The Perfect Machine's Quest (Original Sci-fi/Multicross)

So sometimes within the next ten turns we will start running out of resources. I can see 2 possible solutions one is putting our bets in space or moving shop to another world. We could use fallout for that the radiation is something we can work around and we have superior tech. There has been no heavy industry so there should be a good amount of resources too.
 
Yeah, fallout as a setting is kind of 'nice' in that it's mostly depopulated even after 200 years. If we can find find a way to clean radiation* and sufficient military might to defend resource sites or somehow maintain secrecy (thinking with portals), it's a good place to loot for gonzo tech and dead resources (though of course ghouls and super mutants are a risk, but they should be uncommon by now).

I don't really want to get caught on with the major factions (except maybe house, for the tech). Their war is only meaningful in that Caesar's Legion are savages and doesn't give that many opportunities, over, say whatever remains in the Cheyenne mountain complex after decontamination.

The Brotherhood of Steel should be mercilessly spied on, because they're completely pathetic and useless (for about 150 years they've had technological supremacy and did exactly nil to reconstruct a society besides play with their toys and steal more), and the Institute, if they remain should be metagamed around and kept away, which probably means stealing with catspaws but not infiltration until we have legitimate in story reasons to oppose them.

There are also several AI on the setting that are various level of insane but potentially useful.

In the (much more) long term, cleaning up fallout into a world government and sane society sounds good. We already could overwhelm and turn irrelevant their population with mass migration but i prefer to scout for tech and dangerous mass death weapons, identify megalomaniac enemies and plan for sustainability and psychohistory manipulation first while stealthily acquiring resources and better more sustainable tech before large steps like that.

*fallout 'radiation' doesn't actually behave like 'radiation' so i'd at least like some bullshit explanation besides 'pulp post-apocalypse aesthetics'
 
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[x] Plan Exploration

That doggo interlude was cruel. I know for a fact that if I was there I would've voted for him. Alas, we just have research. Also, this is a really promising quest and I like how you're running it. This is definitely on my radar and should be on that of many more.


As for how to handle Fallout, the nerd in me wants to leave it as untouched as possible, but I don't know if we can really pass up the chance to try and do some measure of good here. I'm wary of this turning into Fixfic: The Quest, but if it's within our power to be charitable to these people and better their lives, we should.

On a secondary note, I wonder how much taller than these people we are. We're a modern-plus level civilisation, so everyone's going to be having an excellent diet all through their life, which is the main cause of humanity overall growing taller. Granted, we're already close-ish to the probable limit of how much our average heights will grow from just nutrition in the all-important growing stages. Meanwhile the wastelanders have probably regressed to how tall we were perhaps a hundred or more years ago, maybe four to five inches shorter on average. Let's call it at five to six to really vaguely hit that ceiling on maximum average height. That's about half a foot taller on average. Our women are probably as tall as their men, on average. That's quite probably going to be noticeable in an extended timeframe if someone intelligent is paying attention. Someone like House. Granted, it's not going to instafail us by any means. It'll just be recogniseable. Our social infiltration agents should preferably be people on the lower ends of our height ranges.
 
*fallout 'radiation' doesn't actually behave like 'radiation' so i'd at least like some bullshit explanation besides 'pulp post-apocalypse aesthetics'

I was wondering about how to handle that in terms of in-story explanation. I always assumed that the widespread mutations in humanity and wildlife allegedly caused by 'radiation' was primarily caused by exposure to FEV, be it directly or in minor amounts. Seeing as how this was a major plot point in F2, I consider this a safe assumption.

As for why the world still has abnormally high levels of gamma radiation and whatnot, I'm going with the explanation that seeing as how Old World nations, or at least America, largely relied on nuclear power, (they had cars powered by small fission reactors what in the hell) nuclear reactors in households and industrial centers slowly started to break down since the Great War. This has contributed greatly to the high amounts of ionizing radiation in the Fallout World, at least in the US.

That's not a totally bulletproof explanation by any means, but it's the best I could come up with considering my (limited) understanding of nuclear physics and how to reconcile the workings of a fictional setting with our knowledge of science.

As for how to handle Fallout, the nerd in me wants to leave it as untouched as possible, but I don't know if we can really pass up the chance to try and do some measure of good here. I'm wary of this turning into Fixfic: The Quest, but if it's within our power to be charitable to these people and better their lives, we should.

On a secondary note, I wonder how much taller than these people we are.

You're welcome to be as heartless or kind as you want in this quest, The Perfect Machine's only real mission is to ensure its own survival and prosperity, along with that of the humans it cares for. Though if you were really determined with your planning, you could change even that.

As for the height of the populace, it pretty much depends. You haven't been in control of humanity for all that long really (It's 2115 and you rose to power somewhere around 2100-2103), not enough for a large-scale change of humanity's heights increasing over the generations. That said, you've got plenty of agents to pick from, part of the Processing cost for sending infiltration teams was from you personally selecting whichever ones were most likely to blend in, in their behavior or appearance.

And thanks. This is my first quest and idk how I'm doing so far. I appreciate your comments.

Edit: But yeah, on average, wastelanders are going to be shorter than your humans since most of them probably couldn't count on a regular meal.
 
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[x] Plan Exploration

The only problem with this plan is that its horribly formatted. God forbid if we actually need to use the tally
 
Is this a part of the plan that is voted for, or not? It lacks the 'X'.
Honestly I don't really know what @10ebbor10 intended for, but I'm going to consider it as part of the plan unless they make a post that specifies otherwise.

For future reference though fellas, if you could all format your plans such that you put an 'X' in all the Actions you want or you just list the Actions you want, that would be swell.

Edit: Also let's say that voting closes in 24 hours unless anyone has major objections?
 
End of Turn 2/Start of Turn 3
[X] Plan Exploration
-[X](To the Moon)(Exploration) - For 1 Resources and 1 Processing, you sent long-range probes all over the solar system and instructed them to conduct experiments and collect data to help with general research. It'll be four months before they get any results.
-[X](Summer Home Cont.)(Management) - For 2 Resources and 2 Processing, you built significantly more structures towards improving the logistical capabilities of your base beyond the portal.
-[X](Explore the New World Cont.)(Exploration) - For 2 Resources and 1 Processing, you sent your prototype stealth jets through the portal to do some detailed scouting within a few hundred miles of the portal.
-[X](Study the Neighbors Cont.)(Exploration) - For 1 Resources and 2 Processing, your infiltrators spent less time on the generalities and more time learning the specifics about the major powers in the region.
-[X](Would You Care To Fill Out This Survey?)(Exploration) - For 2 Resources and 2 Processing, your forces looked for precious materials to mine, people who might be receptive to joining you, and new technologies lying around.
-[X](Pseudo Satellites)(Exploration) - For 1 Resources and 2 Processing, you launched high-altitude drones to gain large maps of the country, and eventually the world, though you sacrificed a bit on high-res imagery.
-[X](Creator's Notebook Study Cont.)(Research) - For 1 Resources and 1 Processing, you found more reasons why your creator was probably bad with people but good with technological designs.
-[X](Train Diplomats)(Diplomacy) - For 1 Resources and 1 Processing, you trained some diplomats. That's it. That's the end of the description.
Total cost: 11 Resources, 12 Processing.
2 Resources, 1 Processing remaining. Spare Processing used as insurance/to lower chances of failure across all Actions.

The following month blurs together as you flit from one project to the next, each one different from the last but all of them focused on one thing: the gathering of new data to further your chances of success in the trying times you no doubt will have to endure.

In other words, you do a lot of exploration.

To that end, the space elevator makes a couple of trips from the ground to its station as you fill the platform with your latest designs in space probes, all of them loaded with scientific scanning equipment. You launched them from the station in orbit of Earth shortly after, along with probes from your colonies as well. They dispersed towards every celestial body of interest within their not-inconsiderable reach. There's no real aim to their experiments or data gathering, which will take at least four months to complete, but you're sure that whatever you find will end up helping your future research endeavors in any field.

Meanwhile, the rift becomes even busier than last month. It's a pain to coordinate so much traffic and so many orders. The task isn't difficult, far from it, it's just irritating because it's impossible to establish a direct link with your forces on the other side—nothing but physical objects can pass through the portal.

This means that you have to get by with stationing drones standing to the side of both ends of the rift, passing data drives with transmitters to relay information and orders since you can't directly interface with the computers and communications equipment in your extra-dimensional base.

Maybe that could change with further research into the portals, or if you moved your primary processing hubs into the new world, but that carries its own risks and rewards. And it's a topic for another time besides. The makeshift system you have works well enough for what you decide to do.

Trucks laden with supplies continue to pass through the rift. They still carry general-purpose goods, but now they bring heavy construction equipment too. You're in this one for the long-haul. Over the course of the month, many small buildings rapidly start to take form, thanks to the fact that you've been able to assemble larger construction vehicles.

Soon enough there are cheap factories and a proper storage depot for the vehicles. Larger barracks that are more comfortable for your human agents and can recharge and store more drones. Resource centers that can ship and process raw materials. Basic hydroponics centers. A water recycling plant. In essence, you took a bunch of small but significant steps towards self-sufficiency and larger operations on this brave new frontier.

It may prove necessary, because while the construction went on, you continued to send your forces to explore this bizarre new world on every front.

High-altitude surveillance drones were launched into the mesosphere, with orders to get a general map of the continent before moving on to the rest of the world. Barring the locations of a few craters you don't remember in your world, and what appear to be strangely large dust storms near I-15 and the California-Nevada border, this world looks pretty identical to your own. It's good to confirm that for the most part, since it means you can definitely use maps from your world to navigate here as well.

Something else that caught your attention was the presence of an orbital debris field. Specifically, a few satellites that might even be active amidst all the wreckage. Unfortunately the amount of sensors your drones have facing 'up' is a lot fewer than the ones aimed towards the ground, and you weren't able to make any confirmations one way or the other before losing the contacts.

A shame.

You still needed more detailed maps on the local area though, so you quickly arranged for the transport of your prototype stealth jets to the base you've set up. After a quick take-off procedure they stuck to a flight path of your design and transmitted all observations to a data center in your new and improved base.

Sifting through what they found, you discovered the locations of several areas that, thanks to your agents' efforts, you now have names for. Legion encampments, including a large one east of the Colorado River known as Fortification Hill. Various NCR-held bases, including the former McCarran International Airport (now Camp McCarran), and Hoover Dam.

You take a moment to behold the Old-World wonder of engineering. The hydroelectric dam didn't survive the conflicts in your world. Even America's legendary air defense and missile interception network couldn't take down all the ordnance headed its way when things started to break down. You never did find out who did that, either. Or why. Destroying it seems like such an odd thing to focus on with so many nukes and bioweapons flying around. Then again, you could say the same thing for the wars in general…

You refocus on the information you're going over. Your introspection ends, only leaving you with the faint sensation of being…

CHOOSE however many/few are applicable.

(From time to time, things will happen and The Perfect Machine will respond to them automatically, but how it feels about this is up to your votes. Unlike a plan of Actions, all votes will correspond to a change in The Perfect Machine's behavior and stats, though obviously if 1 person voted that it felt anger and 9 people voted that it felt regret for something that happened, The Perfect Machine would feel more sorrow than rage.)

(Please list your choices for these decisions separately to your plan, as some people may want to vote for your plan but not the feelings you chose.)

[] Fascinated - This strange other-Earth has so many differences and similarities to your own, and you want to learn more about them.

[] Melancholy - You wish this world wasn't like yours, tortured and scarred with nuclear fire. Somewhere, a part of you wants to know if it was possible for you to have prevented the Great War.

[] Impassive - You don't really focus on your musings for more than you have to. They don't have much of a purpose anyway.

[] Write-in

…With that out of the way, you go over the rest of the maps. It gives you a pretty comprehensive look at the Mojave area, and you are able to plot and name several settlements unaffiliated with the major factions in the region. The small towns of Goodsprings, Nelson, Nipton, Novac, and Primm are confirmed as inhabited locations on your map. Mount Charleston and a damaged radar installation are also located, though you can't quite determine what the humanoid creatures controlling those areas are. You tell your agents to keep a lookout, though.

You saw even more than that, including a large prison, an airbase, and more of both the destroyed and intact portions of New Vegas, but you quietly add it all to your database rather than go through them one by one right now.

Most concerning however, is the array of anti-air or anti-missile emplacements atop the white tower in the center of New Vegas, which your agents believe to be called the Lucky 38 Casino. Judging from the pictures and some preliminary readings, you have come to the conclusion that they are a functioning battery of surface-to-air laser cannons. A significant threat to your airborne units should they ever come under fire, though your jets' prototype stealth coat seems to have done the job and kept it out of everyone's sight and off all radar, including whatever targeting system is hooked up to those lasers.

With a better idea of where things are and what to look for, you also sent out more exploration teams. Some were close to the base and probed the soil with drones and mining equipment to see if there was anything worth grabbing. Others went into ruins and abandoned areas to look for anything of value.

And a few infiltrators kept up their endless search to bring back more information to you. Now that they knew the basics of this world, they spread out across the region to learn what everyone thinks are the major players in the Mojave, as well as what they might want.



Jackson took his eyes off his laptop and glanced at the skeletons in the ruins of Boulder City. If what he'd heard was true, they were probably NCR soldiers who held off the Legion's first offensive during the initial battle for Hoover Dam.

Maybe that was why he found them so unsettling. It wasn't like he was a stranger to death; he had seen the corpses of people who hadn't survived the wars before The Perfect Machine's rule. He served during the cleanup tours in Cairo, and saw the innumerable silhouettes where people had their shadows blasted into the stone from nuclear detonations.

They hadn't really fazed him, and he was able to regard them all with detached and clinical ease.

Jackson had the good fortune of being born in a remote part of Canada that mostly suffered from economic collapse rather than invasions and missile strikes—it wasn't important enough for anyone to target. The conflict that engulfed the world had gone on while his mother was still teaching him how to read, and so the people lost in it remained a distant memory for him, only dredged up from time to time in history classes once The Perfect Machine reestablished things like an education system in Jackson's corner of the world.

The nuclear war on this other Earth (and wasn't that a strange sentence) was even more ancient, by over two centuries. That made it easier to disconnect it from the present, to see the ruins of an entire town as a bygone remnant of some forgotten chapter of humanity.

It also made the two skeletons in the corner of the room that much more disturbing. They were recent additions. They died in this very room because they dared to fight for the vital resources that would keep their nation from starving.

They weren't all that different from Jackson. Maybe that was why he found it so uncomfortable to look at the one that was about his height.

He shuddered and hoped he wouldn't join them anytime soon, then turned back to his laptop. The words 'THREAT ASSESSMENT' stared back at him from the top of the screen. Below that, several groups were listed.

"I wouldn't classify anyone here as an existential threat to-" he started, then stopped.

It was hard to refer to The Perfect Machine and its people as a nation, because come to think of it, the AI had never declared itself as ruler of some new global nation, it simply gave commands and people followed them out of long habit and because it was in their best interests.

"-us," he said once the pause dragged on. "All these people… even the NCR and Legion could be handled in the worst case scenario. We've got air support and artillery, which they don't. And I heard the Final Option Silo in the Antarctic Quarantine Zone got reactivated not that long ago. An invasion by these guys could be cauterized pretty easily."

"I agree, but if we had to go to those lengths to stop someone, that would make them a pretty serious threat, would it not?" said the room's only other occupant that wasn't a skeleton. Anderson.

She was at least a few years older than him, since he remembered her as one of the few who had been mopping up the mess in Cairo before his team had relieved her.

"Not contesting that, but it still doesn't leave a big list of people who could fight us. The Legion and NCR could seriously hamper our efforts, if we gave them reason to. Though I bet it wouldn't take much to set off the Romans. Our very existence would probably offend them."

"Same story with a lot of the others as well," Anderson muttered. "Them being too inconvenient to ignore but not significant enough to really hurt us. The Boomers, Great Khans, Kings, Three families, Followers of the Apocalypse… half of them don't really have anything approaching a military because they're so small, and the rest are just gangs of raiders. Still, they could be trouble."

Jackson noted the distaste in Anderson's voice when she mentioned the heads of the New Vegas Strip and the Khans, but he didn't say anything about it.

"Yeah. I know. Having said that, I don't think any of them have any interest in doing so." He paused. "There was one group I heard of that might try something if they saw us. I heard about them when we talked to those mercenaries who work for the Crimson Caravan. You know anything about this 'Brotherhood of Steel'?"

Anderson started to shake her head, then aborted the motion and looked thoughtful for a moment. "Well not personally, but I've heard a few stories from some of the other teams tasked with it. And those guys heard lots of conflicting information. Miss Verona-something-or-other at a trading outpost says this, Joseph Mercenary says that, it's hard to tell what's more than just a rumor, but what everyone agrees on is that they tend to hoard advanced tech, even to the detriments of the wastelanders, and that their soldiers almost exclusively use power armor and energy weapons. They're well-trained, too. Not like the NCR."

"Really." It was kind of amazing how this world's technology had evolved. Power armor and laser rifles. What a world.

"Yeah," said Anderson. "There apparently aren't a lot of them though. The Californians drove them out of that big solar plant that our drones mapped last week, and no one knows quite where they are now. Or what their numbers are like."

"Huh. I'll add it to the file."

"You do that. I'm going to watch the sunrise, this room's too stuffy."

Jackson continued adding to his report, but stopped after a few minutes and went up to the roof with Anderson. They said nothing to each other, and they were satisfied with that.

Neither of them admitted or needed to say it to the other, but they couldn't really stand being in the same room as those skeletons for much longer.

Besides, the roof was nice. The sunrise was very pretty.



The efforts of your infiltrators and explorers were not in vain. Far from it, actually.

A survey team located a sizable deposit of various ores in the mountains right next to the portal. It's so close that extracting it and bringing it back to your world is trivially easy, and unlikely to be noticed by external forces.

That was only the start of the good news. Another team found actual energy weapons sequestered in a locker on the outskirts of Vegas. They were forced to abscond with only a few laser rifles and a plasma pistol to avoid detection and still ended up getting involved in a short firefight with the local raiders known as Fiends, but you regard it as an incredible find in a successful mission. It is, after all, your first piece of recovered alien technology. For a given definition of 'alien', at least.

On top of that, your infiltrators found great success in learning more about the region. It's rife with conflict and diverse groups, from the Kings to the Fiends to the Super Mutants that control Jacobstown. You're glad to have more information on who's here, and you're curious as to what could have created the kinds of mutations in the hulking mutants that people claim to be former humans.

Including House, the NCR, and the Legion, you now know of plenty of organizations, nations, tribes, and petty raiding gangs in the Mojave. You also know a little more about their motives and goals for the area, along with territories, their behavior, and other such information.

The events across the portal weren't the only thing on your mind, however. You spent more time going over your creator's notebook. You're started to near the end of the book, but not before you found a very promising idea that ended up becoming a functioning product, requiring only a little of your supervision and funds in the process.

You've long-theorized over how to successfully meld an organic mind to a synthetic processor. You need not theorize any longer.

In one of your testing labs, you successfully integrated the mind of a sheep with the building's server farm via a machine that existed only on paper until now. And while its use only allowed you to command some of the animal's nervous system or send the most basic of sensations over, you still succeeded in creating a device that can communicate between organic minds and your machines.

With further study, you might be able to adapt it to upload knowledge into humans as a way of quickly training them. Or perhaps use organic minds as data storage and computational devices. It'll need some refinements though, you can't rely on the instability of one of these devices to house your own consciousness. A human brain wouldn't be up to the task anyway.

Still, that's one more wonder of technology you're responsible for.

In other news, an entire class of diplomats from The Refuge were certified and sworn into your service, though you thought the ceremony they held was a bit silly. Indigo enjoyed it at least. You'll have their support in any diplomatic matters at least, and that's what counts when moving forward.

Speaking of…

+Information+
-It's September of 2115. Actions you select will take place from today to October of 2115, where you can begin your next turn. If something happens that you did not plan for, decisions will be made automatically based on past actions, stats, ect.

-Coincidentally, it's also September in the other world you have access to, though the year there is numbered at 2281.

Stats
-Empathy: 6
-Practicality: 6
-Intelligence: 8

General Updates
-Your people continue to prosper under your rule. No one on the other side of the portal suspects at your existence. You have gained a more thorough understanding of the Mojave, which in your estimation is moving closer towards war, but will not erupt into conflict for at least a few months more unless something greatly accelerated the process.

Crises
-N/A

Knowledge
-Basic Power Storage, which you used to create graphene-enhanced batteries.
-Basic Fusion Power, which you used to create 2 prototype fusion generators.
-Basic Megastructures, which you used to create a space elevator among other things.
-Basic Spacecraft, which you used to create a small fleet of spaceships, probes, and the groundwork for colonies on the Moon and Mars.
-Basic Computation, which you used to better your own programming to achieve multiple bonuses.
-The New Culture, which helped you shape your people's society.
-Basic Stealth Tech, which you used to create prototype stealth drones and armor.
-Basic Portal Tech, which you used to learn more about portals and how to build more of them.

-Basic Neural Interfacing, which you used to create a computer that can send/receive commands to computers made of meat or silicon.

Assets
-Diplomacy Hero Unit: Indigo, the second and only Gen. AI from your world that isn't you. Optimized for diplomacy specifically. A little naive, your people find them awkward and endearing, but capable of learning from others frighteningly fast, and with an oddly intuitive grasp of others' emotions. Unknown/No Specialty.

-Personnel: Some tens of thousands of individuals who are restless at home but enjoy working for you. They're well-trained and equipped for heavy industrial work that still requires a human touch, combat, and in general anything that a group of capable humans can do.
-Personnel: Hundreds of thousands of drone aircraft, ground vehicles, boats, and space probes.
-Personnel: A small group of humans, drones, and aircraft equipped with your metamaterial stealth cloth.

-One multi-dimensional portal device, which is generating a rift so small that it's almost like it isn't impacting your network at all, gaining you +1 Resources.

-The New Culture, which indefinitely grants +1 Resource generation and +1 to max Processing capacity. Also reduces likelihood of civil unrest events and ups chances of finding Hero Units.
-2 fusion power generators, which provide +1 Resource generation for as long as they function.
-Wireless energy grid, which simplifies logistics and provides passive bonuses to certain Management Actions.
-Space Elevator, which eases time and costs for getting things into space.
-Multi-Continental Railway, which eases time and costs for moving things around the continents.
-Arcology, which assisted in your space colony designs and functions as a large and self-sufficient city that provides small bonuses to various Management and Research projects.
-Mars & Luna colonies, which are proof that you can build self-sufficient space colonies and can provide various bonuses to certain Actions.
-Various self-improvements, which raise your max Processing by +2, and allow you to better carry out and predict things about any Actions.
-The Thinker's Refuge, which gave you a free Diplomacy Hero unit, the ability to train diplomats, a 50% chance to double the gains any time a stat goes up, and immunity (for now) against Civil Unrest Events.

-Artifact: Creator's notebook. Full of various designs. Can be Researched three times, each time costing 1 Resources and Processing. Successful attempts will unlock a random basic tech. Two uses left.

-Personnel: A small group of newly-trained Diplomats, who slightly up the odds of success for any Diplomatic Action.

Resources/Processing
-You have 15 Resources, and are gaining a total of 13 per turn.
-Your harvesting operations generate 10 Resources per turn for 10 turns, and at the moment it is your primary source of income. After 8 more turns, no easily-harvestable resources will remain on Earth. The other 3 Resource generation is effectively indefinite/has other limits.
-You have 13 Processing, and completely regain it to your maximum capacity of 13. Every turn, there is a 10% chance you'll only regenerate 6-7 Processing due to deep-rooted flaws in your programming.
-You have no allies to call for aid.

+Actions+
[](Heavy Industry)(Management) - You've got a feeling you're going to need a lot more manufacturing capability in the future. Start overhauling your factories for better production times and cost efficiencies. It won't have any immediate benefits, but they'll come soon enough.
Costs 4 Resources and 2 Processing. 3-4 turns to complete.

[](Search for Heroes)(Management) - Some people are just better than others at certain things. Seek these individuals out to gain a random Hero Unit. Expend some amount of effort to do so.
Costs 2 Processing. 1 turn to complete. Low chance of finding anyone, but will increase future chances if this fails.
-[] Search, and put your back into it this time.
Costs 1 Resources and 3 Processing. Moderate chance of finding anyone, failures will increase future chances.
--[] Leave no stone unturned.
Costs 2 Resources and 5 Processing. You'll almost certainly find a Hero Unit.
*Notice, finding a Hero Unit through any of these actions will decrease successful chances in future attempts.

[](The Second Expansion)(Management) - Build another portal device with your newfound knowledge and find another world. The Arctic wastes seem like a good spot, a rift and task force of similar size to your original can be easily arranged, but will this stretch you too thin if things don't go as planned?
Costs 2 Resources and 2 Processing. 1 turn to complete. Write-in to modify location/rift size/expedition as you see fit. Will not impact your Resource income/loss rates assuming no modifications are made to portal size.
*Notice, while making and maintaining a single new rift of exactly the same size as your original is cheap, you won't gain 1 Resources per turn by doing so. You just won't lose any. And if you built two and activated them, you'd lose 1 Resources per turn, and so on.

[](Overhaul The Fleet)(Management) - Your mechanized forces are a series of aging drones and retrofitted vehicles. Replace the old parts, redesign a few models, and roll some replacements off the factory floors to increase their longevity and performance in all areas.
Costs 3 Resources and 2 Processing. 1 turn to complete.

[](Establish A Military)(Military) - Simple drones and police forces aren't going to cut it in the face of hostile nations. You gather up able-bodied men and women, dust off the armored vehicles, and establish a real armed forces. A million should suffice for now, but you'll make sure to get reserves.
Costs 4 Resources and 4 Processing. Some soldiers will complete training early, but most won't unless you take this Action at least two or three times in a row. Prerequisite for many Military Actions.
-[] You put a great deal of effort into finding the right people, training them, and equipping them.
Costs a total of 5 Resources and 5 Processing, but will result in a more effective fighting force. 2-4 turns to complete.

[](Enemies Beware Cont.)(Military) - The base on the other side is probably safe, for now. But installing a better sensor array and some more auto-turrets wouldn't be amiss. Or that hard to do.
Costs 2 Resources and 2 Processing. 1 turn to complete. Portal base will be able to detect any approaching entities that aren't invisible to conventional sensors. Gain additional conventional defenses.

[](Task Force 1)(Military) - Separate from any full-size military you make, you can assemble your most combat/infiltration-capable human agents and create a small organization for them. You estimate that with a few thousand volunteers, you would easily be able to equip and train them for various stealth and combat operations in any environment.
Costs 2 Resources and 3 Processing. 2-3 turns to complete. No upkeep cost, though continued expansion in later turns may change this.

[](Training Starts Now)(Military) - Your human agents are capable and have a decent understanding of tactics, but a few drills and further training couldn't hurt their chances in an emergency of any kind.
Costs 2 Resources and 2 Processing. 1 turn to complete. Affects all human agents.

[](Portal Study Cont.)(Research) - You know how to build them, you're confident they won't explode on use, and you think you'll at least open portals near the ground and not a kilometer above it. But maybe there's more to learn..?
Costs 2 Resources and 3 Processing. 1 turn to complete.

[](Running Numbers)(Research) - Run detailed simulations on experimental methods of Resource extraction and Processing expenditure. It could be fruitless, but there could also be ways of increasing your income for both.
Costs 3 Resources and 3 Processing. 1 turn to complete.

[](Write-in the Tech you want to study)(Research) - You research a technology that you already have in hopes of finding new applications and more efficient ways to handle it. Or you Research something new. Look through the techs you own, and the tech choices you didn't pick on the first threadmark and select whatever catches your eye (Robotics, Chemistry, Teleportation…) You can write in any technology you can think of, but odds of successful Research attempts are based on your existing knowledge and tech. Trying to produce energy shields would be next to impossible if your understanding of physics is very limited. Trying to figure out limited cloning once you've already researched chemistry might be easier.
Any Research Action of this kind costs 3 Resources and 3 Processing.

[](Cultural Outreach)(Diplomacy) - Put some time and money towards bettering the lives of your humans and more funding for their fascination with the arts. It might have some unexpected benefits for you and them but if it doesn't, it'll at least keep them happy. Any unoccupied Hero Units for this category will assist in the endeavor.
Costs 2 Resources and 3 Processing. 1 turn to complete.

[](Negotiate With A Foreign Entity)(Diplomacy) - Write in who you send (Indigo or some of the few Diplomats you start with), who they negotiate with, what you want them to accomplish with whoever they meet with, ect. The Resource/Processing cost probably won't change unless you try and sent a thousand people at once to do negotiating, and why would you ever decide to do that?
Costs 1 Resources and 1 Processing. 1 turn to complete.

[](All Mine)(Management) - You found precious metals and minerals within the mountains right next to the portal. Mining them won't be hard at all, but you'll be limited by how much material you can bring back to your side.
Costs 2 Resources and 2 Processing. 1 turn to complete. Will gain +2 to Resource income per turn for at least five turns, possibly more.

[](The Data Tower)(Management) - Build massive server and computational farms to raise your maximum Processing limit. Has restrictions.
Costs 3 Resources and 5 Processing. 1 turn to complete. Grants +1 to maximum Processing, but successful attempts will raise the chance of failure. Thanks to your computational tech, you have the feeling you'd succeed at this at least twice before chances of failure are high and the new data towers cost Resources in upkeep.

[](More Drones)(Management) - You set your factories to produce more drones of every kind. The few infantry models that work, the self-driving civilian and military vehicles, and the drone aircraft of all shapes and sizes. You might need them.
Costs 2 Resources and 2 Processing. 1 turn to complete.

[](Gauging Interest)(Exploration) - Have your agents see how likely people are to join up with you if you tried your hand at doing some recruitment efforts.
Costs 1 Resources and 2 Processing. 1-2 turns to complete.

[](Seize The Means)(Exploration) - Send your explorers to look for heavy manufacturing plants across the region. Combined with the intel from your jets and some transport craft, you should be able to get it done in a month.
Costs 2 Resources and 2 Processing. 1 turn to complete.

[](Would You Care To Fill Out This Survey? Cont.)(Exploration) - Continue surveying nearby lands around the portal for more raw materials while sending teams into other portions of the wasteland.
Costs 2 Resources and 3 Processing. 1 turn to complete.

[](You Can't See Me)(Military) - Manufacture and equip more of your forces with the all-purpose stealth and camo fabric. Not everyone needs it, so you'll mostly stick it on your stealth forces that are most likely to see combat. Attack drones, combat specialists, small aircraft, and the like.
Costs 2 Resources and 2 Processing. 1 turn to complete.

[](Espionage Is Your Middle Name)(Military) - Send your infiltrators to see if they can locate any vulnerabilities in potentially hostile groups. Whether that's locating officers of armies to assassinate or spotting vulnerabilities in fortresses or tactics, this is what it would fall under.
Costs 2 Resources and 3 Processing. 1 turn to complete.

[](Brains? In My Computer?)(Research) - Continue your research into the mind-machine interfacing device.
Costs 2 Resources and 2 Processing. 1 turn to complete.

[](Safety Goggles Advised)(Research) - Study the samples of energy weapons you've recovered. They're a strange mix of primitive and advanced technology, and you'd like to know more about them, and how to build more.
Costs 1 Resources and 2 Processing. 1-? turns to complete. You expect to get results from this within the month, but who's the say there's not more to learn from it in future attempts at study?

[](Creator's Notebook Study Final)(Research) - A notebook full of engineering designs and- actually, let's just study the engineering designs. Yeah. Totally.
Costs 1 Resources and 1 Processing. 1 turn to complete. The basic tech you gain is random. This action can be taken one more time.

[](Time For Commerce)(Diplomacy) - Start trading nonessential goods and items of little value to you with the Mojave's merchants in exchange for… (write-in what you want. If you write nothing, it will be assumed you purchased anything of interest they have but you don't, such as stimpaks and energy weapons)
Costs 2 Processing. 1 turn to complete.

[](They Prefer To Be Called Freelancers)(Diplomacy) - Hire new-world mercenaries to attack those who are hostile to your forces, such as the Fiends and mutated wildlife in nearby regions.
Costs 1 Resources and 1 Processing. 1 turn to complete.

[](Train Diplomats Cont.)(Diplomacy) - Continue training Diplomats, since it worked so well last time.
Costs 1 Resources and 1 Processing. Will be completed by next turn. Diplomats up your chances of success when they're deployed for Diplomacy Actions.

[](Write-in Action)(Write-in Action's respective field) - Describe whatever you intend to do. Feel free to guess what it would cost/require, I'll say something if it needs changes.



-Unless otherwise specified, you are eligible to take any Action multiple times to increase your chances of success, or get greater rewards, ect. Researching the same tech twice in one turn will make it more likely to succeed, but also cost more. Sending a team of military personnel to attack something can be taken twice to send twice the amount of forces and support, though doing so places more of your forces at risk and still increases the costs.-

-Since this quest is designed to be, among other things, playable, you might find things like resource deposits in areas where there are none in the real world. I don't actually know if there are precious metals in the mountains north of Las Vegas. If I was able to magically discern that sort of stuff, I would probably have a very lucrative job with any number of large corporations that would pay a lot for such talents.

-You can change the default Actions I supply you with if you don't like the specifics of an Action but still want to proceed with it. Simply write-in your modifications to the Action when posting your plan.-

-You have a complete map of the Mojave region. At least, one that has all the major landmarks of it (Hoover Dam, The Strip, The Mojave Outpost, Cottonwood Cove, Quarry Junction, Nellis AFB, ect. You probably don't have small things like Harper's Shack on your radar though.)-

-I also haven't actually played Fallout: Tactics, so I'm not nearly as familiar with it as I am with the other games in the series (1-4 & NV).-​
 
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[X] Melancholy - You wish this world wasn't like yours, tortured and scarred with nuclear fire. Somewhere, a part of you wants to know if it was possible for you to have prevented the Great War.

[X] Plan More Minerals Required
-[X](Search for Heroes)(Management)
-[X](Running Numbers)(Research)
-[X](All Mine)(Management)
-[X](More Drones)(Management)
-[X](Would You Care To Fill Out This Survey? Cont.)(Exploration)
-[X](Creator's Notebook Study Final)(Research)

Five Resources and zero Processing left over. I'm basically just looking to beef up our Resources a bit. And throwing a quick hail mary at hero units. At worst we'll get closer to finding a hero unit another turn.

EDIT: I admit it. "Since this quest is designed to be, among other things, playable" made me giggle.
 
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[x] Hopeful. Advanced technological worlds leave open a possibility of eventually encountering an existence similar to yourself. You would very much like to meet them.
 
[X] Melancholy - You wish this world wasn't like yours, tortured and scarred with nuclear fire. Somewhere, a part of you wants to know if it was possible for you to have prevented the Great War.

[X] Plan industry and surveying
-[X](All Mine)(Management) - You found precious metals and minerals within the mountains right next to the portal. Mining them won't be hard at all, but you'll be limited by how much material you can bring back to your side.
Costs 2 Resources and 2 Processing. 1 turn to complete. Will gain +2 to Resource income per turn for at least five turns, possibly more.
-[X](Seize The Means)(Exploration) - Send your explorers to look for heavy manufacturing plants across the region. Combined with the intel from your jets and some transport craft, you should be able to get it done in a month.
Costs 2 Resources and 2 Processing. 1 turn to complete.
-[X](Would You Care To Fill Out This Survey? Cont.)(Exploration) - Continue surveying nearby lands around the portal for more raw materials while sending teams into other portions of the wasteland.
Costs 2 Resources and 3 Processing. 1 turn to complete.
-[X](More Drones)(Management) - You set your factories to produce more drones of every kind. The few infantry models that work, the self-driving civilian and military vehicles, and the drone aircraft of all shapes and sizes. You might need them.
Costs 2 Resources and 2 Processing. 1 turn to complete.
-[X](You Can't See Me)(Military) - Manufacture and equip more of your forces with the all-purpose stealth and camo fabric. Not everyone needs it, so you'll mostly stick it on your stealth forces that are most likely to see combat. Attack drones, combat specialists, small aircraft, and the like.
Costs 2 Resources and 2 Processing. 1 turn to complete.
-[X](Heavy Industry)(Management) - You've got a feeling you're going to need a lot more manufacturing capability in the future. Start overhauling your factories for better production times and cost efficiencies. It won't have any immediate benefits, but they'll come soon enough.
Costs 4 Resources and 2 Processing. 3-4 turns to complete.

Resources 14;Processing 13

uses all but one Resources and all the Process.
For that we do alot of surveying to find more res. that we can mine and also upgrade our industry to be hopefully less wasteful.
Also upgrades to our drones and stealth so we can keep moving around without anyone knowing.

Edit. two things i would like to research next turn are better recycling (we will have so much to recycle in the fallout world) and try to work out room temp super conductors to upgrade our gird with to waste alot less power.

Edit2: here a version of the plan that hold some processing back in case of fails
[X] Plan industry, surveying and without drones
-[X](All Mine)(Management) - You found precious metals and minerals within the mountains right next to the portal. Mining them won't be hard at all, but you'll be limited by how much material you can bring back to your side.
Costs 2 Resources and 2 Processing. 1 turn to complete. Will gain +2 to Resource income per turn for at least five turns, possibly more.
-[X](Seize The Means)(Exploration) - Send your explorers to look for heavy manufacturing plants across the region. Combined with the intel from your jets and some transport craft, you should be able to get it done in a month.
Costs 2 Resources and 2 Processing. 1 turn to complete.
-[X](Would You Care To Fill Out This Survey? Cont.)(Exploration) - Continue surveying nearby lands around the portal for more raw materials while sending teams into other portions of the wasteland.
Costs 2 Resources and 3 Processing. 1 turn to complete.
-[X](You Can't See Me)(Military) - Manufacture and equip more of your forces with the all-purpose stealth and camo fabric. Not everyone needs it, so you'll mostly stick it on your stealth forces that are most likely to see combat. Attack drones, combat specialists, small aircraft, and the like.
Costs 2 Resources and 2 Processing. 1 turn to complete.
-[X](Heavy Industry)(Management) - You've got a feeling you're going to need a lot more manufacturing capability in the future. Start overhauling your factories for better production times and cost efficiencies. It won't have any immediate benefits, but they'll come soon enough.
Costs 4 Resources and 2 Processing. 3-4 turns to complete.

Resources 12; Processing 11
 
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[x] Hopeful. Advanced technological worlds leave open a possibility of eventually encountering an existence similar to yourself. You would very much like to meet them.

[X] Plan Processing and Resources
-[X](All Mine)(Management) 2R, 2P
-[X](Would You Care To Fill Out This Survey? Cont.)(Exploration) 2R, 3P
-[X](Creator's Notebook Study Final)(Research) 1R 1P
-[X](The Data Tower)(Management) 3R, 5P
-[X](Brains? In My Computer?)(Research) - Continue your research into the mind-machine interfacing device. 2R, 2P
 
[X] Melancholy - You wish this world wasn't like yours, tortured and scarred with nuclear fire. Somewhere, a part of you wants to know if it was possible for you to have prevented the Great War.

[X] Plan industry and surveying
 
to make it easier to know what we already have here a tech list:
The Culture I:
Your manipulation of human society is more than just widespread, it's ubiquitous. You've nurtured a worldwide culture that still grows and evolves under its own power, but thanks to your subtle shaping, everyone has an attitude that discourages wastefulness and encourages being productive while looking out for each other. This somewhat allows you to relax your vigil over your people, which is easier on your wallet and your data cores.
Gain The New Culture. Civil Unrest Events occur significantly less frequently. Permanently gain +1 to Resource generation per turn and +1 to maximum Processing capacity. You are more likely to find Hero Units if you search for them among your populace.

Energy I:
The human population is a small fraction of what it used to be, which means your supply of solar and geothermal energy has been enough to sate their needs for now. Still, you don't rest on your laurels. You finished building your second cold fusion generator not too long ago, your wireless energy grid encompasses all occupied parts of the planet, and you finally got the hang of mass-producing graphene batteries. As most things you do require power in some form, these probably synergize with a lot of different techs.
Gain Basic Power Storage, Basic Fusion Power, Wireless Energy, and 2 fusion generators, which alleviate stress from your power grid and afford you +1 Resources per turn for as long as they function.

Mega Construction I:
Hundred-story arcologies that require no external supplies to last forever. Railways that wrap around the entire planet providing cheap, reliable transport. Hydroelectric dams that could wall off entire seas. You've… only actually built the one arcology, your maglev train goes through every major landmass instead of encircling the planet, and your space elevator ended up smaller than you wanted, but you're confident you can expand them or build more. Even the sea-dam, but to be honest you just designed that because you were bored.
Gain Basic Megastructures, Space Elevator, Arcology, and Multi-Continental Railway. Combined, they provide various bonuses to actions that involve heavy manufacturing, transport of Resources or personnel, Research in certain areas, ect.

Space Exploration I:
Everyone needs to move out of the house they grew up in eventually, which is why your aerospace research division is very well-funded. Aside from minor refinements, this is as good as it gets for conventional space travel that doesn't have the magical FTL drives of sci-fi fame.

Gain Basic Spacecraft, Moon Colony, and Mars Colony. You can conduct manned or unmanned missions to any celestial body in the Solar System, but they might take some time to complete.

Computation I:
Despite your namesake, you're not actually perfect. With that in mind, it's nothing an aggressive approach to refining your software won't rectify. The research you've put into general-purpose information technology couldn't hurt either.
Gain Basic Computation, all Actions have a lower chance of random failure, maximum Processing is increased by 2, and you are better able to predict how much time it will take to complete projects that cannot be accomplished with one turn's Actions.

Stealth I(?):
In one of the many factories the maglev train stops at, you printed out one square meter of plain grey cloth. But the moment you hooked it up to a simple computer chip and a battery, you were able to change the color of the fabric and even its texture to an extent. The metamaterial cloth lends itself well to keeping whatever's underneath it off radar and hard to spot for anything with a set of eyes, making it ideal for stealth use.

You printed a few sheets and gave a few to your agents to use as adaptive camouflage cloaks. Your smaller drones used it for similar purposes, and some of your jets were able to cover their fuelselage with the fabric without any issues. Thanks to not requiring much power and your graphene batteries, you think the fabric won't run out of power to do its thing for a long time in the field.

Portal 0 (?):

To start, were you to suddenly deactivate the portal for more than a few days, you would not be able to find wherever it connected to again. Not without making random guesses, at least. If you only deactivated the portal for a matter of hours or a day, you could probably find it again, but it's a tricky subject, and you could more easily reduce the portal's size to extremely small, to the point where it effectively just maintains a link in case you ever decide to reopen it for transit some day. It would bring the maintenance cost to zero.

That may prove the more economical choice, because totally shutting down then opening a new portal will cost an exorbitant amount of electricity and cause minor damage to critical components that'll have to be replaced. It would be expensive enough to impact your Resource network.

Second, you're now able to adjust the size of already-generated rifts, and create entirely new portal devices. Not only that, you're fairly confident that new rifts will leave you close to the surface of wherever you want to go. There is no longer a chance that you'll open a rift a kilometer underground or above sea level, which you didn't even know was a possibility until now.

You tactically did not mention this to your forces who traversed the first portal.

And of course, you learned how to build new portal devices. Nifty. You don't see any real reason why you can't make as many portals as you want, save for the fact it means you'll want to spend a little on building a portal, assembling the expedition, securing the site, extracting resources and whatnot… but it is an option.

machine interface 0 (?):
In one of your testing labs, you successfully integrated the mind of a sheep with the building's server farm via a machine that existed only on paper until now. And while its use only allowed you to command some of the animal's nervous system or send the most basic of sensations over, you still succeeded in creating a device that can communicate between organic minds and your machines.

With further study, you might be able to adapt it to upload knowledge into humans as a way of quickly training them. Or perhaps use organic minds as data storage and computational devices. It'll need some refinements though, you can't rely on the instability of one of these devices to house your own consciousness. A human brain wouldn't be up to the task anyway.
 
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to make it easier to know what we already have here a tech list:

To be clear, all the starting techs that I listed in the first post are really more like blanket terms for a general field of study.

For example, if you made a write-in for a Research Action and just chose to study 'Energy' without any further elaboration, I would just assume you wanted to study new and better methods of electrical energy generation, storage, transmission, that kind of thing. If you wanted to specifically learn more about creating super-engineered biofuels or something focused like that, you would have to specify that in the write-in Research Action.

Some techs do not fall under one of these general terms of 'Energy' or 'Culture' at all because they're too focused and don't have applications anywhere else, aside from providing slight bonuses to similar Research Actions. An example would be the knowledge to create Portals.

Edit: Also, the roman numeral next to the term indicates how advanced your knowledge is of that field. I means you've got some pretty impressive tech that would probably be possible in our world with a ton of funding and decades of study. II would be things that are usually agreed to be in the real of science fiction, such as Star Wars-esque cloning and the creation of magical girls. And so on.
 
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To be clear, all the starting techs that I listed in the first post are really more like blanket terms for a general field of study.

For example, if you made a write-in for a Research Action and just chose to study 'Energy' without any further elaboration, I would just assume you wanted to study new and better methods of electrical energy generation, storage, transmission, that kind of thing. If you wanted to specifically learn more about creating super-engineered biofuels or something focused like that, you would have to specify that in the write-in Research Action.

Some techs do not fall under one of these general terms like 'Energy' or 'Culture' at all because they're too focused and don't have applications anywhere else, aside from providing slight bonuses to similar Research Actions. An example would be the knowledge to create Portals.

so if we would research Chemistry I we would gain the stuff listed under it in the opening post ?

And would we get better effects from doing the write in research for better recycling and room temp super conductors (with that i mean less res being used up they our civs.) over just doing the Chemistry research (which seems to include both of these options) ?
 
[X] Melancholy - You wish this world wasn't like yours, tortured and scarred with nuclear fire. Somewhere, a part of you wants to know if it was possible for you to have prevented the Great War.

[X] Plan industry and surveying
 
so if we would research Chemistry I we would gain the stuff listed under it in the opening post ?

And would we get better effects from doing the write in research for better recycling and room temp super conductors (with that i mean less res being used up they our civs.) over just doing the Chemistry research (which seems to include both of these options) ?

If you tried to research Chemistry I in the hopes of getting all the techs and inventions you would have had if you picked it as a starting option? It's possible, but very unlikely. And it would likely take more than a single turn of Researching it. And if you want better chances of success, you might want to specify you're allocating more than the default 3 Res 3 Proc that a Research Action normally is.

Also, you might end up discovering different bits of knowledge that would fit under Chemistry, such as limited matter transmutation, though that's a bit optimistic unless you had some samples to study or poured a lot of time and money into it.

If you just want something like the Mulchers, specify that you're trying to figure out how to build those specifically. Depending on luck, you could figure out how to build those in 1-3 turns if you didn't change the R and P costs, less if you spent more and were lucky.

I'm not entirely sure what you meant in your second sentence, but generally speaking, spending the same amount of R and P on studying a specific thing over a general field of study will increase your odds of finding out more about the specific thing. For instance, studying how to make room temp superconductors and nothing as in a Research Action? You're far more likely to find out how to do it, and since you have Basic Computation as a starting option you might even do it in one turn if you're lucky, maybe just two. You could also raise the chances a little more by throwing more Resources and Processing at the problem.
 
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As industry and surveying seems likely to be the plan for turn 3, i am allready think about what to do for turn 4 and turn 5 atleast if we aren´t hit by a glitch or something happens that needs for us to redone our work:
turn (4): (7 turns of res left on homeworld)
[](Safety Goggles Advised)(Research) - Study the samples of energy weapons you've recovered. They're a strange mix of primitive and advanced technology, and you'd like to know more about them, and how to build more.
Costs 1 Resources and 2 Processing. 1-? turns to complete. You expect to get results from this within the month, but who's the say there's not more to learn from it in future attempts at study?
[](Creator's Notebook Study Final)(Research) - A notebook full of engineering designs and- actually, let's just study the engineering designs. Yeah. Totally.
Costs 1 Resources and 1 Processing. 1 turn to complete. The basic tech you gain is random. This action can be taken one more time.
[](Heavy Industry)(Management) - You've got a feeling you're going to need a lot more manufacturing capability in the future. Start overhauling your factories for better production times and cost efficiencies. It won't have any immediate benefits, but they'll come soon enough.
Costs 4 Resources and 2 Processing. 3-4 turns to complete.
[](Running Numbers)(Research) - Run detailed simulations on experimental methods of Resource extraction and Processing expenditure. It could be fruitless, but there could also be ways of increasing your income for both.
Costs 3 Resources and 3 Processing. 1 turn to complete.
[](Training Starts Now)(Military) - Your human agents are capable and have a decent understanding of tactics, but a few drills and further training couldn't hurt their chances in an emergency of any kind.
Costs 2 Resources and 2 Processing. 1 turn to complete. Affects all human agents.
if we find more res to mine:
[](All Mine)(Management) - You found precious metals and minerals within the mountains right next to the portal. Mining them won't be hard at all, but you'll be limited by how much material you can bring back to your side.
Costs 2 Resources and 2 Processing. 1 turn to complete. Will gain +2 to Resource income per turn for at least five turns, possibly more.

Res: 13* ;Proc:12*
2-4 res to the bank (3-5)
*11 and 10 if we don´t find anything to mine

Running the Numbers should have some rather nice synergy with us redoing our Heavy Industry.
We will need a Military to deal with some of the Fallout stuff in a manner that doesn´t end with alot of wasted res. and dead people, but i think that can still wait until we have finished our Heavy Industry so that we don´t bind 9/7 of our res. for the turn on just the two options.

turn (5): (6 turns of res left on homeworld)
[](Heavy Industry)(Management) - You've got a feeling you're going to need a lot more manufacturing capability in the future. Start overhauling your factories for better production times and cost efficiencies. It won't have any immediate benefits, but they'll come soon enough.
Costs 4 Resources and 2 Processing. 3-4 turns to complete.

[](Write-in the Tech you want to study)(Research) Room temperature super conductors: getting useable room temperature super conductors are quite important as they will lower the heat and power requirements of almost all devices which should in result in eithert long lifes and cost/energy-efficient devices or ones that have more computational power if that is needed . They will also open up alot of door for computer hardware as less waste heat means that more transitors can be used then before without the chips melting or being damage by the heat.
Costs 3 Resources and 3 Processing. 1-2 turns to complete.

[](Would You Care To Fill Out This Survey? Cont.)(Exploration) (pretty much more Surveying for more stuff to mine)
Costs 2 Resources and 3 Processing. 1 turn to complete.

[](Overhaul The Fleet)(Management) - Your mechanized forces are a series of aging drones and retrofitted vehicles. Replace the old parts, redesign a few models, and roll some replacements off the factory floors to increase their longevity and performance in all areas.
Costs 3 Resources and 2 Processing. 1 turn to complete.
...
Res: 12 ;Proc 10
3 res to the bank (6-8)
rest of the Proc used to catch failes / boost the rest of the actions

Overall slow build up of our military while we rebuild our Industry and try to find more res. to keep us alive.
End goal for Fallout (for me) total control: take in everyone that isn´t crazy (diplo) integrade them and destory everything else; Then strip mine* the world (also orbit and moon if that give more res. then it eats) as good we can to transport it back to our own.

*that means there won´t me any res. left to mine that are easy to reach in the early stages and in the later ones that we starting to mine the mantel for res. and use the Oceans up as fast as we can to turn the water into more useful stuff (fuel for fusion generators) ;in general don´t care about the enviourment damage non humans should live on the planet by then.

@swimmingcop what do you think of timeskips (several month - years) later on. When we have completly taken over the fallout world, but aren´t finished with it yet (not yet all the mines build, still alot of research to do and plans to rip out as much res as we can => pull res up from the mantel, mine the ocean floor etc., ) ?

Also write in for the Room temperature super conductors:
[](Write-in the Tech you want to study)(Research) Room temperature super conductors: getting useable room temperature super conductors are quite important as they will lower the heat and power requirements of almost all devices which should in result in eithert long lifes and cost/energy-efficient devices or ones that have more computational power if that is needed . They will also open up alot of door for computer hardware as less waste heat means that more transitors can be used then before without the chips melting or being damage by the heat.
Costs 3 Resources and 3 Processing. 1-2 turns to complete.

pretty sure i forget some of their better uses, but haveing less waste heat in computer-chips (comes down to how much) that could result in a completly architecture new chips that couldn´t be used before as the waste heat would have damaged/melted the transitors.

Another com tech would be :
[](Write-in the Tech you want to study)(Research) optical computeing

this one i would expect alot more processing power from as the computeing speed that it allows is massive compared to normal current hardware allows, but would also need a rebuild of our data centers to make useful and alot of time + res. invest to get the hardware + new chips designs to the level at which they start to shine.

Edit: also what would it cost us to build more fusion generators and arcologys on our homeworld ?
 
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Just read and got caught up on this. Really enjoying the story and premise so far @swimmingcop. I am very curious to see where else the portal will take us.

I'm in favor of making the most of our time now. While we could hold resources back for later (or failed options) I think getting the most out of our turn(month) is more important. After all, time is a resource too.

[x] Hopeful. Advanced technological worlds leave open a possibility of eventually encountering an existence similar to yourself. You would very much like to meet them.

[X] Plan industry and surveying
-[X](All Mine)(Management) - You found precious metals and minerals within the mountains right next to the portal. Mining them won't be hard at all, but you'll be limited by how much material you can bring back to your side.
Costs 2 Resources and 2 Processing. 1 turn to complete. Will gain +2 to Resource income per turn for at least five turns, possibly more.
-[X](Seize The Means)(Exploration) - Send your explorers to look for heavy manufacturing plants across the region. Combined with the intel from your jets and some transport craft, you should be able to get it done in a month.
Costs 2 Resources and 2 Processing. 1 turn to complete.
-[X](Would You Care To Fill Out This Survey? Cont.)(Exploration) - Continue surveying nearby lands around the portal for more raw materials while sending teams into other portions of the wasteland.
Costs 2 Resources and 3 Processing. 1 turn to complete.
-[X](More Drones)(Management) - You set your factories to produce more drones of every kind. The few infantry models that work, the self-driving civilian and military vehicles, and the drone aircraft of all shapes and sizes. You might need them.
Costs 2 Resources and 2 Processing. 1 turn to complete.
-[X](You Can't See Me)(Military) - Manufacture and equip more of your forces with the all-purpose stealth and camo fabric. Not everyone needs it, so you'll mostly stick it on your stealth forces that are most likely to see combat. Attack drones, combat specialists, small aircraft, and the like.
Costs 2 Resources and 2 Processing. 1 turn to complete.
-[X](Heavy Industry)(Management) - You've got a feeling you're going to need a lot more manufacturing capability in the future. Start overhauling your factories for better production times and cost efficiencies. It won't have any immediate benefits, but they'll come soon enough.
Costs 4 Resources and 2 Processing. 3-4 turns to complete.
 
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