For an introduction to the duck comics, I'd suggest looking into the Carl Barks and Don Rosa collections put out by Fantagraphics. Those were very high quality.
Short version: Once, there was a man named Carl Barks, whose name, itself, sounds like a cartoon dog-man, but, in fact, was a comics writer. At some point, Disney gave him the directive to write funny Duck comics, and he took that as the excuse he needed to write the great American novel. In 1947, he introduced one Scrooge McDuck, and, from then until his retirement circa 1967, would go on to build a frankly absurd fictional universe, featuring numerous characters and concepts that live on to this day. Including:

Duckburg itself! Either a small-medium-sized town or a bustling metropolis depending on the story, Duckburg is, according to one of Barks' successors and his most prolific fanboy Don Rosa, located in Northern California, or, rather, in Calisota, a portmanteau of California and Minnesota, consisting of all of California north of the 39th Parallel. Don stated that , if one used a map, they could determine he placed Duckburg's specific location as "just across the bay from a very appropriately named real city". Given Don's sense of humor, this is probably Eureka(from the Greek "I Have Found It!"), California, which does fit with Duckburg's shown geography. Duckberg is populated by various anthro animals (Dogs, various birds including ducks, geese and chickens, and a few pigs, including the mayor). The most prominent landmark is Killmotor Hill (formerly known as Killmule Hill) in the center of town, atop which sits the famous Money Bin, which contains both Scrooge's office, and three cubic acres worth of money. There's also a prominent statue of town founder Cornelius Coot (more about him later) as another major landmark. Duckburg has an oddly-thriving space program, a sea port, several mountains (most prominently, "Old Demon Tooth"), a nearby "Black Forest", and, near Killmotor, the Tulebug River. It's also home to Yarvard University (ba-dum tish), the Billionaires Club whose members include Scrooge, Rockerduck and sometimes-Glomgold, and the Scrooge-owned Riz Hotel. Located near Duckburg is a farm owned and operated by Grandma Duck, a direct heir to Cornelius Coot and Donald's grandmother (on his father's side). She also employs Donald's cousin Gus Goose as a farmhand.

Woo! OK, but we're not done. Duckburg is the location, but Carl created a LOT of characters to fill it up. Starting with Uncle Scrooge himself. Everyone knows this guy. Industrialist, self-described "Adventure Capitalist", well known for his greed, vast sums of money, and unwillingness to part with same. Originally making his fortune in mining, he's since branched out to, uh, everything, basically, and, through that, became the richest duck in the world. He takes great pride in the fact that, despite his greed, he made his money "square". Scrooge used to be a much colder figure, but his time with his maternal nephew Donald, niece Della, and grand-nephews Huey, Dewey, and Louie has softened him. He's still a greedy old miser, but his friends and family are one of the few things that can match his pocketbook in his priorities.

Gladstone Gander! One of Donald's cousins, Gladstone is one lucky...Well, he's not a duck, he's a gander (IE male goose), but you get the idea. In contrast to Donald's bad luck, Gladstone is defined by his absurd, nigh-supernatural good luck. There was at least one occasion where he was hired to move a house from one hill to another, and a spontaneous hurricane appeared, picked up the house, and moved it as such, all without causing even the slightest scratch. That is...Pretty typical for him. He basically constantly trips over enormous sums of money, and, as such, has become incredibly lazy. Gladstone is about as lazy as it's possible for someone to be while still being able to move under his own power, putting in no effort of any kind at anything, knowing that his luck will give it to him in the end. He is also a smug, superior jerk. Quite possibly the only thing he exerts effort in is winning the affection of Daisy Duck, and he competes with Donald constantly for it...Ironically, that seems to be one of the few things his luck can't give him in the end (given that at least one story suggests his luck is the result of the goddess of fortune herself having a thing for him, this may make some sense). Another thing his luck can't get him is Scrooge's respect: Not that Scrooge really respects Donald either (they're generally pretty acrimonious), but he HATES Gladstone, his unwillingness to work for a living chafing against Scrooge's pride in his status as a self-made man. Not that Gladstone really minds. Worry is very much not something in his make up, including learning from his mistakes. While Gladstone can show a softer and even somewhat heroic side on occasion (such as when he caught a fleeing criminal by weaponizing his own luck, having a police officer promise a reward, resulting in the crook getting suddenly blown right into Gladstone's lap), in the end, he adores himself, and is content to wallow in the hedonism his luck allows for the rest of time.

The Beagle Boys! One of Scrooge's many antags, the Beagle Boys are a clan of identical criminals who have made many, MANY attempts to rob old Scrooge blind. They're crude, arrogant, greedy, selfish, and overall unpleasant. Perhaps their only redeeming quality is their sense of cameraide towards each other, although even this can get frayed. The Beagle Boys tend to be smarter then one would expect, many of them even possessing degrees in several disciplines, although they only ever use those skills for crime of course. They are also masters of trickery, and a vast arsenal of wacky weaponry, explosives, and gadgets. That said, they are not nearly as clever as they think, and tend to be, ironically, fairly gullible themselves. They usually don't have an official leader, acting as a unit, but occasionally do in the form of Blackheart (AKA Grandpa) Beagle, who first did battle with Scrooge as a younger man back in 1880, when a young McDuck was working on a Mississippi riverboat, and Blackheart and his three sons were starting up their crime ring. The current generation of Beagle Boys are the third gen. They've been to prison on SEVERAL occasions, but none of them have stuck. They also have worked with Scrooge's various other antags a couple times.

The Junior Woodchucks! This little org (and their sister organization for girls, the Littlest Chickadees) are a continual parody of the Boy Scouts of America. Huey, Dewey, and Louie are devoted members. They are notable for ostentatious titles (the triplets are Ten-Star Generals), awarding buckets of badges, very strict standards of behavior, and the Junior Woodchucks' Guidebook, a small paperback containing detailed and pertinent information on...EVERYTHING. No, really, EVERYTHING. It's basically the physical embodiment of exposition. How can a small paperback hold all that info? Well, that's covered in Appendix 137Q. Naturally.

Gyro Gearloose! Speaking of plot devices. Gyro is a chicken and is Duckburg's greatest inventor, a good-natured sort able to build just about anything...Although he often forgets about such things as "safety features" in his haste. He is assisted by his little robot helper....Little Helper, as well as his thinking cap, which is home to several birds. If the birds ever leave, it no longer works. Yeah. He has several relatives, like his grandfather Ratchet Gearloose who also met Scrooge back in his riverboat days, and his father Fulton Gearloose, who helped found the Junior Woodchucks, and invented the first ever Junior Woodchucks merit badge, then subsequently RECEIVED said merit badge to honor his accomplishment in having invented it. Gyro also has an ongoing rivalry with Emill Eagle, Duckburg's other resident inventor who is far less well-intentioned then he, and has caused trouble for Donald and friends on several occasions. He also used to be a star baseball player, with his his "madball" pitch — actually only a straight-ball pitch. Unfortunately, he ended up pitching his new invention, an unhittable baseball, against his other invention, an unmissable bat, with....Odd results.

Cornelius Coot. Said we'd get back to him. Born in 1790 to the Coot clan, a family who had been in America since Jamestown, Cornelius was the first of them to be historically notable, as he took up a job as a fur trader, moving all the way from the east coast to the west selling his wares. In 1818, he would arrive at Fort Drake Borough, a British military base in their colony of Calisota. While he was there, the colony was attacked by Spainish tropes from the neighboring California (Keep in mind that Calisota is what would be northern California in our universe). He made a deal with the small British garrison: He would gain control over the Fort for himself, claiming it for the US, but would still have to deal with the invading Spanish on his own. Fortuanley, he used an invention of his, popcorn, to trick the Spanish into thinking he had a massive army, and they fled. He renamed the Fort from Drake Borough to Duckburg, and established it as a fur trading port. He started a family, and continued to lead the settlement as it grew. Pretty soon, the village of Duckburg was flourishing. Even when they got annexed by a newly-independent Mexico in 1821, they managed to remain effectively a pseudo-autonomous city state, with their own laws, their own leaders, and, on the gripping hand, their own military, the Woodchuck Militia, a force that would guard the territory from any threat, including any conflicts with the Native Americans of the area. The fort that had once been the center of the area was now the Militia base, he spruced it up and built an extensive tunnel network to allow the Militia to move in and out even in a siege. In the process, he stumbled upon the body of Fenton Penworthy, the guy who had originally founded the fort back in 1579, and found a guidebook he had been guarding, passed down since Rome, that was said to contain all knowledge (Sound familiar?). Cornelius would become the next Guardian in line. After establishing a means of pumping mountain water into the town, he continued to lead them ablely, and proved to be a skilled diplomat, establishing peace with the local natives, and, according to certain (non-canon) sources, even ending up falling in love with and marrying one, Pluckahontas, sealing the peace treaty. They had a son, Clinton Coot, in 1830. Cornelius continued to act as Duckburg's de facto, if not de jure, leader for the rest of his life, even after Calisota got annexed into the US alongside California in 1848. Cornelius would ultimately pass away in 1880, at the ripe old age of 90 years old, and is remembered as the father of Duckburg. If you're curious, Clinton would go on to found the Junior Woodchucks, turn the guidebook his father had guarded into their guidebook, and eventually have a daughter, Elvira Coot, who would go on to marry into the Duck family, and become Donald's grandmother. Her son Quackmore Duck would be a man of a famously fierce temper, until the day he met Hortense McDuck, sister to Scrooge, the one woman whose rage could match his (she once fought off the Rough Riders with a broom). It was love at first fight, and they would give birth to Donald and Della Duck, the latter of whom would later marry MADE YOU LOOK and have Huey, Dewey, and Louie. Scrooge's other sister, Matilda McDuck, is harder to track, but some stories suggest she ended up marrying Ludwig Von Drake, thus explaining how he fits into all this. So, yeah, that's how that happened.

FLINTHEART GLOMGOLD! This guy we've seen in Quest, but who is he? Flintheart is Scrooge's dark mirror. A Pekin Duck of South African descent (He's a Boer, specifically), Glomgold possess many of Scrooge's traits - his greed, his drive, his cunning and inventive mind, even his background in mining, for diamonds in Glomgold's case - but lacks any of Scrooge's occasional flashes of compassion and generosity. He is an unrepentant miser, tycoon, plutocrat, and all around bad guy, a being of untempered avarice who has no problem with lying, cheating, or using any other unfair tactic to get a quick buck. Glomgold is the Second-Richest Duck, and, though similar to Scrooge, even having his own money bin, its location is notable: Whereas Scrooge's is in the middle of the bustling city of Duckburg, Glomgold set up his in the valley of Limpaloo, South Africa, surrounded by wilderness in all directions. This in many ways is symbolic of Glomgold's real difference from Scrooge. Scrooge surrounds himself with family in Clan McDuck, the Duck family, and the Coot Kin, he has a vast network of allies and rivals both. Glomgold lives a life of solitude. He has no family, friends, or even rivals aside from Scrooge himself. While Scrooge has his nephews to help and advise him, Glomgold faces the world alone at every turn, and, while this has hardened him and made him much more ruthless than Scrooge, it has frequently led to him being defeated via simply being outnumbered. Regardless, Glomgold, despite his insecurities, is a ruthless schemer. There's a reason he's considered one of Scrooge's greatest adversaries.

John D. Rockerduck. This guy's actually pretty obscure in America, but he's BIG in the foreign markets, particularly Italy, which, as you'll see, is fitting. Rockerduck (an obvious Rockefeller parody), is, like his rival, a shrewd businessman at the head of a vast financial empire. Unlike both Scrooge and Glomgold, though, he is a liberal spender rather then a tightwad. Not exactly a spendthrift either mind, but he's much more open to the idea of spending money to make money, and loves to live a luxurious life and show off his riches, whereas Scrooge will often go to comical legenths in his determination to not waste a single dollar. Also unlike Scrooge, Rockerduck's empire is not his own: He's a scion of inherited wealth, and his father, Howard Rockerduck, a fact which both Scrooge and Glomgold are shown to resent as self-made men. He has few close friends, aside from Jeeves, his secretary, advisor, and right-hand man. Like Glomgold, Rockerduck is extremely competitive, determined to become the richest (or, at least, Second-Richest) duck in the world. He is an influential member of Duckburg's BIllionaire's Club. Another key distinction from Scrooge is the area of their investments: Whereas Scrooge is a proud Scotsman by birth, Rockerduck was born and lives in merry old England, and is generally more active in the European market then the American one (with attempts by Scrooge to expand his business abroad frequently running into trouble with Rockerduck). Rockerduck is also a passionate collector of many things (stamps, coins, art, artifacts), and is less morally scrupulous then Scrooge, often willing to resort to corporate espionage, sabotage, and even more severe acts like abduction, hijacking, or blackmail, although he usually outsources these to either the aforementioned Jeeves or, on several occasions, the Beagle Boys. Scrooge and Rockerduck despise each other, but Rockerduck does find him a worthy foe and there's a certain mutual respect there. On several occasions, the two have even teamed up for a common goal, although never for long. Turns out Rockerduck can be remarkably pleasant company, particularly if you aren't Scrooge. This, needless to say, is a major difference from Glomgold.

Magica De Spell. Another face we've seen in the Quest. She is a witch, living on the slopes of Mount Vesuvius near Naples, Italy. Her goal in life is to claim Scrooge's Number 1 Dime, the first piece of money he ever earned, which, as the first piece of money the world's richest duck ever owned, has enormous symbolic and, thus, magical value. It is said that, if it is burned in the fires of Mount Vesuvius and then a ritual performed, it will become an amulet that grants the wearer the Midas Touch, the power to turn things into gold. She's worked with the Beagle Boys in the past to get that dime, but actually has her own network of associates, like the raven Ratface or her apprentice, the no-talent bungler Samson Hex. She also has an...Oddly vast family, including her grandmother Granny De Spell, said to be an even more powerful witch and one of the strongest spellcasters in the world...Not that she was able to do any better when she tried to steal the Dime, her sister the Wicked Witch of the West, the Wicked Witch's mischievous daughter and son, Witch Child and Warlock, who Magica is sometimes forced to babysit to her chagrin, another niece called Minima De Spell, and a cousin named Witch Matilda, who once apprenticed under Magica. There's also Rosolio, a dim-witted goose who claims to be Magica's fiancé despite constantly being rejected. He is supported in this effort by a different grandmother, Caraldina. Magica has an odd relationship with Scrooge. Occasionally, they have been able to meet on somewhat amicable terms. A few stories have even implied pseudo-romantic feelings on either end, but, for the most part, she is a potent enemy who has besotted him and his family for years.

WOO! OK, there's many more characters to cover, but i'm hoping to finish this sometime before Jewish New Year, so....That's where i'm cutting it off. But, if you ever wanted to know the Duck Lore (Woo-hoo! Sorry, instinct), now ya know.
 
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Stop: Racist Jokes are not Funny, and Never Will Be
rule 2
User @ScottishMongol has been removed from the thread for three days due to casual racism/normalizing racism. Staff genuinely doesn't care if it was a "Joke", especially given our already standing policy on the "Attack Helicopter" 'joke' that is already automatically infractable under Rule 2. I would advise that Users carefully consider their posts before posting in the future, especially if you are posting "humor" that normalizes hate.
 
If we're doing dimensional stuff I want a Dinosaur backing us up when we go poking around, and whoever trevor is I'm sure a pack of velociraptors could take him.
 
If we're doing dimensional stuff I want a Dinosaur backing us up when we go poking around, and whoever Trevor is I'm sure a pack of velociraptors could take him.
I meant Winston I nicknamed him Trevor don't know why. So dinosaurs are not an option. Maybe we could get collab with him on robotics or cars or with helping Zootopia.
 
I also would like info on Amphibia, I haven't watched it.

Okay.

Let's talk about Amphibia.

As a word of warning, anyone who hasn't seen the series and wants to avoid SPOILERS for the whole thing ought to skip this post.


View: https://www.youtube.com/watch?v=l9zSvKWhN8o

Okay, the main human protagonists are a trio of thirteen year olds from Los Angeles: Anne Boonchuy, the main protagonist, and her best friends, Sasha Waybright and Marcy Wu. During Anne's birthday, they decide to steal a music box from a thrift shop and open it.

Turns out that the thing is magical and takes them to other dimension, namely the magical world of Amphibia.

Anne ends in Wartwood, a community of peaceful farmer frogs and essentially gets adopted by the Plantars, a frog family formed by the elderly Hop Pop and his grandkids Sprig and Polly. Season 1 is mostly assorted shenanigans dealing with everyday life in Wartwood, which involves rather a lot of running away from freaky swamp monsters.

Sasha ends near a fortress of the toads, who play a role as soldiers and tax collectors within Amphibia's society, and gets imprisoned as a suspected spy. Captain Grime, the local commander, eventually releases her after they beat up a giant monster together and Sasha starts giving him tips about how to be a more effective and better liked boss, since the guy is kind of horrible at that part of the job. As a result of this, Sasha ends becoming quite the badass little warrior and effectively goes native among the toads.

Meanwhile, Marcy ends in Newtopia, the capital of Amphibia, which mostly lives up to her dreams of adventure in other worlds. She befriends King Andrias, the enormous newt king of Amphibia, and has a bunch of adventures fighting giant monsters, cultists and other such nonsense, as the newest royal ranger of Amphibia.

Anyway, after a bunch of convoluted shenanigans result in Hop Pop Plantar being declared a rebel, the toads lure the frogs of Wartwood to their fortress with the excuse of a feast, but it is actually an excuse to execute the "rebel". At the end of season 1, there is a confrontation between Sasha (who was used to bossing the other girls around and doesn't actually care at all about whether the frogs live or die) and Anne (who kind of has adopted said frogs as family by that point)


View: https://www.youtube.com/watch?v=L9077-9NMmE

Moving onwards to season 2, the Plantars and Anne travel to Newtopia. Anne happens to have the magic music box that brought the trio from Earth, but it seems to be fresh out of magic and the frogs hope that they will find something there that may help, since the place is the center of Amphibia's high culture. After a road trip, a surprise crossover with Gravity Falls and exploring an ancient robot factory that they find on the way, they get to Amphibia and meet up with Marcy, who is having a genuinely grand time in the big city.

King Andrias greets them warmly and invites them to stay in the palace while he does research, eventually "discovering" that the music box (actually called the Calamity Box) is an ancient artifact that his people used to travel to other worlds as "explorers". It is powered by three magical gemstones representing three virtues of Wit, Strength and Heart, but when the girls were brought to Amphibia the magic passed into them, with Marcy getting Wit, Sasha getting Strength and Anne getting Heart.

In order to reactivate the Calamity Box, they need to find three ancient temples that can drain the magic out of them and recharge the gemstones, which is the plotline followed for the rest of Season 2. Seeing that they need Sasha, they eventually track her down and persuade her to help, which makes it possible to finish the temple quest and return to Newtopia with the fully charged music box.

That leads to the Season 2 finale, True Colors, which is the most likely point of divergence for this quest considering "villains almost win" is the ongoing theme. In that episode, Sasha and Grimes betray the group in an attempt to dethrone Andrias with the help of a toad army, only for things to go in a different direction the moment Andrias gets his hands on the music box.

Turns out that he is a Bad Guy.

Amphibia used to be a civilization that conquered worlds, fueled by the magic of the Calamity Box, until it was stolen by some of Andrias' friends back when he was young a thousand years ago. With the power of the box, Andrias sends his castle flying into the sky, reactivates the robot factories across the land and immediately blows up the headquarters of the treacherous toads as a display of his power.

Also, he was working with Marcy, who had a bad home situation and was desperately afraid of losing her friends. Turns out that Marcy knew about the powers of the box beforehand and tricked the others into opening it, so they'd never get separated.

After a fight scene, this is how season 2 would have ended canonically:


View: https://www.youtube.com/watch?v=0TmLuRE75ss

Anne turns out to retain a smidgen of the Calamity powers, which lets her overpower Andrias and his robot soldiers when she manages to tap into that out of trauma. Marcy tries to steal back the Calamity Box and opens a portal back to Earth, allowing Anne and the Plantars to escape to Los Angeles, along with the head of a friendly frobot. Marcy ends skewered by a sword and near death, while Sasha and Grime are trapped in Amphibia still.

Meanwhile, Andrias is largely victorious. He has his power source back, he can reactivate all his ancient weapons and prepare for the invasion of Earth, so he can truthfully report to his boss that the day has been a win.

Yes, his boss.

Andrias is A Bad Guy, but not THE Bad Guy.

That'd be this pleasant fellow, the Core about which more is revealed over the course of season 3.


View: https://www.youtube.com/watch?v=tlQurMW6j-g&t=1s

Long story short: The Core is a computerized afterlife for the kings of Amphibia and their most brilliant servants that remained active even as the rest of their old civilization crumbled when they lost their source of energy. While Andrias gets to handle the day-to-day governing of Amphibia, the Core is ultimately in charge, with the royal crown being a link to the computer. Also, those who exist within the Core kind of miss having a body and Marcy's high intelligence makes her suitable, so she ends possessed for much of season 3.

The specifics in Doofquest are probably somewhat different, but expect things to fall mostly along these lines.

Honestly we might offer you some XP for that.

Well, I didn't write this with that in mind, but if you guys are offering, I am not saying no to some XP.
 
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This question isn't specifically directed at anyone, since it's a question about DoofQuest rather than DVV's source materials:

Our agent got trapped in the Twilight Zone, and is unremembered by the living (and, presumably, the dead, I was just being poetic there). But.. what does that actually mean, forgetting-wise?
Like, is there a compilation of all of the allusions to the hole in DEI's history?
 
Oooo, free real estate in the Wasteland! Once we get terraforming nailed down and have Russ smooth over our relations with the Feds, we should be able to gobble it up!
For what purpose? How would that 'real estate' help us? Would it provide funds? Lower DC on things we want/need to do? Generate hero units?

Unless we are actually looking to conquer the Earth (or at least a significant part of it) I just don't see the point in grabbing more territory.
 
Anne happens to have the magic music box that brought the trio from Earth, but it seems to be fresh out of magic and the frogs hope that they will find something there that may help, since the place is the center of Amphibia's high culture.
A excellent summary, but they went to the city because (I think) Anne found some earth stuff being sold and the source was the city. So they went to see if anyone there knew about earth and found Marcy.

At this point Hop pop had taken the box claiming he had some contacts that might know something about it, but he actually buried it claiming it was too dangerous.
 
I had completely forgotten that while reading the update. Now I believe I can guess what Xanatos wants to talk to us about: he will politely ask us to give the prototype back, together with a carefully crafted villanous scheme to make sure we cannot refuse, only to have to pass another insane intrigue check when Doof sincerely tells him he doesn't have it and the B-Team doesn't work for him.

And of course he'll pass the check, so everyone's happy. No harm no foul.

...Why should David believe that we sent the B-Team to nick that prototype?

Heck, even him knowing that technically speaking, the B-Team was our creation in the first place is at least a slight hurdle.

Our agent got trapped in the Twilight Zone, and is unremembered by the living (and, presumably, the dead, I was just being poetic there). But.. what does that actually mean, forgetting-wise?

Actually, there is at least *one* person who still remembers Russ for some reason:

His direct superior with the Feds, Director Riddle.
 
Not to spam the thread, but I have now edited my earlier post, to add info on some other stuff to the end of Coot's section, including more details on the Duck family tree, and finally revealing how Ludwig fits into all this! Maybe.
 
Grrrrrr, why did Doom have to get the double crit success? Also, how is that a thing?!?!?
It's a thing because Toons Increase the Crit Thresholds by anywhere from 5-10%, and Doom being a Toon likely adds another 5-10%. We can see his crit ranged were 11 and 85

Doom had a 34% CoS on it, Meaning a 7% Crit failure threshold and a 3% Crit Success Threshold. Doom likely had a Toon Specialist on this or a Non-Toon Non-Specialist, or a Non-Toon Specialist with a Learning Counciler not specialised (or not existing), on it with a way to lower the crit failure threshold, since that is a +4 Crit Failure instead of the normal +5 for both.

If Doom had a Toon Specialist on it, it was likely either a 4+ or +5 (If he negated a point of it on both ends) making it so Doom himself gives a bonus crit success (but not failure) of 7-8%. If it was a regular specialist, Doom gives a bonus Crit Success of 12%. However, if Doom had a Learning Counciler that increased Crit Success chance, it might be a lower bonus. However since he only had one non-him non-learning bonus on it, I doubt he even has a council.

What this winds up meaning is Judge Doom has a super High Crit Success threshold, and the bonus dice from Crits can well, crit. The best way we can get something similar is sticking Wiley Coyote as a test Dummy on a 100% Success chance learning action, since that will have a 20% Crit Chance, which i think is a 4% Crit Chance for both. Doom had a 2% chance of a double crit here, so he got really lucky, but not the most unlikely thing to happen in this quest Looks at Syndrome.
 
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so i don't know if anyone else is thinking this.

We should totally infiltrate doom and then steal this object along with any research on AI he has
 
Xanatos Enterprises
[ ] Build up moon base
DC 300 (Global Action)
50+38 (Stewardship)+ 35 +20 (Trait) +20 (Government Funding) +15+8=186
Decent Progress

Xanatos Enterprises has made decent progress on the United States permanent moonbase, with submodules already assembled on the ground. While plans to launch the modules the old fashioned way are on paper, many suspect Xanatos may be hoping for the inaugural use of his planned space elevator to carry his own materials in a 'universal' marketing coup.

Global DC for the US Moon Base has been reduced by 120 to 180.
So if we are going to be getting Zootopia's climate control soon could we collab with him on this? He is already going to dominate Aerospace and wants something from us so this could be a useful boost to our coffers.
so i don't know if anyone else is thinking this.

We should totally infiltrate doom and then steal this object along with any research on AI he has
Personally I am more for destroying it so their is no Amphibia connection and filling the gap ourselves but either works for me! Taking down Doom has been a long time coming and we will finally have our Agent back soon!
 
[/QUOTE]
For what purpose? How would that 'real estate' help us? Would it provide funds? Lower DC on things we want/need to do? Generate hero units?

Unless we are actually looking to conquer the Earth (or at least a significant part of it) I just don't see the point in grabbing more territory.
Given that we've seen both the federal government and assorted "kings" strive to secure territory at the expense of vulnerable players like Kronos/Olympia, I suspect we could get funds that way if we play our cards right.
 
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