 turns): Get accurate data on the number of people in this city. This might take a while, however knowing both the number of people we can call up, along with how many are supposed to be taxed and by how much, will help us out a lot.
[]Surrounding area: There should be various factions and possibly corporations around the general area. There should be no corporation with more than two cities, but it wouldn't hurt to check. Gain info on other corporations or cities nearby. Write ins for anything are welcomed, however are majorly subject to veto. Questions are welcomed.
Ok, this is a mess because people don't know how to plan vote, or even regular vote. It's fine if you want the CEO vote to be separate from the turn vote. That's fine. What's not fine is that you guys can't copy paste a plan or only vote for half a plan.
There's about 10 options when there's really only 4, actually I'm not sure how many options there are, it's too much of a mess to tell. So any plan that isn't whole, CEO build plan or just the turn plan, will not be counted.
It's not normally this bad on any plan quest I've seen, so this shouldn't be a problem in the future. But i will not count any half plans that show up on the tally. Ever, going forward.
I will now with my best efforts, decide in a few moments who won.
Edit: Operation lookout and CEO build Economist wins.
Scheduled vote count started by Blackangel on Apr 22, 2023 at 2:44 PM, finished with 38 posts and 10 votes.
[X] - Operation: Look out (Budget 12) -[X] Need a general -[X]Train up a small army(Costs 3 budget) --[X]Rifle weaponry(Costs 10 additional budget, mass production bonus applied.) --[X]Machine gun weaponry(Costs 3 additional budget) --[X]Basic uniform(Costs 10 additional budget, mass production bonus applied)
-[X]Surrounding area -[X]Expand industry(Costs 6 budget)
[X] Build Plan: Preparation -[X] Need a general: Someone to lead our armed forces is needed. It's a simple as that, it's needed for anything military related. Roll 3d100 for the generals quality. -[X]Train up a small army(Costs 3 budget): We need to start somewhere, might as well start off small and efficient. This will be about 500 people and will serve as a defense force until we can better equip it. As a bonus this will not piss off the people too much as it's a small number. Choose as many below as you want. --[X]Rifle weaponry(Costs 10 additional budget, mass production bonus applied.): It's both cheap and a good weapon. It lacks firepower needed for combat against mecha and attacking any fortifications, but it will do the job just fine against other infantry units. --[X]Machine gun weaponry(Costs 3 additional budget): It's more expensive and honestly not that reliable, but just having a single infantryman in every squad with this weapon will greatly increase firepower. --[X]Basic uniform(Costs 10 additional budget, mass production bonus applied): This is similar to our security forces uniform, except it's designed to take more of a hit in combat. It won't stand up to too much fire, however it can save a life from stray bullets or shrapnel. -[X]Create a military factory(5 budget, takes two turns): A factory dedicated to making weapons, armor, and possibly the occasional mecha. Having an entire factory dedicated to this will massively increase production capabilities on the war front. Gain a factory capable of producing weapons, armor, and mecha. Produces weapons, armor, and some mecha every turn. -[X]Surrounding area: There should be various factions and possibly corporations around the general area. There should be no corporation with more than two cities, but it wouldn't hurt to check. Gain info on other corporations or cities nearby.
[X]CEO Build: The Economist
-[X] Short Sighted. While it may induce gains in raw production while further minimizing costs in the short term. Long term it's infeasible in terms of quality control, worker retention, and Worker Morale. This style of work is only truly feasible if one has a monopoly with no competition able to break into a market, and any competition, either economic or political would quickly cause the people pursuing this rather brutal style of forced work week to lose lots of money either via lesser quality or worker issues. As such it simply doesn't work unless hegemony is secured tightly.
-[X]Malachai Taurus
--[X]Male
--[X] Appearance: https://th.bing.com/th/id/OIP.RSENS2N5f63kDL53tPFJmQDYEg?pid=ImgDet&rs=1
[X] - Operation: Minotaur (Budget 17) -[X] Need a general: Someone to lead our armed forces is needed. It's a simple as that, it's needed for anything military related. Roll 3d100 for the generals quality. -[X]Train up a small army(Costs 3 budget): We need to start somewhere, might as well start off small and efficient. This will be about 500 people and will serve as a defense force until we can better equip it. As a bonus this will not piss off the people too much as it's a small number. Choose as many below as you want. --[X]Rifle weaponry(Costs 10 additional budget, mass production bonus applied.): It's both cheap and a good weapon. It lacks firepower needed for combat against mecha and attacking any fortifications, but it will do the job just fine against other infantry units. --[X]Machine gun weaponry(Costs 3 additional budget): It's more expensive and honestly not that reliable, but just having a single infantryman in every squad with this weapon will greatly increase firepower. --[X]Basic uniform(Costs 10 additional budget, mass production bonus applied): This is similar to our security forces uniform, except it's designed to take more of a hit in combat. It won't stand up to too much fire, however it can save a life from stray bullets or shrapnel. -[X]Create a military factory(5 budget, takes two turns): A factory dedicated to making weapons, armor, and possibly the occasional mecha. Having an entire factory dedicated to this will massively increase production capabilities on the war front. Gain a factory capable of producing weapons, armor, and mecha. Produces weapons, armor, and some mecha every turn. -[X]Expand industry(Costs 6 budget): Expanding our industry will allow more profit to occur as well as production capabilities. Gain more budget per turn.
[X] CEO Build: Elagance
-[X] Stupid, Humans lose productivity and suffer more injuries after 40 hours of physical labor per week. Both skilled and unskilled Workers are functionally capital assets not expenses and should be treated care.
[X]CEO Build: The Economist
-[X] Short Sighted. While it may induce gains in raw production while further minimizing costs in the short term. Long term it's infeasible in terms of quality control, worker retention, and Worker Morale. This style of work is only truly feasible if one has a monopoly with no competition able to break into a market, and any competition, either economic or political would quickly cause the people pursuing this rather brutal style of forced work week to lose lots of money either via lesser quality or worker issues. As such it simply doesn't work unless hegemony is secured tightly.
Pursuant to that, while the lesser work weeks hurt the bottom line short term, and as such can draw the ire of the Investors and stock holders, if they are smart they will let it lie. Happy motivated workers cause far less issue and will happily spend income, most of which will help build up the city and corporation that has the lion's share of it. In short money is needed to be spent, and spent well in order to grow. It is safer long term to have more competitive and worker favored work weeks and wages, simply to allow greater growth.
-[X]Malachai Taurus
--[X]Male
--[X] Appearance: https://th.bing.com/th/id/OIP.RSENS2N5f63kDL53tPFJmQDYEg?pid=ImgDet&rs=1
[X] - Operation: Look out (Budget 12)
-[X] Need a general
-[X]Train up a small army(Costs 3 budget)
--[X]Rifle weaponry(Costs 10 additional budget, mass production bonus applied.)
--[X]Machine gun weaponry(Costs 3 additional budget)
--[X]Basic uniform(Costs 10 additional budget, mass production bonus applied)
-[X]Surrounding area
-[X]Expand industry(Costs 6 budget)
Big picture: Public relations gain +5 to all rolls, reasoning with others has a lower Dc, when negotiating the Dc is reduced based upon how much discussion is made and how thought out the argument is. General for armed forces(???, 6, and ???):
The need for a general was quite simple, I simply needed someone to lead any armed forces I have in battle against anyone that I declare war on or declares war on me. Finding a general that can lead multiple armies that number in the 10s of 1000s, would be near impossible.
Especially if the only city I can pull from is a city like Tine, one that before my, had basically no industry dedicated to war and has no armed forces besides perhaps the police. Still finding a single general that can lead a single army, shouldn't be too hard.
Yet I could only find two professional officers in the whole city, at least the only ones that I think could manage to not completely destroy my armed forces in its first battle. So in other words, I have two real choices for a general.
Malty: A woman simply named Malty, a woman with no noble lineage whatsoever, not even having a last name let alone a middle one. This didn't stop her from becoming a respected squad leader in the army, one that would eventually become a drill sergeant focused on keeping whole units cohesive.
I'm hoping that her experience in making the units of an army(100-200 soldiers) become professional and adaptable soldiers, will translate over to effectively leading an army. Training +++, Strategy +?, leadership ++?. Unknown downsides(? Means it could be + or -)
Letin Smith: A soldier from one of the famous smithing families in Tine, one of the few that can educate their kids about things besides smithing. Letin Smith has the problem of having no actual combat experience, yet was such an overachiever that he was put in to become a lieutenant colonel, in charge of a 1000 strong brigade.
He has shown such brilliance in training and in leadership scenarios that they saw fit to bend the rules a bit to get him in charge of a brigade. The biggest issue is that he has literally no actual combat experience which could bite us in the ass. Strategy +++???, leadership +++??, and battle command ????. Downsides are no actual combat experience. Any other downsides are unknown.
Who do you choose to leader your armed forces?:
[]Malty
[]Letin Smith
-[]Hire Malty to train your forces?(Costs 2 budget, optional) Train up a small army(89):
Training up the army, went really well. Not sure how, but they are all trained to standard with a few standouts who perform well in minor leadership roles. Long ago someone made up a system for how to rate armies and the units that make them up.
First is the experience rating:
0-20: Fodder, they are obsolete or undertrained.
21-40: Green, whether they haven't experienced combat or are undertrained, they fall here.
41-60: Standard, people who have received appropriate training or have seen combat to some degree.
61-80: Seasoned, a trained unit that has seen plenty of combat. They are always welcomed into an army, they are quite capable and will almost never retreat unless ordered.
81-100: Veterans, the top brass, the cream of the crop. Only the best make it to becoming veterans, having both top tier training and extreme amount of experience in combat.
Then we have the equipment list, which is actually just ranks for how old or advanced a piece of equipment is.
Obsolete, outdated, standard, advanced, and futuristic.
This is all very useful for telling me how my new army is fairing against other, similar armies.
What do you call the first army?(Names can also be won through experience in combat.):
[]Write in? Surrounding areas(???):
Within 100 miles are about 3 cities total, with 1 corporation controlling 1, the other two are independent cities that have agreed to a mutual defense pack with each other. There are of course a few smaller towns/communities in between these cities, but are of minor note. There are some records of cities to the west, however we could not find/contact them.
Beacon industries, the forested city 'Utowood': A city that has managed to keep the forests that surround it in top shape, something rare for a city taken over by a corporation. While the situation of the city itself is mostly unknown due to distance, about 60 miles southeast of us, what is known is that Beacon industries specializes in explosives and was last known to be getting into the process of making industrial grade mecha. Population of 80,000-100,000, no known armed forces, specializes in explosives, and is 60 miles southeast of us. Word is that the city is being deeply controlled, with towns outside the city not hearing anything from their relatives inside the city for weeks.
The river city 'Crago': A city that for a long time has served a vital need for all industry, transportation. They have a single large river going through the town which they use to transport anything to cities down the river. Food, metal, products, metal works, art, etc. all go down the river through this city. From what is known beacon has been threatening them to allow their corporation into the city, which Crago has fought back by signing a defense pact with another city named Udontana. Population of 70,000-100,000, has a small defense brigade numbering about 1,500 although the equipment of said brigade is questionable, and about 41 miles east of us. They have a defense pact with 'Udontana, the city of strangers', they have also in the past been a trade partner with Tine.
Udontana, the city of strangers: A city that has existed northeast of tine and sits on the edge of a increasing cold environment. It is the oldest city in the region, having been in existence for 372 years, having a very hardy people that could only be described as 'strange'. They are a mix of humans and beastmen, a fusion of animal and human that can somehow still breed with humans. They have a proper military that numbers about 3,000 with good equipment, which they are using to threaten Beacon industries, in hope that they won't attack Crago. 50,000-60,000, has a small army numbering 3,000 with reported good equipment, 52 miles northeast of Tine. They have a defense pact with Crago, with their environment being in freezing temperatures for half a year.
It's really worrisome that we couldn't find any cities to our west, we might have to start another search effort to make sure. Focusing on the available information however, we have a war brewing between 3 cities with the corporation controlled city going quiet for at least 3 weeks.
What they are doing preventing people from coming out and keeping the city locked down, who knows. Probably nothing good, that's for sure. Expand industry(6 budget, +40 to roll and +2 budget per turn automatically, 75+40= 115! 115/20= +5 budget and +2 budget = +7 budget per turn.):
Expanding the industry was probably the easiest project of them all. There were loads of people in Tine, many without good paying jobs or even jobs at all. So when we created both construction worker jobs and factory jobs, they flooded right in.
This both increased profits and our production capabilities. In all, this was a good move. Random event roll:47! Good or bad? Flip… tails! Bad event of average quality.
Nearby towns have seen the winds changing, the wars brewing, so they started hoarding up their food. Any that are still selling are now doing so at an increased price. As a city with food problems already, this is bad, to say the least.
There's a few routes we could take to solve this problem.
What do you do to solve the food problem?:
[]Offer money to buy the food(Costs 2/4 budget): Give the nearby towns a good deal of money so that they sell to us despite their fears. We will then give the food to our people at the normal price or below the normal price if we give enough money.
[]Offer protection?(Dc ???, -20 to negotiation due to small army.): Offer them protection in the future in exchange for selling their food at their normal prices. -[]How do you argue?(Optional but arguments will help.)
[]Do nothing(Morale x): Do nothing about the problem, might get some anger at us even if we didn't start the problem, but who cares.
[]Write in?(Got a solution I don't know about?) Use plans! I thought about how to incorporate the view point into the bonus, without giving it too much of a power boost. So I gave big picture, a small bonus but if you put the work in can be a great bonus for negotiating.
Anyway! If anyone is willing, you may message me future city ideas. I will give a bonus roll of +5-20 depending on how well thoughtout the city is, to any one roll.
Scheduled vote count started by Blackangel on Apr 24, 2023 at 12:06 PM, finished with 27 posts and 6 votes.
[X] plan paying in barter and promises -[X]Letin Smith --[X]Hire Malty to train your forces?(Costs 2 budget, optional) -[X] First Tine Guards -[X] rather then simply buying for food produce and trade agricultural equipmsnt and rugged labor saving devices with the farming communities to get the food we need and sign contracts with them to requiring THI to make significant agricultural investments in the coming budgetary period (spend 2 budget on supplying the farmers with equipment and lock in 1 action next turn for a food production relqtated action)
[X] Plan: Strengthening borders and solving food problems. -[X]Letin Smith --[X]Hire Malty to train your forces?(Costs 2 budget, optional) -[X] First National Army - Guards. -[X] THI Food Security Program
[X] Plan: Making friends for fun and peace -[X]Letin Smith --[X]Hire Malty to train your forces?(Costs 2 budget, optional) -[X] First National Army - Guards. -[X] Trade the product of our significant industry to all the cities around us using our mass production to undercut domestic prices. Use the money gained to buy food from the cities.
[X] plan paying in barter and promises
-[X]Letin Smith
--[X]Hire Malty to train your forces?(Costs 2 budget, optional)
-[X] First Tine Guards
-[X] rather then simply buying for food produce and trade agricultural equipmsnt and rugged labor saving devices with the farming communities to get the food we need and sign contracts with them to requiring THI to make significant agricultural investments in the coming budgetary period (spend 2 budget on supplying the farmers with equipment and lock in 1 action next turn for a food production relqtated action)
Hiring Letin Smith, despite his lack of experience seemed to me at least, to be the right choice. If literal old army generals were begging and bending the rules to get him on the battlefield, then it should be perfectly fine.
Also putting Malty in charge of training any soldiers in the future seemed to be a no brainer, it's her whole job. Combine the real experience she has with training troops with our experience in coding our training, which originally was there so we could 'Mass produce' security guards, means she has already fit in quite nicely getting our new troops into a training regiment immediately.
The "1st Tine Guards" apparently both love and hate her. One side has family, probably their grandparents, who have told stories of their time in boot camp. They know for a fact that this hell they are going through increases their odds of survival by a lot.
The other side? They hate her in the moment but most of them understand that this comes with the job.
Letin Smith stats will be revealed on first combat. I will reveal one of his stats to the first person that asks.
Malty gives our troops +5 experience every turn up to 55. Troops who have trained with Malty for 3 turns or more gain "Band of brothers" bonus.
Band of brothers(Minor): Troops treat each other like brothers. They work together better but when they fall, it hurts all the more. +5 to combat rolls involving coordination, successful rolls involving coordination doubles this bonus for the rest of the battle(Non-repeatable), when taking heavy losses, toss a coin if heads attack the enemy an additional time next round, if tails reduce casualties by 10%(Once a battle). Unknown downside. Dealing with the farmers(Dc None, amount given with the promise convinces them.):
Dealing with the local towns, a bunch of farmers who were honestly quite logical in what they were doing, was actually quite easy. I gave them a ton of standard yet mass produced farm equipment with a promise that if they simply sold their food like normal, I will assist them in the coming months with their agriculture.
Honestly the farming equipment probably would have been enough, but gaining a foothold in these towns alongside some goodwill is a very, very good idea. Helping them also helps our food situation in the future, which will be direly needed.
Our food problem is solved. Simple as that.
You have 4 actions per turn! Use them wisely!
Must take a food production related action, with the intent to help the surrounding towns.
Current budget: 21 total. Gain 17 budget every turn.
Military(Military actions gain +20 when it comes to training or raising an army):
[]Train up a small army(Costs 3 budget, 1-2 turns): We need to start somewhere, might as well start off small and efficient. This will be about 500 people and will serve as a defense force until we can better equip it. As a bonus this will not piss off the people too much as it's a small number. Choose as many below as you want.
-[]Rifle weaponry(Costs 10 additional budget, mass production bonus applied.): It's both cheap and a good weapon. It lacks firepower needed for combat against mecha and attacking any fortifications, but it will do the job just fine against other infantry units. -[]Machine gun weaponry(Costs 3 additional budget): It's more expensive and honestly not that reliable, but just having a single infantryman in every squad with this weapon will greatly increase firepower. -[]Basic uniform(Costs 10 additional budget, mass production bonus applied): This is similar to our security forces uniform, except it's designed to take more of a hit in combat. It won't stand up to too much fire, however it can save a life from stray bullets or shrapnel.
[]Add forces to a current army(Costs 3 budget per 500 soldiers.): We could use more soldiers in our armies. I know just the one. Training takes 1-2 turns, depending on troops experience, could diminish overall effectiveness depending on discrepancy between the old soldiers vs the new soldiers experience.
-[]Which army?(Depending on the army you choose, the cost will increase depending on said army's previous equipment.)
[]Security drills: It's one of the few things we can do cheaply and will have a good effect. Our security will run drills, train, and overall increase their effectiveness in combat. Hopefully we will never have to use them but when the time comes, they will be ready. More effective security?
[]Surrounding defense system(Costs 2/4/? budget): Make defenses outside Tine that will detect enemy forces and hopefully delay or even fight them off. At base it's just a few security guards, but if we put in the budget we can get a good countering force against any invaders. Early warning system.
[]Army base(Costs 5 budget, takes 1-2 turns): We need somewhere to station our military force, train them, and keep our military vehicles. Will roll 1d3 places for military base quality.
[]Upgrade an army: Must research equipment to upgrade them.
Industry(Any industry action that requires specific metalworking skill(Military factory, making a unique mecha, making a complex weapon or mecha, etc) have a malus of -15.):
[]Create a military factory(5 budget, takes two turns): A factory dedicated to making weapons, armor, and possibly the occasional mecha. Having an entire factory dedicated to this will massively increase production capabilities on the war front. Gain a factory capable of producing weapons, armor, and mecha. Produces weapons, armor, and some mecha every turn.
[]Create transport vehicles(21 budget, mass production bonus applied): Currently any long distance traveling is done on old vehicles from 20+ years ago. Perhaps not a problem for normal people, but for the military? An upgrade is desperately needed. Reliable troop transport.
[]Focus factories on production: This will make the population happy and give us profits. Morale increased for 1 turn, gain 6-13 budget.
[]Expand industry(Costs 6/12/18 budget): Expanding our industry will allow more profit to occur as well as production capabilities. Gain more budget per turn.
Research(Due to low amount of researchers, -15 to all rolls):
[]Armor types: We need to understand how to armor our mecha effectively. Providing a type of armor that can bounce rounds more effectively will be a big gain towards combat capable mecha. Better armor?
[]Weapon research: There are things we don't have, which we could use. Should get some people on that, honestly. -[]Grenade launcher(Costs 2/4 budget): A basic grenade launcher that can be used by infantry or put onto our mecha. -[]Smoke grenade(Costs 1/3 budget): Making grenades that can smoke are easy, making them effective in combat is gonna be a bit trickier. -[]Assault rifles(Costs 5/7 budget, 1-2 turns.): Rapid fire rifles, the concept is a basically a lighter machine gun in the form of your standard rifle. -[]Standard rifle improvements(Costs 4/6 budget): Researching how to improve the standard rifles we have access too. -[]Write in?(Go wild, discussion on the item will improve Dc or end product.)
[]Mecha research(Costs 1/5/10 budget, 3/2/1 turns): Right now all we can make Mecha wise is the 'Tractor' proposal. This is not good enough, so depending on how much we invest, we could become capable of producing a variety of mecha in the coming months. More invested, the better the base mecha and variety.
[]Proposal 'Tractor'(Costs 5 budget, 1-2 turns.): This proposal is as cheap as it is simple. A simple rotating turret with two machine guns, on top of a small platform that moves via treads. It would be piloted by one person who would be inside the turret and should provide some good firepower for cheap cost. Overall the mecha would be 6 feet tall. Gain cheap mecha(Military factory can make about 10 a turn at no extra cost), designed for infantry engagements.
-[]Make suggestions?
Public relations(+5 to all public relations rolls):
[]Population survey(Takes 1-2 turns): Get accurate data on the number of people in this city. This might take a while, however knowing both the number of people we can call up, along with how many are supposed to be taxed and by how much, will help us out a lot.
[]School system(Budget 2/5, 2/1 turns.): We could solve the lack of sophisticated workers by just having a school system. We wouldn't see too many results for a while, but if the teenagers take it we will have more educated workers which we can turn into researchers. On completion, in 4/2 turns the researchers malus will be reduced by 5.
[]Surrounding area, part 2: We need information on any cities to our west. Even if there's only one of them, it's good to know that their there. Gain info on other corporations or cities nearby.
[]Sophisticated workers needed(Costs 2/4/? Budget): We lack sophisticated workers such as researchers, metal workers, and engineers. We could try and source them from nearby towns or even nearby cities. Depending on how much money we put into this, we could almost entirely reduce our researcher problem. -[]Only towns, no cities: This will start no conflict guaranteed, only sourcing from nearby towns within a 40-50 mile radius. -[]Both towns and cities: This could start conflict, these people are valuable, and the cities know that. -[]Write in?(Name which cities you try to take from, whether you go for towns or not.)
[]Contact a known city?: Not sure why, but I should talk to one of the cities around the area. -[]Which one? What purpose?
[]Information network(Costs 0/4 budget, 2/1 turns): Getting to know what's happening in the area seems like a good idea. Rumor wheel, more likely to know who's at war.
[]Write in?(Food related actions needed! I wonder if there's something we discussed a lot. Will give cost when asked.) Ok use plans! You can write in anything at anytime! Good luck!
I will be taking backstory proposals for our CEO in 2 turns(Turn 4.) where I will put up all proposed backstory's and we vote on them. Depending on the detail put in, we will gain a bonus related to that.
4+ people must vote for a backstory for it to be considered. If none is chosen I just go to the next turn and after that turn is done, we do it again.
Oh and researching how to do canned goods falls under research, with the actual process falling under industry. So if you choose to do that there will be two rolls.
Yep! I'll probably be giving these things 2-3 days for voting sessions, from here on. Gives time for discussion and all that.
Scheduled vote count started by Blackangel on Apr 25, 2023 at 8:05 PM, finished with 18 posts and 4 votes.
[X] Plan caring about your workers brings profit
-[x] THI Food Security Program (spend 10 budget on this)
-[X] Institute the Four Shift Labor System
-[X]Create transport vehicles(1 budget, mass production bonus applied)
-[x]Population survey(Takes 1-2 turns)