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Thread: Manifest Destiny V 2.1
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2009-01-13, 11:48 AM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Not in Trogland
Re: Manifest Destiny V 2.1
Junk Apes
The Church Treaty
(1d6)[6]
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2009-01-13, 11:50 AM (ISO 8601)
- Join Date
- Dec 2005
- Location
- on a magical coathanger
Re: Manifest Destiny V 2.1
"The Universal Church"
Zombie Plague
"The Universal Church would like to make clear that the Junk Ape lands are not an infected zone, instead this pristine piece of land deserves to be shielded from the encroaching Zombie menace."
The Universal Doctrine treaty (spoilered for convieniency)
The following treaty is going be drafted soon ((by church or another signatory, but for the sake of game speed assume it will be done soon)), the church is prepared to spend at least 10T (+2) on it, which with a +2 capitol bonus should provide an automatic succes (against DC 5).
((EDIT: this is treaty is being drafted by Junk Apes, see above))
SpoilerUniversal Doctrine
1. Signatories to the Universal Doctrine (called members hereafter) commit themselves to the glory of the Pancreator, the one and only god;
2. Members accept to allow missionaries of the Universal Church to spread their religion within all their territories and shall make no attempts to remove that religion from their regions;
3. Members can choose to participate in the Universal Trade League, this league will pool all trade of all participating members, from whiuch they can withdraw an equal amount;
4. Members accept the Universal Church as their protector. To this extend they shall:
a) make available funding and military capacity for 1 military unit for every development level their regions hold to fall under the military command of the Universal Church;
b) ensure that the units mentioned in clause a) are of the highest quality (level) available to their nation by providing, if requested upon, funding and military capacity for upgrades to these units;
c) fall under the protection of the Universal Church which shall consider an atttack upon any member as an attack upon itself;
5. Members may participate in the shared research programs, to this extend all participating members shall;
a) make available 10% of all their research capacity and sufficient funding for this 10%;
b) accept that a research topic will be decided upon by the Grand Magister, a post that shall be assigned by the Patriarch to one of the membes;
c) be allowed to make available further funding;
d) make available all their data on the topic to share the research with other members;
e) receive all the data on the topic of the research from other members;
6. Members may participate in the Templar legions, the actions of these legions are to protect the interests of all member states, to this extend all participating members shall;
a) make available funding and military capacity for 1 military unit for every region they hold;
b) accept that these units will be under the command of the Grand Templar, a post that shall be assigned by the Patriarch to one of the members;
c) ensure that the units mentioned in clause a) are of the highest quality (level) available to their nation by providing, if requested upon, funding and military capacity for upgrades to these units;
7. Members may participate in the Inquisitorial Synod, the actions of this synod are to safeguard all members from third party influence, to this extend all participating members shall;
a) make available 1 espionage action and 5T worth of funding for every level of espionage HQ they posses;
b) accept that these actions will be at the disposal of the Grand Inquisitor, a post that shall be assigned by the Patriarch to one of the members;
8. The Universal Church shall assign the great offices of the Universal Doctrine, namely the Grand Magister, the Grand Templar and the Grand Inquisitor each to a different participating member unless to few members are elligable for such a post;
9. Members cannot choose to end participation under a subclause once they have choosen to participate unless granted premission for such by the patriarch;
10. The Universal Church may at it's sole discretion make ammendments to this treaty, however any members that disagrees may:
a) hold reservations to that ammendment, meaning that the ammendment does not apply within their territories;
b) choose to end it's reservations at any future date;
c) not choose to hold reservations after a full fiscal period (1 earth week) has gone by;
11. Upon the signing of this treaty the Universal Church may allow certain members to opt out of certain clauses as agreed upon by the prospective member and the Universal Church, the Universal Church holds the sole right to aprove or disaprove members, however a unanimous vote by all the three holders of the great offices may expell a member.
Money Transfer
SpoilerThe Universal Church is transferring 14 T worth of funding to the Junk Apes at a rate equal to transfer of the two infantry units that they are obtaining from the Junk Apes. Furthermore 2 T worth is being given to the Junk Apes in exchange for the use of 15 T of military facilities, this payment will happen in instalmentds over the period of use, which is the whole turn.Last edited by Wizard of the Coat; 2009-01-13 at 12:28 PM.
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2009-01-13, 12:11 PM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Not in Trogland
Re: Manifest Destiny V 2.1
The Southern Continent
A Glorious Name Change
"We Junk Apes as the sole surviving faction that belongs on the Southern Continent are changing are name to reflect that change."
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2009-01-13, 12:37 PM (ISO 8601)
- Join Date
- Feb 2008
- Gender
Re: Manifest Destiny V 2.1
The Telovin Federation
Pooling our trade
As the Operative has urged us to do, we have decided to pool our trade in the treaty signed within the last 5 years. We would like to continue our prosperous relationship with the Operative, even in the absence of Lady Xiang Yu.
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2009-01-13, 08:02 PM (ISO 8601)
- Join Date
- Apr 2008
- Location
- USA
- Gender
Re: Manifest Destiny V 2.1
"We would like to re-extend our offer of collaboration in the fields of Life Sciences and Computers."
"We Junk Apes as the sole surviving faction that belongs on the Southern Continent are changing are name to reflect that change."
Great! Now we just need to figure out how much research everyone is making.
Deep Blue is currently researching 30 "points" of research.
@v: ((Well, yeah, but... uh... I usually don't label mine, so...))Last edited by Siosilvar; 2009-01-13 at 08:35 PM.
ze/zir | she/her
Omnia Vincit Amor
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2009-01-13, 08:24 PM (ISO 8601)
- Join Date
- Feb 2006
- Location
- in the cave of caerbannog
Re: Manifest Destiny V 2.1
(Helpful Lurk: The Southern Continent. It says so at the top of his post.)
Folding@Home
The Diamond Mind (A Tome of Battle prestige class)
"I just ESP it a half-twist and. . ." Mark Clifton, "Star, Bright"
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2009-01-14, 03:54 AM (ISO 8601)
- Join Date
- Jul 2005
- Location
- The Netherlands
- Gender
Re: Manifest Destiny V 2.1
Clockwork
Research with Deep Blue
We are pleased to learn Deep Blue likes the research cooperation. We have discussed with the Operative and they are willing to cooperate. So far, it seems that no other faction will be cooperation, except Clockwork, Deep Blue and the Operative. The amount Clockwork and the Operative are researching depends on whether or not other factions will be cooperating.
However, if Deep Blue researches 30 points in Life Sciences, both Clockwork and the Operative will be researching 45 research points. Since we recognise Deep Blue will be gaining the most in this cooperation situation, we would like to ask if Deep Blue would be willing to share its already done Psionics research with Clockwork and the Operative.
OOC Research Math
SpoilerAlright, Clockwork and Operative will research 45 research points in Life Sciences, if Deep Blue puts its 30 points in Life Sciences and nobody else joins the cooperation. This means that the research will be like this:
Operative: 45 + 22.5 + 7.5 = 75 RP - Research up to App IV
Clockwork: 45 + 22.5 + 7.5 = 75 RP - Research up to App IV
Deep Blue: 30 + 22.5 + 11.25 = 63.75 RP - Research up to App III
Considering that App III gives more resources, I would say putting said points in Life Sciences is most profitable for Deep Blue.
Zombie Plague
We would like to note that we have not and do not call the Junk Apes lands an Infected Zone. We do, however, consider the area the Lorelia once occupied to be the area where the plague has struck.
Attack Plan
We welcome any faction to join the current attack plan versus the zombies in Sector 6.
Current participants: Clockwork, The Universal Church
Let's assess the situation. Currently these troops for the plan are stationed near Sector 6:
Spoiler2 Tanks (Universal Church)
3 Infantry (Universal Church)
1 Infantry (Clockwork)
1 Artillery (Clockwork)
1 Battleship (Clockwork, will be bombarding)
We suggest the following course of action.
The participating troops attack Sector 6 with the objective: "Kill all zombies, but try to capture some for investigation." When the troops are send in, the participants will dedicate them to one single skirmish with that objective.
Depending on how the struggle goes, we suggest the following options based on the outcomes:
- If all enemy troops in the area are exterminated, we stay in the sector and occupy it.
- If enemy troops remain in the area but there are few friendly casualties, we perform another attack with the same objective and single skirmish.
- If enemy troops remain in the area but there were multiple friendly casualties, we retreat to Area 53.
We suggest that after those battle(s), we do not conduct any other battles, unless other participants dedicate enough force. By waiting, it will allow us to wait for Clockwork reinforcements scheduled to arrive in the next fiscal period.
We suggest that Clockwork and the Universal Church start with the battle soon, even if no other faction joins. We will be asking the Zensunni if they have any troops to spare for the combat.
OOC: I suggest we just launch the attack tomorrow with any others willing to join and let Maldiem handle the casualty rolls and that we handle the Strategy & Objective rolls.
Contingency Planning
Plan versus Zombies in Sector 6.
Rumour: Clockwork expects increase of army
The Grind: Rumours state that Gear Crane expects a great increase of military forces. Some say that the army will get up to 50% more units, others claim that the army's forces will be double or even triple of the current military units within a few years. Some say that this is because of military units bought, others claim military facilities were hired and again others say that Clockwork stole military forces.Last edited by Zweanslord; 2009-01-16 at 03:12 AM.
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2009-01-14, 07:19 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Switzerland
- Gender
Re: Manifest Destiny V 2.1
Great plans require great sacrifices
"Citizens of the Khor-Skraal. We have, for many years now, told you that the queen will one day require more from you than just devotion, but that it would all be for the good of the Khor and the Skraal people.
This day has come. The queen has declared that for the next five year budget period, taxes will be massively increased, to a total average of 60%. We know that this will hit many of you hard, and we appreciate the sacrifice that the people of Khor-Skraal are making.
The money thereby brought in will be used only for the best of the Khor people. The Queen's ministry of the interior is planning a massive development programm for Khor-Tac, which will take at least 2, but probably more budget periods.
Looking for Lab Capacity
"Dear Neighbours, Nations and people of Xanadu. It is an age of great discoveries. We have made many advances in sciences these past years, and we would like to continue in a similar fashion. Sadly, Khor-Skraal has not been able to provide labs for all it's eager, young scientists, and would therefore like to ask it's neighbours for help: we are willing to pay good money for any bit of research capacity you are willing to rent to us for this budget period.Resident Vancian Apologist
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2009-01-14, 02:09 PM (ISO 8601)
- Join Date
- Aug 2007
- Location
- Behind You
- Gender
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2009-01-14, 05:56 PM (ISO 8601)
- Join Date
- Apr 2008
- Location
- USA
- Gender
Re: Manifest Destiny V 2.1
"This plan seems fair to us. We shall assist you as best we can with Bell Space."
((OOC: I get 65 points, but I'm only researching 30 in Life Sciences this turn. It looks like the calculation is good, though.))
- Maldiem: Does Biological Psionics count as a Life Sciences and Psionics tech for my Flighty trait, or does only where it is count, not the prereq's?
ze/zir | she/her
Omnia Vincit Amor
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2009-01-15, 02:39 AM (ISO 8601)
- Join Date
- Jul 2005
- Location
- The Netherlands
- Gender
Re: Manifest Destiny V 2.1
Clockwork
Research with Deep Blue
We are pleased to hear the news and notify that the research done by our researchers is going smoothly so far.
Attack Plan versus Zombies
We would like to thank the Zensunni for dedicating forces to this effort. With the arrival of the Zensunni and no other forces, we will be initiating the attack. (Last-minute joining is still possible, though.)
Attack commences
Attacking Area: Sector 6
Participants: Clockwork, Universal Church, Zensunni, Deep Blue
Objective: Damage zombie forces and capture some zombies for investigation.
1 skirmish, to which the following forces are dedicated:
Spoiler2 Tanks (Universal Church)
3 Infantry (Universal Church)
1 Infantry (Clockwork)
4 Infantry (Zensunni)
1 Infantry (Deep Blue)
1 Artillery (Clockwork)
1 Artillery (Deep Blue)
1 Battleship (Clockwork, will be bombarding)
1 Battleship (Deep Blue, will be bombarding)
Clockwork Strategy: (1d6)[5]
Clockwork Objective Resolution: (1d6+11)[14]
Deep Blue Strategy: 2
Deep Blue Objective Resolution: 26
Clockwork Objective Bonuses:
+1 point for 2 Ground Units
+6 points for positive attitude (3) of home regions
+4 points from contingency plan applying fully
OOC: This means that both the Universal Church and the Zensunni will need to roll strategy & objective rolls as well. Plus any last-minute joiners of the battle. Tip for those joining, spend a contingency plan (you get 2 free per turn) to up your objective bonus.Last edited by Zweanslord; 2009-01-16 at 03:06 AM.
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2009-01-15, 08:02 PM (ISO 8601)
- Join Date
- Apr 2008
- Location
- USA
- Gender
Re: Manifest Destiny V 2.1
Should you wish to delay for five weeks, Deep Blue forces will be able to join the fight in Sector Six.
We would be able to commit one Battleship, one piece of Artillery and one Infantry unit.
SpoilerMovements if accepted:
1 Battleship (UBSS Carlsen), 1 Artillery (Lacaran Defensive Artillery), 1 Infantry (Lacaran 4th Sharpshooters): (Kasparov -> 62 -> 65 -> 68 -> 67 -> Sector Six), 5 weeks
1 Infantry: (Topalov -> Kasparov), 1 month
Battle Plan
Spoiler
Objective Modifier: +20 (!)
+5 Insomniacs
+6 Intelligent/Studious
+4 Happiness
+1 Ground Units
+4 Contingency
Objective One: Destroy Enemies. Expel Zombie Occupation would require a high level of intelligence on the zombies' part.
Roll: (1d6+20)[26]
Contingency Plan One: Zombies in Sector Six
Infantry, Artillery assigned to Objective One. Battleship bombards Objective One from offshore.
Strategy Roll: (1d6+0)[2]
Last edited by Siosilvar; 2009-01-15 at 08:13 PM.
ze/zir | she/her
Omnia Vincit Amor
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2009-01-15, 08:37 PM (ISO 8601)
- Join Date
- Dec 2005
- Location
- on a magical coathanger
Re: Manifest Destiny V 2.1
Universal Church
For the moment no Universal Church forces are committed to any action against the zombies, untill at least the return of our scouting party with details on their strengths and numbers.
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2009-01-16, 02:59 AM (ISO 8601)
- Join Date
- Jul 2005
- Location
- The Netherlands
- Gender
Re: Manifest Destiny V 2.1
Clockwork
Attack Plan
The attack force will wait for the arrival of Deep Blue's assistance forces. In the mean time, the attack force also waits for the Universal Church to act upon the details the scouting party brought back.
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2009-01-17, 10:38 AM (ISO 8601)
- Join Date
- Apr 2007
- Location
- GMT-5
- Gender
Re: Manifest Destiny V 2.1
More points in trade plan!
following the discovery and exploitation of several new resources we are happy to announce we will be contributing another 12 T into the universal trade fund
budgetSpoiler
Hive Cellith resources 11
pop 13
*2
48
Hive Kerlin resources 8
pop 13
*2
42
trade 38 Universal trade fund
total
128
12 sent to CPA
26 on research (+100% from korscraal and skewed psyche) so 52 RP
alredy done
genetics
genetics app1
genetics app2
genetics app3
genetics app4
5 into genetics app5
researched now
genetics app 5
genetics mastery
12 into translation genetics. edited
60 on getting to DL 3 in hive Cellith
4 on upkeep
5 on a unit of artillery
5 on a transport
5 on a bomber.
10 for biddingLast edited by puppyavenger; 2009-01-17 at 06:01 PM.
Spoiler
played the Space Pope in Total War 2125
..and the Papal States of Luna in Total War 2260
Playing
The Gears Chosen in Total Way: Broken City
The Spindleshanks Crusade in Total War: 40K
Dragon Avatar by Serp
Darkness Fell, and with it Light
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2009-01-17, 02:42 PM (ISO 8601)
- Join Date
- May 2006
- Location
- Texas
Re: Manifest Destiny V 2.1
Zombies in sector 6!
As the armies from the Eastern continent march in from area 53, they notice that the land has been damaged almost beyond recognition. While there weren't any structures here originally, even the plants and animals seem sickly and wasted. The army doesn't see much for a long time, but as it marches through the mountainous areas leading to the interior, a massive wave of zombies rushes at them from caves in the side of a large hill.
Eastern Continent Forces:
2 Tanks (Universal Church)
3 Infantry (Universal Church)
1 Infantry (Clockwork)
4 Infantry (Zensunni)
1 Infantry (Deep Blue)
1 Artillery (Clockwork)
1 Artillery (Deep Blue)
1 Battleship (Clockwork, will be bombarding)
1 Battleship (Deep Blue, will be bombarding)
Zombie Forces: 4 Infantry
((Waiting on revised force distribution to resolve the battle))
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2009-01-17, 03:37 PM (ISO 8601)
- Join Date
- Jul 2005
- Location
- The Netherlands
- Gender
Re: Manifest Destiny V 2.1
Clockwork
Revised Plan of Attack
1 skirmish, 1 objective: Damage enemy forces and capture a few zombies for investigation.
Forces dedicated to the skirmish:
2 Tanks (Universal Church)
1 Infantry (Zensunni)
1 Infantry (Clockwork)
1 Infantry (Deep Blue)
1 Artillery [bombarding] (Clockwork)
1 Artillery [bombarding] (Deep Blue)
1 Battleship [bombarding] (Clockwork)
1 Battleship [bombarding] (Deep Blue)
The rest stays nearby, but does not participate in a skirmish.
OOC: Since Wizard & kentma do not seem to be around (enough), I guess you'll have to do their objective & strategy rolls, Maldiem.Last edited by Zweanslord; 2009-01-17 at 03:57 PM.
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2009-01-17, 08:46 PM (ISO 8601)
- Join Date
- Apr 2008
- Location
- USA
- Gender
Re: Manifest Destiny V 2.1
If the Command Rating limit applies also to bombarding units, a battle plan similar to the following will need to be used.
Since the enemy forces consist of only infantry, I will not list the Air phase, as it is irrelevant.
SpoilerPlan of Attack
2 skirmishes, 1 objective: Damage enemy forces and capture a few zombies for investigation.
Forces dedicated to one skirmish: (Objective Roll 26, Strategy Roll 2)
1 Infantry (Deep Blue) 2nd/2: Direct d6, Close d6
1 Artillery (Deep Blue) 3rd/1: Indirect d6, Direct d6
Note that if these Artillery can bombard from the sea region, they will. This changes their stats to: N/A: Indirect d6
1 Battleship [bombarding] (Deep Blue) N/A: Indirect d6
Total Damage: Indirect 2d6, Direct 1/2d6, Close 1d6
Forces dedicated to the other skirmish:
NOTE: This is still 6 units, 1 above command rating
2 Tanks (Universal Church) 1st/2: Direct 2d6, Close d6
1 Infantry (Zensunni) 2nd/2: Direct d6, Close d6
1 Infantry (Clockwork) 2nd/2: Direct d6, Close d6
1 Artillery (Clockwork) 3rd/1: Indirect d6, Direct d6
If bombard allowed: N/A: Indirect d6
1 Battleship [bombarding] (Clockwork) N/A: Indirect d6
Total Damage: Indirect 2d6, Direct 6/7d6, Close 3d6
Also:
Deep Blue announces intent to buy research capacity
Deep Blue will buy the use of $0.769 T worth of research capacity for $2.500 T. (Assuming anyone has anything left for little old me... )
Turn Spending Plan
SpoilerIncome: $156,000,000,000.00 ($156 T)
Kasparov: $57 T + $19 T (Values)
Topalov: $48 T + $16 T (Values)
Trade: $13 T
Battleship Payment (From Clockwork): $3 T
Expenses: $156,000,000,000.00 ($156 T)
Military Upkeep: $3.5 T
Colonize Kamsky: $25 T
Research: $49.231 T
Military Production: $35 T
SDI Upgrades: $20 T
Kaslashnakov Development Level: $23.269 T ($18 T if someone has some research cap left over)Last edited by Siosilvar; 2009-01-17 at 11:23 PM.
ze/zir | she/her
Omnia Vincit Amor
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2009-01-18, 02:46 AM (ISO 8601)
- Join Date
- Jun 2005
- Location
- springfield, mo
Re: Manifest Destiny V 2.1
placeholder for naderite turn function!!!
Marshal Josip Broz Tito avatar by Electric_Monkey
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2009-01-18, 10:02 AM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Not in Trogland
Re: Manifest Destiny V 2.1
Spoiler
2 Upkeep
10 Physics
Rest Fortifications in the same place as last time.
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2009-01-18, 02:37 PM (ISO 8601)
- Join Date
- May 2006
- Location
- Texas
Re: Manifest Destiny V 2.1
Battle in Sector 6!
Spoiler
2 Tanks (Universal Church)
1 Infantry (Zensunni)
1 Infantry (Clockwork)
1 Infantry (Deep Blue)
Strategy: 5
Objective: +11, rolled 3, 14, WON
Strategies: Offensive planning (infantry), Defensive planning (tanks)
4 infantry (zombies)
Zombies:
Strategy: 3
Objective: +2, rolled 3, 5, LOST
Objective: Damage forces, capture zombies
Damage to zombies:
Objective damage:
Zombie 1: 3, 6, 1 hit
Zombie 2: 2, 1, 0 hits
Zombie 3: 6, 1, 1 hit
Zombie 4: 3, 5, 1 hit
Strategy: Offensive planning (Infantry) changes 1 of each to a hit: all but one zombie unit destroyed.
Air phase: no air units
Indirect phase:
4 points of indirect bombardment total
1d6 → [1] = (1)
1d6 → [2] = (2)
1d6 → [6] = (6)
1d6 → [4] = (4)
1 hit; all zombies destroyed.
As the zombie units charged, they were quickly cut down by anti-personnel weapons at the front of the Continental forces, expecting an assault from infantry. The strategy was so effective that the zombies didn't even get in range of their infantry-mounted weapons, as indirect fire from battleships offshore and artillery in area 53 devastated their lines before any real battle could be closed. Many of the few listless survivors were captured by continental forces.
((New breakthrough available to all factions in the battle: The Zombie Problem))
Khor-Skraal Invade Junk Apes!
The forces stationed in Area 54 advance East, toward June in Junk Ape territory. The forces are currently on the move, so the Junk Apes have 1 month in game time to respond before the battle starts.
TURN EXTENDED:
I'm extending the deadline for the turn to this Wednesday, or whenever that battle gets resolved.Last edited by Maldiem; 2009-01-18 at 02:43 PM.
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2009-01-18, 02:46 PM (ISO 8601)
- Join Date
- Aug 2007
- Location
- Behind You
- Gender
Re: Manifest Destiny V 2.1
Place holder for action.
Action brief: research, build stuff in new teritory, get new teritory, build troops if any $ left.
Spending
Spoiler
Resources 116T
50T = 10 virtual pop region 31
40T = level 2 lab region 31
20T = 20RP for Psionics/BellSpace = 30RP so far in Psionics/BellSpace
3.5T = military upkeep
Remaining 2.5T donated to charity.
capitol action: colonixe region 34
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2009-02-08, 04:46 PM (ISO 8601)
- Join Date
- Jul 2005
- Location
- The Netherlands
- Gender
Re: Manifest Destiny V 2.1
XP for Battle in Sector 6
Each of the participants got a commander with 1 XP.
Battle in June!
SpoilerKhor-Skraal:
1 Tank
1 Infantry
1 Artillery
1 CAS
1 Bomber
Strategy: 2
Objective: +12, rolled 5, 17
Junk Apes:
1 Infantry fortified behind 2 levels of fortification
1 Infantry fortified behind 1 level of fortification
Strategy: 3
Objective: +10, rolled 4, 14
Strategies: Defensive Planning (Infantry)
Objective: Damage Forces
Objective Damage vs Junk Apes:
Infantry 1: 6, 4, 1 hit
Infantry 2: 3, 4, 0 hit
Strategy: Defensive Planning (Infantry) changes 1 hit to a miss: 0 damage done.
Air phase:
2 Jungle Ape air attacks vs Khor-Skraal Battle Order 4/CAS
1d6 → 5
1d6 → 5
2 hits to Battle Order 4, Khor-Skraal CAS is destroyed.
Indirect Phase:
4 Khor-Skraal Battleships, 1 Artillery and 1 Bomber, resulting in 7 points of indirect attacks vs Jungle Ape Battle Order 2/infantry
1d6 → 5
1d6 → 4
1d6 → 2
1d6 → 2
1d6 → 4
1d6 → 3
1d6 → 1
1 hit to..
1d2 → 1
Infantry 1, 3 toughness left
Direct Phase:
1 Khor-Skraal Tank, 1 Artillery, 1 Bomber, resulting in 4 points of direct attacks vs Jungle Ape Battle Order 2/infantry
1d6 → 4
1d6 → 1
1d6 → 2
1d6 → 3
No hits.
2 Junk Ape infantry, resulting in 2 points of direct attacks vs Khor-Skraal Battle Order 1/Tank
1d6 → 1
1d6 → 3
Close Phase:
1 Khor-Skraal Tank vs Jungle Ape Battle Order 2/infantry
1d6 → 5
1 hit to..
1d2 → 2
Infantry 2, 2 Toughness left
2 Jungle Ape Infantry vs Khor-Skraal Battle Order 1/Tank
1d6 → 1
1d6 → 6
1 hit to Tank, 1 Toughness left
End Result: 1 Khor-Skraal CAS destroyed, neither side victorious.
Five Years, in Review
Lots has happened the last five years, amongst which was a fight against the zombies and a fight against the Junk Apes.
Zombie Infestation reaches new heights!
The Zombies on the Southern Continent have spread over the whole of the continent. Having infected the Junk Apes, the zombie infestation did not stop there. It spread across the water towards the north-western continent as well as the eastern continent. Already, the Telovin, Ceril Republic, the Universal Church and the Naderites have fallen under the Zombie plague.
With the zombie's numbers greater than ever, things look grim for the world. And perhaps especially for those on the Southern Continent..
OOC: I need to know if any of the units currently stationed at the Southern Continent stay there.
Research Complete
SpoilerP1: Fission:
Scientists have mastered the fundamental equations behind the process of splitting atoms, and now look to applications for this promising new technology. In order of ease, they list the following possibilities:
-Construction of weapons more powerful than ever before
-Harnessing this power to generate electricity
-Use of nuclear batteries to power spacecraft and nuclear by-products in the military.
-An upgrade in materials science that will revolutionize several key industries
-The use of nuclear impulses to power spacecraft, allowing them to reach space for the first time.
-With a massive effort, they could make an anti-missile shield to guard against the very bombs they plan to make.
L1: Genetics:
Your researchers have determined the structure of DNA and mastered several techniques used to investigate it thoroughly.
1) Increases population growth rate by 5% (to 15%). Allows Natural Agents Chemical/Biological Warfare (Using this new knowledge, progress against diseases, particularly against viruses, increased dramatically, and several horrible viruses were eradicated.)
2) Increases Development Level Cap by 1. (Biotech becomes a true industry, with genetically modified crops and organisms increasing the power and usefulness or many common activities.) EXPLORED
3) Increase Lab Level cap by 1, Increase resources for all regions by 2. (Interest in genetics spurs a wealth of new laboratory types, and exploration of the microbial world yields new resources.)
4) Adds 1 to all checks to modify the attitude of a controlled region positively. Increases population of all regions by 10% (in addition to normal growth rates). (Advances in genetics allow researchers to come up with new ways to treat cardiovascular problems, leading to a marked decrease in death rates in the very old. This generation lives longer than ever before.)
5) Increases Development Level of one region by 1, provided it is under the current cap. Allows construction of Medical Supplies single-use SDI. FULLY EXPLORED
-With a further investment, researchers could build a genomics lab of astounding proportions that would be a true mammoth. Having such a facility would guarantee a certain amount of progress every year.
S1: Bell Space
The discover of Bell Space, named after the researcher that originally proposed it, leads to an understanding of interactions between neurons that actually lead to a projection of mental activity into a previously undiscovered dimension. By characterizing this dimension, researchers have managed to exert a type of telepathy, and think that with a great deal more research could lead to a lot of interesting and frightening possibilities.
1) Allows Psi Interface Command unit upgrade. (With this new technology, they've synced the command staff to their troops more effectively, allowing more units to coordinate their activities together.
-Psionicists believe they could assist scientists with research through the construction of a massive psi inductor.
-Psionics could have applications in both research and military applications, as experts interact with untrained workers telepathically.
-This would eventually spill over into broader economic breakthroughs
-And could finally be applied to the military, resulting in better synergy between the command staff and their troops, and a harder-to-interfere-with line of communication.
-A huge effort could be made to collect a "psionic imprint" of leading personalities in every field, leading to across-the-board increases in effectiveness as current workers interact with the mindset of Great people long dead.
O1: Electrical Computers
A huge improvement over mechanical computers, engineers have made a new type of computer with very few moving parts using semiconductors and vacuum tubes. The current generation of computers is enormous, bulky, and largely useless, but with more improvement could become a fixture of modern society.
-Engineers believe they could "chain" together a large number of smaller, more efficient processors for much greater effectiveness; Supercomputers.
-New and better computers would increase the ability of laboratories to perform their work.
-Computers could eventually be moved to the battlefield, and smaller computers would make supercomputers cheaper.
-Computers could be tasked to monitor industrial equipment, removing the need for a large worker force in industrial applications. Their battlefield applications could be further improved.
-They would eventually be integrated in every part of society, hopefully resulting in hugely increased productivity.
-A final push could be made to network these computers together, allowing a level of interconnectedness never seen.
Z1: The Zombie Problem
Breakthrough available to those who fought against the zombies.
Natural Agents:
Chemical/Biological WMD
Population damage: 1d3
Military damage: 1 point, ground only
By unleashing the plagues that have hounded a target species since its inception, a faction can kill many civilians and some soldiers, though natural immunity does exist in the population, reducing this weapon's effectiveness.
SDI:
Medical Supplies: 100% effective on Natural Agents.
By providing medical supplies to the population, the effects of natural agents can be negated.
Psi Interface Command (Unit Upgrade) ($8T): Increases the command limit of the skirmish in which the unit participates by one. Cumulative with increases from computer technologies.
Tier 2 Technology
SpoilerTier 2 Technology: 50 RP per breakthrough/application, 100 RP per Mastery
L2: Translational Genetics; unlocked by Genetics
Your doctors have taken notice of the new advances in genetics, and would like to work on therapies that treat the causes of genetic diseases, as well as apply these new techniques to a variety of different things.
S2: Biological Psionics; Genetics a prerequisite (as is Bell Space)
Using the principals of Bell Space and the knowledge from Genetics research, psionicists want to engineer life (or perhaps humans/Lacarans/Khor-Skraal/whatever) that have intrinsically boosted psionic abilities.
Map!
If I missed anything, let me know.
Turn 3 Ends Now. Turn 2 will End Next Sunday at 8 PM GMT +1.Last edited by Zweanslord; 2009-02-09 at 08:44 AM.
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2009-02-09, 10:58 AM (ISO 8601)
- Join Date
- Jul 2005
- Location
- The Netherlands
- Gender
Re: Manifest Destiny V 2.1
Clockwork
News: The Zombie Plague
The Mechus Daily: Recently, the zombie plague infesting the western and southern continent has spread like wildfire. The whole of the southern continent is now affected and it has spread further to both the western and southern continent. Already, the Junk Apes, Universal Church, Naderites, Telovin and Celin Federation have fallen to the Plague. While dismayed by the spread, the government tries to calm down the populace. It seems Clockwork is lucky to be furthest from the infestation. Sir Micheal Crane has promised that Clockwork will do all in its power to get rid of the zombie plague, however.
Rumour: Khor-Skraal love/hate relation zombies
The Grind: Before the Zombie Plague befell the Junk Apes, Khor-Skraal launched an assault on June, the capitol region of the Junk Apes. It is speculated that the Khor-Skraal wanted to go to war with the Junk Apes, despite the threat of the Zombies. Others state that the Khor-Skraal attacked the Junk Apes because it knew the zombies would take over the Junk Apes and were thus reducing the potential forces the zombies could overtake. Again others say that the Khor-Skraal are in league with the zombies or have caused the Zombie Plague in the first place.
News: A tower in Tower is being made
The Paper Journal: A new large and high tower is being made in Tower. Being called the "Central Tower", it serves as governmental building to oversee matters in Tower. It is one of the many new buildings being erected to develop the region to greater heights. It will be the highest building in all of Tower and Lord Edward Steam has indicated that Central Tower will represent the advancement of the region.
Second Part DL Increase of Tower
News: Tax Increase
The Daily Mechus: With the new expanse of the Zombie Threat, the government has announced a new tax increase for the coming years. The tax will be at the highest peak, but comments throughout the nation are positive. Many of the critics, as well as the population, seem to think of this as the best and laud the government for taking action against the Zombie Threat, despite being so far away from it.
News: Wide Expansion of Facilities in Clock and Watch
The Coinwork: With Sir Michael Crane's promise that Clockwork will do what is in its power to stop the Zombie menace, it seems Clockwork is expanding its power to do exactly that. Funds are being invested from the government to increase the military facilities and investors are swiftly following suit across the nation. Gear Crane has set up large scale projects to enhance existing military facilities and to introduce new facilities throughout both Clock and Watch. It truly seems to be a growing industry at this time.
But not just Gear Crane and the military industry seem to be reaping the rewards. Gear Tome has like wise set up large scale projects, but these are to expand existing labs and build up new labs throughout both Clock and Watch. This may seem odd to some, since several labs are offering their service to other factions for a price. Lady Wilhelmina Tome's opinion is that new labs are still important to Clockwork. When new research is available to the scientists, they will easily be able to pick it up. If no new research is available to the scientists, the labs can offer their service to other factions in the future. And this in turn can provide money to Clockwork, as well as new insights and inspiration for research on the long term.
Increasing Military Facilities and Labs to Level 3 in both Clock and Watch
The Operative
Colonisation
The clanking and hammering of building sounds rings throughout Area 22 and 25. "Hah, I worked on developing Area 20 before the project was cancelled. This time, we will build more! Sanitation first, just like last time, and then the building! Yes, just a few more years and people will live here." Tells one of the builders as he points to a building pit.
Colonising Area 22 & 25
Protection Forces
With the new Zombie outburst, the Operative has started to construct more military forces. Another military parade was held to boost the morale of the citizens, but it seems that fear still lives in the populace, especially with the new expansion towards the Zombies. Despite this, Lady Sally Steam urges the people to remain calm.
Development of Bi10
The construction sector in the Operative prospers, as not only new area's are developed, but Bi10 is being developed as well. Construction business is expected to be very lucrative in these and the coming years.
First Part DL Increase in Bi10
Clockwork/Operative
Trade
Clockwork is putting 136 trade in the Trade Pool.
Operative is putting 42 trade in the Trade Pool.
Research
Scientists of both Clockwork and the Operative continue to co-operate in their scientific endeavours. With Genetics being expanded on, new venues of research have been looked at as well and the labs have taken their first steps in Psychics and Computers. Despite this, many labs remain vacant as the lingering Zombie Threat seems to have quelled scientific creativity. Therefore, both Clockwork and Operative have opened up labs for foreign exploitation.
Clockwork and the Operative have a combined total of 36 Research Capacity available for foreign use. We are currently accepting offers for the use of this research capacity.
Researching
SpoilerLife Sciences - Genetics
Clockwork: 10 + 5 = 15 - Research App V
Operative: 10 + 5 = 15 - Research App V
Physics - Fission
Clockwork: 10 + 5 = 15 - Research Breakthrough
Operative: 10 + 5 = 15 - Research Breakthrough
Computers - Electrical Computers
Clockwork: 10 + 5 = 15 - Research Breakthrough
Operative: 10 + 5 = 15 - Research Breakthrough
Clockwork
The Zombie Threat
With the new expansion of the zombie territory, we see an increased threat in the Eastern Continent. We suggest that the Clockwork, Deep Blue and Zensunni forces retreat from the Southern Continent. Also because we have lost contact with the Universal Church's forces. We suspect they may have fallen to the zombie infestation. Clockwork suggests we should focus on our own continent and attack the zombies there.
Our suggestion plan of action is that the land forces should be gathered in Area 36 and the naval forces in Sector 31, so that we can launch an attack against Sector 32. This will divide the zombie forces and make sure that Topalov's borders are safer. Clockwork will add reinforcements to the strike force.
After attacking Sector 31, we suggest we attack Sector 33 and then move to eradicate the zombies to the east. Thus moving from 31 to 33 and then on to 35, 36, 37 and 34, if our forces do not incur enough losses.
Total Forces:
SpoilerClockwork:
1 Infantry, 1 Artillery, 1 Battleship, 1 Frigate
Zensunni:
4 Infantry
Deep Blue:
1 Infantry, 1 Artillery, 1 Battleship
Clockwork reinforcements:
1 frigate, 2 battleships, 4 tanks, 1 infantry, 3 artillery
We would like to hear from Deep Blue and the Zensunni if they approve this plan.
Eastern Continent Treaty
With the loss of both the Universal Church and the Naderites to the Zombies, Clockwork recognises that the Eastern Continent Treaty should likely be changed. Not only to acknowledge the loss of both factions, but also to re-divided the continent itself. Our first proposal for the division of the continent is below. Note that this gives up the Deep Blue claim of Area 37 to the Zensunni, to ensure that the Zensunni regions are connected with each other.
In the current division, we also recognise that both Deep Blue as well as the Zensunni have 8 area's, while Clockwork has 9 area's. The reason for that decision is because there are 25 area's in the continent and it is impossible to divide them equally. The reason why we think it is reasonably fair the last area is for Clockwork is because Clockwork will be dedicating a large military force to get rid of the Zombie infestation. Naturally, we are open to discussion, proposals and changes to the Eastern Continent Division.
SpoilerLast edited by Zweanslord; 2009-02-09 at 12:20 PM.