Hi guys, this is a civ quest where you control a chosen human nation and try to build it up to galactic dominance despite the near constant invasions you face. Species from a range of films, shows and books all exist in this universe so be ready.
The game starts during first contact, and therefore the first contact war. Which point in time you choose decides which alien force invades, with of course the earlier ones meaning the less powerful races. Yes, this means the earlier your start the more aliens you'll likely have to fight off. But also the more time you'll have to prepare for the really big ones. Though the invaders will be surprise until you pick your nation.
Choose your starting era:
[]The Great War. One of the most devastating and famous wars in history, a war that revolutionized the way wars are fought. Introducing such ideas as tanks and military aircraft. (1915 start)
[]The Second World War. A war that killed many and burned entire cities to ashes. The war that completely rewrote the rules of diplomacy. (1940 start)
[]The "modern day". When people believe nothing more than the idea that they're beyond the mistakes of the past. (2015)
[]The Wastelands. War, War never changes. In a post nuclear wasteland and plagues by the results of the mad science that ruled the old world. This is where you will rebuild your people. (Based on fallout, using what I remember of Fallout 3, New Vegas and a pen unfinished playthrough of four. If voting for this please vote not for a nation, but a smaller faction, cannon if you want, but reasonable other factions allowed. (Nothing over the top)) (22??)
Choose your nation:
Choose any nation that exists in the time period your voting for.
Standard infantry Contingent. (15)
-Decent training with up to date equipment, primarily a mix of rifles and SMG's. Some explosives and specialist weapons are available.
-10,000 Infantry
--A variety of -Bolt action rifles-Semiautomatic rifles-Shotguns-SMG's- and the occasional heavy weapon(Low supply)-
Conscript contingent. (48)
-Some training and whatever equipment was available combine in a force forced into battle. How much they wish to actually fight varies from individual to individual.
Scattered vehicles and combat aircraft. (Negligible.)
-Several small groups of mostly outdated and extremely outclassed vehicles.
[X]The Second World War. A war that killed many and burned entire cities to ashes. The war that completely rewrote the rules of diplomacy. (1940 start)
[X]America
January 10, 9:04 AM
The people of the east cost watch as thousands of meteorites begin landing across the coasts of the world. Very, very few of them break up in orbit or strike land, over ninety nine percent of them splash down in the shallow waters surrounding coastal cities.
The american government scrambles the National guard and Coastguard in an attempt to rescue and evacuate those in small boats and coastal areas battered by the waves and flooding these impacts bring. Some military officials point to the highest concentration of landings being besides every coastal city on either coast to be evidence that its some kind of German or Japanese attack. They are mocked relentlessly.
9:21 AM
Reports of ships sinking confirmed, rumors of torpedoes and explosives being the cause start to spread. The Meteorite rain slows at it begins to come to an end.
9:26 AM
Coastal landing.
Reports of a hostile force emerging from the ocean spreads throughout the country. Tall spindly and with guns integrated into their hands, within four hours almost all coastal cities are under foreign control. All forces are being mobilized and President Roosevelt has called for a draft. Reports of retreating military and civilians say put the aliens numbers in the tens of thousands per city and suggest that they are making use of some kind of rocket propelled aircraft for anti vehicle and emplacement attacks. Though reports make no mentions of enemy tanks, which suggests they are either non existent or leave no survivors.
A phone-call with Churchill has confirmed that the UK and most of Europe are also under attack. Including German held territories.
Roosevelt quickly meets with a range of his advisers in the Rockies which are serving as a gathering point and final fallback position, along with the Sierra and Appalachian ranges. Everyone is focusing on short term solutions to an attack that seems to be from another world, something that seems as outlandish as it did during Wells's broadcast. Well, it did until they brought on of them before him.
Military. (Two actions)
All your military advisers agree that the current approach is disorganized and therefore just wasting lives, though there are differing opinions on the best path to take. On top of this only a fraction of your military is mobilized, and you lack enough weapons and Armour (-ed vehicles) for a war of this scale.
[] Hold here-Order all forces to hold current lines as the US mobilizes its forces. (Chance of success unknown, predicted to be high)
[] Push and hold-Order all forces to push as far as they can before securing the new lines. (Chance of success unknown)
[] Just keep pushing- Order all forces to push, and keep pushing, don't let the invaders have an inch of American soil. (Chance of success unknown, Favored by military advisers.)
[] Massive conscription drive, refuges are fleeing inland by the hundreds of thousands, this load can be lessened by conscripting all able bodied men withing those hordes. This solves a large part of the inevitable problems when a large displaced population floods into an area.
[] Prioritize Weapon production. Even if they end up in they hands of militia, having such a large number of guns can only slow the enemy advance.
[] Prioritize Vehicles. Tanks aircraft, armored cars, whatever the factories can make should be mass produced.
Diplomacy (One action)
We have no real clue whats going on with the world at the moment other than the fact that apparently everyone is a target and ships everywhere are sinking faster than we can get them aid.
[] Contact Canada, see what can be done to aid each other.
[] Contact Mexico, see what can be done to aid each other.
[] Contact the European Allies see what can be done to aid each other.
[] Try contact with the invaders, maybe some kind of deal is possible.
Stewardship (One action)
Much of the population and industry were centered around the coasts, thankfully the plains area provides enormous amounts of food and many industrial areas are still under our control.
[] Construct defenses. We will charge a high price for every inch. Trenches, bunkers and massive militia garrisons should aid in defense even if armed with outdated and civilian weapons.
[] Refugee labor, man, woman or child, we need to put these people to work. Focus on boosting food production. We should have just enough if we loose no more farmland, and its early enough in the year for this to provide huge boosts to the crop yield right when supplies are predicted to be at their lowest.
[] Refugee labor, man, woman or child, we need to put these people to work. Focus on boosting mineral production. Their are countless mines that could do with an influx in labor to prepare us for the war ahead.
[] Refugee labor, man, woman or child, we need to put these people to work. Focus on manning and expanding factories. Increase our actual production.
[]Refugee labor, man, woman or child, we need to put these people to work. Focus on boosting infrastructure. A bit of everything, from farms to factories to houses and railroads. Preparing the inland territories for the war and population influx.
intrigue (One action)
You really don't know enough about whats going on. Where do you send your agents?
[] Gather info on Invaders. What are their patterns numbers weaknesses. (Higher the roll the more info gained)
[] Gather info on Mexico. (Higher the roll the more info gained)
[] Gather info on Canada. (Higher the roll the more info gained)
learning (One action)
Many of the forces falling back managed to defeat some enemies with overwhelming numbers, the remains they've brought back are of interest to your scientists.
[] Study Invader infantry, see what can be learned.
[] Study Invader walking tank, see what can be learned.
[] Study Invader gunship, see what can be learned.
For the first six months you have very little information on the details of the state of the US, you know that the enemies seem to have slowed after their first strike. Now the focus is surviving first and the cost second. Resources and finances will be assessed once stability returns. Aka next turn.
If you have any questions or ideas for projects please let me know.
[] Hold here-Order all forces to hold current lines as the US mobilizes its forces. (Chance of success unknown, predicted to be high) (1D100= 95) Great success.
[] Massive conscription drive, refuges are fleeing inland by the hundreds of thousands, this load can be lessened by conscripting all able bodied men withing those hordes. This solves a large part of the inevitable problems when a large displaced population floods into an area.
The order to Hold the line and dig in was heard all across the country. Scattered military forces took almost no time at all to create consistent lines of improvised garrisons and fortifications, though the mountains have remained a fallback position every single inch of the border was secured by the military and hordes of angry volunteers who had recently lost people and lives to the attack. Then after a month of repelling attack after attack, a month of relying on untrained volunteers and scattered military groups scrambling to the front line they came.
Armed half with weapons from the great war and the other half even older the first wave of trained conscripts were a three hundred thousand strong godsend. suddenly the two hundred thousand holding fast against the invaders were a minority. The age of their weapons didn't matter for the most part, many were soon gifted the weapons of the fallen. But hundreds of thousands of men, arriving at the deeply entrenched fortifications defending against their fallen homes were nothing if not zealous.
In some places ground was even gained, not in the 'over the top' meat grinder fashion, but in the vulnerable enemy position taken by small volunteer forces and occupied if it provides a good defensive position manor. Though, it will be noted that the lack of civilians fleeing past the army by week two had hit on moral, it also had an effect on how many soldiers bravely sacrificed themselves to obtain victory.
But overall after six months losses were extreme, and greater than the enemies, but the line was held.
[] Contact Canada, see what can be done to aid each other. (1D100= 72)
Canada, isn't doing so well, they'd only just sent off a chunk of their army to aid the European allies, and weren't prepared for an attack. they were focusing more on reorganizing their troops rather than mobilizing them at the moment. Massive ocean landing surrounding Canada have left the entire northern half gone, just like How we've lost contact with Alaska. It seems Canadian refugees have been fleeing south and crossing the poorly guarded us border, and simply being confused for American refugees have been undergoing recruitment and pressed into labor alongside Americans.
The Canadian government and military leadership is apparently non existent. Which is odd considering the intactness of Ottawa, having suffered only from riots and looting. Though what City and Regional governers we could find were willing to allow the US to step in to help counter the invaders advance. it seems its pace is being decided by the invaders than the Canadian defenders. Though they have tried and lost huge numbers of cavalry and militia like temporary forces. Though perhaps we should have some kind of proper agreement before we do anything of this sort.
[] Refugee labor, man, woman or child, we need to put these people to work. Focus on boosting food production. We should have just enough if we loose no more farmland, and its early enough in the year for this to provide huge boosts to the crop yield right when supplies are predicted to be at their lowest.
Conscripting anyone of able body to aid in farming went well, some towns and regions even requested that more refugees are sent their way so they could use raw manpower to clear areas for new fields and then actually farm them. Huge numbers of trees, rocks, rivers were removed or diverted whilst irrigation lines and anything from barns to wind powered water pumps popped up like weeds. Some harvests have been collected, but most foodstuffs will need another month or two, currently it seems rationing is unneeded, as the workers are earning sufficient food as part of their work.
[] Gather info on Invaders. What are their patterns numbers weaknesses. (Higher the roll the more info gained) (1D100= 99) CRIT!
A mass of operatives snuck by enemy lines to gather information on the aliens. Unsurprisingly many never returned. But those who did brought detailed information on the composition of enemy forces. When all this information is put together it gives us a much better idea of the enemies tactics and capabilities. Well, specifically their tactics when in held but unfriendly territory. Which is very different to how they act when assaulting the defensive lines.
On top of this there was another, rather surprising find. An element the government had largely, if not totally forgotten, the natives. They seem'd to move unseen through enemy territory, pouring out of reservation and strait into hostile territory, providing us with a large amount of information and various small sabotages to the alien forces.
Several reports from different agents report a meeting with 'Shadow Rain'. A man who refuses to name his tribe, instead insisting he is an american. He has heavily hinted that there is some-kind of agreement of alliance between a vast majority of Red Indians, though he doesn't like that term. And has asked to talk to an american diplomat or someone with authority. Offering several safe locations where they can meet his people.
The most basic enemy trooper, armed with a multi barreled rapidfire weapon in one arm and a more accurate and longer range incendiary firing one in their left.
About eight foot tall and an obvious hybrid of creature and machine. Estimated numbers at 1 to 2 million at either coast. If they were to push they could almost definitely overwhelm and break our lines.
Their right arm seems to be a hybrid of the infantries weapons, the triple barreled gun having a high fire rate but decent accuracy and firing incendiary ammo. Their left seems to be a standard hand. A deadly combination of firepower and competence. Whilst the 'Infantry' are slow in mind and easy to outwit, the Elites act like their namesake and perform a large part of hunting down those inside invader territory.
Almost ten foot tall with four fully mechanical legs and the ability to fly and move at around thirty MPH.
One hand is a claw and the other a very accurate weapon. Have been seen leading groups of other invaders and seem the best at finding hidden people and detecting traps before setting them off.
Seen constructing buildings, collecting salvage and manning guns, these seem to be the working caste and are estimated to be around as numerous as the 'Infantry' type of invader. They look almost normal, though still clearly a 'shroomhead'.
A small almost unarmored walker that a crewman, usually a worker, sits upon as they slowly advance and fire volleys of rockets. Killing crewman stops the machine. Hitting the joints will stagger it for a few seconds. Serves as support against fortified positions, much like field artillery.
A small hovering platform with two heavy guns upon it. Called in when dealing with masses of (Hostile) infantry. Each gun is a pair of heavy machine guns and two small rocket launchers.
So named for its ability to hover over a position and pummel it with fire. Using some kind of super hot semisolid projectiles thought to be plasma. No propellers, propelled by 'thrusters' that fire blast of heat as they push the ship in the right direction. Can travel to fast to track and switch to hovering over a position with a blink of an eye. Make a series of loud explosion like booms as they fly around. Can usually be brought down by a single rocket hit. The difficulty is hitting the fast and maneuverable craft.
Only Shadow Rain gave us info and sketches on this vessel, possibly real, if so likely the home of the leadership and kept deep in invader secured territory. This ship, if the sketches are correct, dwarfs most airships.
[] Study Invader walking tank, see what can be learned. (1D100= 15)
Not much is learned from the walkers, they are controlled by a seated officer, or maybe driver. They fire a cluster of missiles that spiral around before striking the target, likely to avoid counter fire. And they are powered by hydrogen cells.
The scientists spent much time fascinated by the calculating machine that controls most systems and manages the device, like an electronic brain. But the only useful info they offer are a few pictures with the locations of the fuel cell and joints marked. Hitting a joint will stagger the machine, piercing the fuel cell will either stop the machine dead or lead to a massive explosion. The thin armor covering the fuel cell can be easily breached by most heavy guns.
Stockpile=215
Tax income=83 a turn
Ore=112
Oil=85
Basic Goods=14
Refined Goods=13
The fantastic success of the military has allowed America to find its feet again, but it has gone through some major changes, reforms and reorganization took almost all of the president and officials time, but now its done, and America is ready to truly fight this surprise threat. Time to plan for the next six months.
Department of Defense (Military)
Along with the (Approx) 200,000 volunteers and/or soldiers, you have over 300,000 conscripts fighting along the two massive trench systems by each coastline. The next group of around 250,000 conscripts will be ready by around November 1940.
[] Fortify lines, current defensive lined could do with some reinforcement. (adds a large number of fortifications and artillery.) ((1 Turn)Threshold 30. Cost =6 Basic Goods, 3 Refined goods)
[] Prioritize explosives. Grenades and rocket launchers are proving to be pivotal in this conflict. ((1 Turn)Threshold 15, Cost 2 refined goods.) (Offers temporary boost to fighting effectiveness of all troops)
[] Just keep pushing. Order troops to push hard against invaders lines, they don't seem to be fortifying, we should use this to our advantage.((1 Turn)Threshold 90? Cost =10 Credits)
[] Push gently. Order troops to make a slower, more cautious advance. If we don't advance now we never will. They we should take care for their numbers far exceed our own. ((1 Turn)Threshold 70?. Cost =4 Basic Goods, 10 Credits)
[] Reorganize military. With the navy either totally lost or just out of contact, the army disorganized and your tanks and aircraft practically nonexistent. It might be time to reorganize your army. (Allows for better organization/cohesion when armies are moving or fighting, especially offensively. Warning, will mean your paying your army again. (Estimated army pay= 50 Credits per turn). (Threshold 40, cost= 20 Credits. ) (1 Turn)
[] Build Tanks. At the start of the war you had less than five hundred tanks, and yet each has proven its worth. even if most have fallen. ((1 Turn)Threshold 10. Cost =5 Refined goods)
[] Build military aircraft. Your air-force were easily devastated, maybe a new, slightly more up to date force could do a better job? ((1 Turn)Threshold 10. Cost =7 Refined goods)
Department of the Exterior (Diplomacy)
Obviously anyone outside of the country at the point of invasion is missing, so the new organization is largely focused around America and is still putting the finishing touches on their organization. Though they have reported a large number of Mexicans have fled into America, getting caught up in the refugee plans just like the Canadians.
[] Try to connect with all surviving Canadian leadership to form a full alliance. ((1 Turn)Threshold 10? Cost =5 Credits)
[] Try to connect with all surviving Canadian leadership to absorb surviving forces into US Military. ((1 Turn)Threshold 70? Cost =10 Credits)
[] Contact Mexico, see what can be done to aid each other. ((1 Turn)Threshold ? Cost =5 Credits)
Department of the interior (Infrastructure/administration)
With the countries command and supply chains rebuilt the newly formed department of the interior offers several different paths for preparing for the war.
[] Construct defenses. We will charge a high price for every inch. Trenches, bunkers and massive militia garrisons should aid in defense even if armed with outdated and civilian weapons. ((1 Turn)Threshold 30. Cost =8 Basic Goods, 4 Refined goods)
[] Build Civilian Factories. Adds 1 Civilian factory. ((1 Turn)Threshold 30. Cost =10 Basic Goods)
[] Build Military Factories. Adds 1 Military factory. ((1 Turn)Threshold 30. Cost =20 Basic Goods,)
[] Rework transport infrastructure. Its currently hard to transport everything to where it needs to go, building additional train lines everywhere should aid in this. ((1 Turn)Threshold 30. Cost =2 Basic Goods)
Department of Progress (science)
After the embarrassment that was the study of the walkers the scientists of the nation, in their newly organised structure are preparing to study anything the government throws at them.
[] Study invader corpses. ((1 Turn)Threshold ?. Cost =5 Credits)
[] Study 'Gunship' wrecks. ((1 Turn)Threshold ?. Cost =5 credits)
[] Try to work out 'Walker' controls ((1 Turn)Threshold ?. Cost =2 credits)
[] Try to salvage/re-purpose invaders integrated guns. ((1 Turn)Threshold ?. Cost =2 credits)
[] Try to design an aircraft to counter enemy 'gunships' ((1 Turn)Threshold ?. Cost = 3 Credits)
[] Try to design heavy tank to combat enemy infantry. ((1 Turn)Threshold ?. Cost =3 Credits)
Department of security (Intrigue)
Security agents have been searching the nation for invader infiltrators and military and native holdouts. They have successfully directed several groups towards others and American held land. And also checking for foreign agents withing the refugees fleeing into the country from your neighbors.
[] Seek out all isolated friendly forces, try to guide them back to your lines/territory. ((1 Turn)Threshold ?. Cost =3 Credits)
[] Gather info on Mexico. (Higher the roll the more info gained) ((1 Turn)Threshold ?. Cost =5 Credits)
[] Sabotage hostile forces/bases. ((1 Turn)Threshold ?. Cost =5 Credits)
[] Try to find and kill the (Theoretical) hostile leadership ((1 Turn)Threshold ?. Cost =5 Credits)
~AN~ Heading to bed now, will answer any questions come morning. Again, if you want to suggest any projects/actions I'll price them up and add them for you.
[] Plan Use Harden
-[X] Fortify lines, current defensive lined could do with some reinforcement. (adds a large number of fortifications and artillery.) ((1 Turn)Threshold 30. Cost =6 Basic Goods, 3 Refined goods) (1D100=91)
Massive defensive arrays form along the front line, from concrete bunkers to hundreds of artillery batteries. The construction proceeded at an unprecedented rate. Materials and workers meant for numerous other projects were re diverted here, the bunkers especially were vital in saving hundreds of lives daily in the routine skirmishes and probing attacks. The artillery, both shelled and rocket, has helped greatly in repelling and deterring attacks.
-[X] Reorganize military. With the navy either totally lost or just out of contact, the army disorganized and your tanks and aircraft practically nonexistent. It might be time to reorganize your army. (Allows for better organization/cohesion when armies are moving or fighting, especially offensively. Warning, will mean your paying your army again. (Estimated army pay= 50 Credits per turn). (Threshold 40, cost= 20 Credits. ) (1 Turn)(1D100=81)
Reorganizing the military was an expensive and controversial move. Many of the bean counters wanted to secure more wealth before starting to pay the military forces again. But still you persevered and found people easily falling behind the call of 'pay our boys'. An extensive and expensive task that almost took the entire month to complete. But now its done, the entire military structure has been rearrange with the navy and air force reabsorbed by the army.
Army forces themselves were then reorganized into a new structure with various ranks of officers embedded into the new groups. The changes are meant to facilitate large scale conflicts like the one currently gripping the world.
-A squad consists of ten men, this is the smallest official arrangement of men, though splitting them into smaller groups in urban or guerrilla conflicts is included in training.
-Platoons are fifty man units consisting of five squads.
-A Company is a two hundred man unit consisting of four Platoons.
-A Regiment is a force of a thousand men, consisting of five companies.
-A Contingent is a grouping of ten thousand men comprised of ten Regiments.
Current forces consist of:
Standard infantry Contingent. (15)
Conscript contingent. (48)
Scattered vehicles and combat aircraft. (Negligible.)
-[X] Try to connect with all surviving Canadian leadership to form a full alliance. ((1 Turn)Threshold 10? Cost =5 Credits)(1D100=60)
It wasn't especially difficult to find and facilitate communications between various Canadian holdouts. They very quickly agreed to an alliance, and by mid November many of the newly trained militia units were deployed up north to try and secure Canadian fortifications and settlements.
Unfortunately much of the resources and manpower meant for this project ended up being used to reinforce the front. Project gins the Embarrassed bureaucrats modifier.)
(Embarrassed bureaucrats= The bureaucrats made a mistake in funneling money away from this project, they're eager to complete it to save their reputations.(And careers.)+10(Expires Jun1941))
-[X] Rework transport infrastructure. Its currently hard to transport everything to where it needs to go, building additional train lines everywhere should aid in this. ((1 Turn)Threshold 30. Cost =2 Basic Goods)(1D100=37)
Train-lines now litter the country, offering dozens of alternative routes to any destination. Ensuring that there's always a direct route to your destination, and a variety of redundancies in case of trouble.
-[X] Study invader corpses. ((1 Turn)Threshold ?. Cost =5 Credits)(1D100=43)
The aliens are clearly man(Alien)/Machine hybrids. Or cyberneticly enhanced. Cyborgs for short. Their heavily armored chests hold all their vital organs, so focusing fire there is definitely the best bet. The Joint mechanisms and the connections between flesh and machine are of interest, but will likely require long term study to replicate.
+ 20 Bonus to (Try to salvage/re-purpose invaders integrated guns)
The alien weapons proved easy to remove and fit with triggers and handles for human use, giving them the power and ammunition needed to function was only achieved thanks to the study of the alien bodies.
It seems that a few varieties of the alien weapons rely on electromagnets to function. For example, the standard 'Alien infantry guns' propel the projectiles with a mix of chemicals and magnetic force.
Numerous 'Alien SMG's', 'Alien incendiary rifles', incendiary SMG's' and 'Alien rifles' are being distributed to the front lines on either coast. They have proven far better at piercing the Aliens 'rib' armor.
Some samples are being held back for further study.
-[X] Seek out all isolated friendly forces, try to guide them back to your lines/territory. ((1 Turn)Threshold ?. Cost =3 Credits)(1D100=49)
The department of security spent plenty of time aiding in finding Canadian forces and civilians and helping them back to friendly lines. But they also found and aided a Mexican force, Consisting of around twenty thousand militia. It's currently helping man the defenses on the Mexican border.
Standard infantry Contingent=1*(15)=15
Conscript contingent=0.5*(48)=24
Scattered vehicles and combat aircraft=Negligible
America has held the line with reduced casualties thanks to its defensive posture and extensive defenses. Though many politicians are pushing for a massive offensive to win the war before summer. Time to plan for the next six months.
Department of Defense (Military)
Recently reorganized the DoD Currently consists of 63 Contingents, Approximately 630,000 men fighting to protect america and its people.
[] Fortify lines, the Canadian front could do with some reinforcement. (adds a large number of fortifications and artillery on Canadian soil.) ((1 Turn)Threshold 30. Cost =5 Basic Goods, 2Refined goods)
[] Fortify lines, the Mexican border could do with some reinforcement. (adds a large number of fortifications and artillery.) ((1 Turn)Threshold 30. Cost =4 Basic Goods, 1Refined goods)
[] Prioritize explosives. Grenades and rocket launchers are proving to be pivotal in this conflict. ((1 Turn)Threshold 15, Cost 2 refined goods.) (Offers temporary boost to fighting effectiveness of all troops)
[] Just keep pushing. Order troops to push hard against invaders lines, they don't seem to be fortifying, we should use this to our advantage.((1 Turn)Threshold 90? Cost =10 Credits)
[] Push gently. Order troops to make a slower, more cautious advance. If we don't advance now we never will. They we should take care for their numbers far exceed our own. ((1 Turn)Threshold 70?. Cost =4 Basic Goods, 10 Credits)
[] Build Tanks. At the start of the war you had less than five hundred tanks, and yet each has proven its worth. even if most have fallen. ((1 Turn)Threshold 10. Cost =5 Refined goods)
[] Build military aircraft. Your air-force were easily devastated, maybe a new, slightly more up to date force could do a better job? ((1 Turn)Threshold 10. Cost =7 Refined goods)
Department of the Exterior (Diplomacy)
The Alliance with Canada has allowed the Department to prove its worth, so now they reach for even bigger goals and targets.
[] Try to connect with all surviving Canadian leadership to form a full alliance. ((1 Turn)Threshold 10? Cost =5 Credits)
[] Try to absorb surviving Canadian forces into US Military. ((1 Turn)Threshold 70? Cost =8 Credits)
[]Try to convince Canadian leadership to join America. Uniting the nations. ((1Turn)Threshold 90? Cost =15 Credits)
[] Contact Mexico, see what can be done to aid each other. ((1 Turn)Threshold ? Cost =5 Credits)
Department of the interior (Infrastructure/administration)
Materials and goods now flow uninterrupted throughout america, all you need now is more of them.
[] Construct defenses. We will charge a high price for every inch. Trenches, bunkers and massive militia garrisons should aid in defense even if armed with outdated and civilian weapons. ((1 Turn)Threshold 30. Cost =8 Basic Goods, 4 Refined goods)
[] Build Civilian Factories. Adds 1 Civilian factory. ((1 Turn)Threshold 30. Cost =10 Basic Goods)(Embarrassed bureaucrats= The bureaucrats made a mistake in funneling money away from this project, they're eager to complete it to save their reputations. (And careers.)+10(Expires Jun1941))
[] Build Military Factories. Adds 1 Military factory. ((1 Turn)Threshold 30. Cost =20 Basic Goods,)
Department of Progress (science)
The greatest collection of scientific minds outside of Germany.
[] Study 'Gunship' wrecks. ((1 Turn)Threshold ?. Cost =5 credits)
[] Try to work out 'Walker' controls ((1 Turn)Threshold ?. Cost =2 credits)
[] Try to design an aircraft to counter enemy 'gunships' ((1 Turn)Threshold ?. Cost = 3 Credits)
[] Try to design heavy tank to combat enemy infantry. ((1 Turn)Threshold ?. Cost =3 Credits)
[] Replicate 'magnetic assisted weaponry'. ((??Turns). Cost =7 Credits)
[] Replicate 'Incendiary weaponry'. ((??Turns). Cost =5 Credits)
Department of security (Intrigue)
Security agents have been searching the nation for invader infiltrators and military and native holdouts. They have successfully directed several groups towards others and American held land. And also checking for foreign agents withing the refugees fleeing into the country from your neighbors.
[] Seek out all isolated friendly forces, try to guide them back to your lines/territory. ((1 Turn)Threshold ?. Cost =3 Credits)
[] Gather info on Mexico. (Higher the roll the more info gained) ((1 Turn)Threshold ?. Cost =5 Credits)
[] Sabotage hostile forces/bases. ((1 Turn)Threshold ?. Cost =5 Credits)
[] Try to find and kill the (Theoretical) hostile leadership ((1 Turn)Threshold ?. Cost =5 Credits)