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A New Dawn (XCOM/Mass Effect)

Discussion in 'Questing' started by isaacssv552, Apr 30, 2019.

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  1. Threadmarks: Country Selection
    isaacssv552

    isaacssv552 The Necromancer

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    A New Dawn (XCOM/Mass Effect)
    "That was not a singularity...the Volunteer didn't move the Temple Ship." - Dr. Shen

    After 3 years of desperate struggle against a seemingly unstoppable enemy, Earth knows peace once more. Life slowly returns to the skeletal remains of Sydney as the final survivors leave the ruined hellscape that was once South Africa. Firestorms streak through the sky and the final Chryssallid MegaHive is vaporized by Fusion Lance fire.
    In America XCOM resists attempts to liquidate its assets to pay the ruinous debts accumulated during the war. Within the Brazilian interior great logging camps are established to furnish dwelling for the millions who watched their homes liquefy and boil as plasma fell from the skies. German armoured columns are stripped of their engines to power construction vehicles. Legions of Japanese SHIVs gutted by plasma rifles are recycled for their microchips.
    The War is over. The peace has only just begun.

    Choose Your Nation:
    Each nation has 2-3 bonuses and 2-3 penalties. Potency ranges between --- (Crippled) and +++ (Immense Advantage). Country rating merely measures net result. Unlisted differences may apply but will not be non-obvious. e.g. The US is bigger than Japan.
    [] United States (++) SPAAAAACE
    Pros:
    Aerospace Industry: XCOM's entire fleet of Firestorms was manufactured in tandem with American contractors. As a result, only XCOM's own R&D division possesses a greater understanding of X-Ray aerospace technology. (XenoSpace Tech +++)
    Vigilo Confido: XCOM HQ is located in the American Heartland. Not only does this provide easy access to the world's most powerful organization, it gave North America priority in UFO defense missions. As a result, the US's infrastructure and citizenry is almost entirely intact. (Industry +, Infrastructure +, Morale ++, ???)
    Three Musketeers: Congress may have had ulterior motives when they practically bribed XCOM into defending North America at the expense of the other three-quarters of Earth, but the rest of continent greatly appreciated the action. This and other, more deliberate, collaborations have strengthened the already potent diplomatic, economic, and cultural bonds among the trio. (Infracontinental Diplomacy +++)
    Cons:
    Shattered Blade: The US military, once the world's greatest, has been broken. Facing a quantitatively superior for the first time in a century and with every available dollar going to the XCOM project, all three branches have been rendered combat ineffective. (Initial Military ---)
    Technically Poorest: The decision to influence the placement of XCOM HQ with a blank check proved a massive boon to national security. The budget did not prove nearly so fortunate. Twenty trillion dollars of spending over three years has left the US on the verge of default. Only the extenuating circumstances have kept the government solvent, and bonds will not remain unclaimed forever. (Wealth ---)
    America First: The other five continents do not appreciate what they see as the United States rigging the XCOM HQ selection process. (Intercontinental Diplomacy --)
    [] Japan (++) Robot Wives
    Pros:
    Ghost in the Shell: Japan had long been a center of robotics. When the War came it relied heavily on SHIVs and other automated forces to defends its aging populace. This brought the interest of XCOM and Japan provided most of the parts for its Battle Computers. While the exact blueprints of the XCOM hardware is still a jealously kept secret, Japan has more experience with battle analysis and control systems than most other countries combined. (Electronics ++, Robotics ++)
    Empire of the Rising Sun: Japan has a long history of piracy and naval adventure to draw upon. While conventional navies proved useless against the X-Ray invasion that tradition may yet prove its worth. (Naval +)
    Work Ethic: Japan has a strong work ethic. (Productivity +)
    Cons:
    Aging Population: Japan simply doesn't have enough Japanese. More importantly, those it does have flatly refuse to breed. (Population ---, Economy -)
    No Migration: Japan hasn't relied on immigration for population growth in the past and it won't do so in the future. (No Migration)
    [] Egypt-Nigeria Union (+) Going Commando
    Pros:
    The Old Path: During the War it was discovered that many Nigerians progressed through Psi training noticeably faster than peers of equal talent. After an initial period of confusion, it was discovered that a number of ancient shamanistic practises could 'prep' the mind for Psi Training. While they are incapable of imparting even minor Psionic powers, these techniques may be the seed of a breakthrough. (Psionics ++) [Even with this bonus, obtaining even basic psionics without direct XCOM assistance will be an exercise in frustration.]
    Genesmiths: Pre-War Egypt hosted a burgeoning genetic manipulation industry. During the War it blossomed into a titan. Joint research with XCOM has pushed genetic technology forward by centuries and the Egyptian facilities are by far the best outside of XCOM HQ. (GeneMods +++)
    Cons:
    Dirt Poor: The ENU's economy wasn't great before the X-Rays arrived and 5 years of existential warfare hasn't helped. (Wealth--)
    War Weary: Years of warfare and desperate unification have made the ENU strong. However, they have also exhausted and demoralized its population. (Morale --)

    NOTE: This is based on a recently finished game of Long War (My first). Some things were changed for balance. Primary changes were fudging the exact locations of terror/bombing missions (which I don't remember), increasing the time span by a couple of years, and nerfing the US, which benefited greatly from my attempt to shoot down every UFO approaching North America before expanding my satellite coverage. (I know it was dumb now.)
    NOTE: Initially all countries had three pros/cons but this proved excessive. America keeps the original ratio because they had XCOM.

    NOTE: This is being crossposted from SV, so voting has already occurred. I'll be posted the updates shortly.
     
  2. Index: General Quest Information and Discord
    isaacssv552

    isaacssv552 The Necromancer

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    Blue is researched, techs which you have not unlocked are hidden.
    [​IMG]
    Name:
    Description
    Chance%, $Cost(bonus from each doubling of investment%), years
    special
    Excellent
    Good
    Decent
    Mediocre/Intact
    Minor/Damaged/Bad
    Nonexistent/Destroyed/Horrible
    Angelus Mortis
    Elite
    Veteran
    Experienced
    Trained
    Green
    Militia
    Massive: ~ 10,000,000 (10000)
    Large: ~ 1,000,000 (1000)
    Medium: ~ 100,000 (100)
    Small: ~ 10,000 (10)
    Tiny: ~ 1,000 (1)
    Minuscule: ~ 100 (0)
    Transport capacity (listed in the trade header) limits the maximum number of trade deals. Good capacity limits the maximum trade deals of a single type. For instance,
    Good (Base Capacity+Bonus Capacity)
    For example,
    Sell Alloy Stock:
    Sell your strategic reserve of alien alloys.
    100%, $-100(-5%), 1
    Lose 100% of Alien Alloys.

    An action boosted to 100% is exactly equivalent to an action natively at 100%. Criticals are based on rolls rather than thresholds. Going above 100% helps with degrees of success, but DoS only apply to actions why explicitly involve them.

    There is a Discord Channel.
     
    Last edited: Oct 23, 2019
    Rui Pascoal and ShadowNic94 like this.
  3. Index: Unit Design
    isaacssv552

    isaacssv552 The Necromancer

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    Unit Design:
    Unit design is conducted separately from normal turn voting. See the Discord (https://discord.gg/W5BDvh) for more info.
    Each unit has a size and a number of equipment slots. The size acts as a multiplier on armament equipment slots and on hidden stats.
    Each unit type has a size cap. Infantry have a size cap of 1 while armour and aircraft have a cap dependent on engine technology. The closer a unit is to its size cap the lower its speed. An infantry unit represents a 6 man squad.
    Each unit type has multiple categories of equipment with a variable number of slots. One of the technologies contained within a category may be chosen for each slot. A technology may be chosen multiple times, although additional selections may have little or no effect.
    The Armament category is special. It's slots are multiplied by the unit's size. This allows for a wider variety of unit designs.
    Some armament items have example weapons in parenthesis. These are real life weapons of similar role.
    Light Machine Gun: A potent weapon which combines range, power, and suppressive fire at the cost of mobility.
    Shotgun: A short range weapon most effective in a melee.
    Sniper Rifle: A long range support weapon capable of precision fire.
    Squad Automatic Weapon: A support weapon dedicated to mobile suppressive fire.
    Battle Rifle: A heavy weapon that trades mobility for power.
    Assault Rifle: A general purpose weapon capable of both automatic and semi-automatic fire.
    Carbine: A lightweight weapon tailored for mobility at the cost of power.
    Rocket Launcher: A portable explosion creator with versatile munitions.
    Grenades: Portable explosives designed for easy throwing.
    Tactical Armoured Vest: A simple vest able to provide limited torso protection.
    Tactical Body Armour: Mundane body armour capable of taking a few bullets.
    Ceramic Plating: Rigid plates which provide protection in exchange for mobility.
    Heavy Machine Gun (Slots: 1/2): A large automatic weapon best suited for anti-person use. (1-2 km)
    Autocannon: A mid-sized cannon with a high rate of fire capable of both anti-person and anti-tank use. (3-5 km)
    Cannon (Slots: 2): A large cannon best suited for anti-tank use. (5-10 km)
    Howitzer (Slots: 2): A large cannon designed for long range ballistic bombardment. (10-50 km)
    Surface-To-Surface Fusion Missile (Slots: 2): A large ballistic missile designed for long range strikes. (100-500 km)
    Anti-Tank Fusion Missile (Slots: 1/2): A short range missile with the sole purpose of destroying enemy vehicles. (5 km)
    Short Range Surface-To-Air Fusion Missile: A missile which targets aircraft within visual range. (36 km)
    Long Range Surface-To-Air Fusion Missile (Slots: 4): A missile which targets aircraft beyond visual range. (500-1,000 km)
    Transport: Space to transport men or supplies.
    Diesel: An ordinary diesel engine. (Size: 3)
    Turboshaft: An extremely powerful motor which guzzles fuel. (Size: 5)
    Wheel: Ordinary wheels. Excellent handling, decent durability, and passable rough terrain performance.
    Half-Track: A hybrid system which combines the handling of wheels with the rough terrain performance of continuous tracks.
    Continuous Track: A specialized form of propulsion which sacrifices handling in favor of durability and rough terrain performance.
    Minimal Emissions: Complex engineering reduces thermal emissions to interfere with infrared targeting.
    Extended Range: Improved fuel efficiency and expanded tank capacity grants a greater operational ranger and longer idle times.
    Light Armour Plate: Lightweight armour plating grants little protection but reduces weight.
    Armour Plate: Ordinary armour plating balances weight and protection.
    Heavy Armour Plate: Heavy plating dramatically increases weight in return for increased protection.
    Sloped Armour: A slanted form increases the chance of deflecting enemy fire.
    Reactive Armour: Specialized armour built to counter shaped explosives.
    Modular Armour: Segmented armour designed for rapid replacement of damaged sections.
    Heavy Autolaser: A large automatic weapon capable of putting large quantities of high power laser downrange. (2-3 km)
    Rotary Laser Cannon (Slots: 3): A versatile mid-sized laser with a high rate of fire. (1-2 km)
    Heavy Laser Lance (Slots: 5): A large direct fire weapon with remarkable penetration. (10-30 km)
    Short Range Anti-Air Fusion Missile (Slots: 1/2): A missile which excels against aircraft within visual range. (36 km)
    Long Range Anti-Air Fusion Missile: An anti-aircraft missile which extends range past visual at the cost of increased size. (500-1,000 km)
    Air-To-Surface Fusion Missile (Slots: 2): A cruise missile which excels against surface targets at standoff ranges. (1,000-10,000 km)
    Anti-Tank Fusion Missile (Slots: 1/2): A short range missile with the sole purpose of destroying enemy vehicles. (10-36 km)
    Guided Fusion Bomb (Slots: 1/2): A large explosive with guidance equipment for increased accuracy. (36 km)
    Fusion Torpedo: A guided explosive equipped with aquatic propulsion. Highly effective against naval targets. (10-36 km)
    Transport: Space to transport men or supplies.
    Helicopter: A rotor engine capable of hovering and vertical takeoff and landing. (Size: 5)
    Jet: An ordinary jet engine providing limited power and range. (Size: 20)
    VTOL: Allows a plane to perform vertical takeoff and landing.
    Minimal Emissions: Complex engineering reduces thermal emissions to interfere with infrared targeting.
    Extended Range: Improved fuel efficiency and expanded tank capacity grants a greater operational ranger and longer loiter times.
    Afterburner: Provides short bursts of very high thrust during combat. Guzzles fuel and breaks stealth.
    Light Armour Plate: Lightweight armour plating grants little protection but reduces weight.
    Armour Plate: Ordinary armour plating balances weight and protection.
    Heavy Armour Plate: Heavy plating dramatically increases weight in return for increased protection.
    Targeting Computer: Advanced target prediction software which increases accuracy.
    Flight Computer: Advanced autopilot system capable of fully automated transit.
    Stealth Armour: Specialized armour materials and a minimal radar profile make the aircraft difficult to locate.
    Aerodynamic Contour: A particularly aerodynamic form reduces drag.
    Point Defense Array (Laser): A complex array of sensors and turreted laser cannons. Excels against missiles and small craft, but lacks the stopping power to harm larger prey. (50-100 km)
    Naval Laser Cannon (4 Slots): A potent cannon capable of precise fire at extreme range. (500-10,000 km)
    Light Anti-Ship Fusion Missile: A small cruise missile specialized for use against enemy vessels. (5,000 km)
    Medium Anti-Ship Fusion Missile (3 Slots): A powerful cruise missile specialized for use against enemy vessels. (15,000 km)
    Heavy Anti-Ship Fusion Missile (6 Slots): A mighty cruise missile specialized for use against enemy vessels. (30,000 km)
    Orbit-To-Surface Fusion Missile (10 Slots): A large MIRV missile specialized for bombardment of surface targets from orbit. (N/A)
    Transport: Space to transport men or supplies.
    Jet Fuel: Powerful chemical reactions provide limited thrust with large quantities of fuel. (Size: 5)
    Fusion Torch: Compact fusion reactors provide immense thrust with limited quantities of fuel. (Size: 300)
    Minimal Emissions: Complex engineering reduces thermal emissions to interfere with infrared targeting.
    Extended Range: Improved fuel efficiency and expanded tank capacity grants a greater operational ranger and longer loiter times.
    Light Alien Alloy: Thin layers of alien material grant less protection but reduce weight.
    Alien Alloy: Alien materials provide excellent protection at minimal cost in weight.
    Heavy Alien Alloy: Thick layers of alien material increase weight in return for increased protection.
    Targeting Computer: Advanced target prediction software which increases accuracy.
    Flight Computer: Advanced autopilot system capable of fully automated transit.
    Stealth Armour: Specialized armour materials and a minimal radar profile make the spacecraft difficult to locate.
    Reactive Armour: Specialized armour built to counter shaped explosives.

    Unit Catalog:
    Heavy Machine Gun: A large automatic weapon capable of putting large quantities of high caliber ammunition downrange. (2 km)
    Short Range Anti-Air Fusion Missile (x6): A missile which excels against aircraft within visual range. (36 km)
    Jet: An ordinary jet engine providing limited power and range. (Size: 20)
    Afterburner: Provides short bursts of very high thrust during combat. Guzzles fuel and breaks stealth.
    Light Armour Plate: Lightweight armour plating grants little protection but reduces weight.
    Targeting Computer: Advanced target prediction software which increases accuracy.
    Heavy Autolaser (x2): A large automatic weapon capable of putting large quantities of high power laser downrange. (3 km)
    Short Range Anti-Air Fusion Missile (x6): An anti-aircraft missile which extends range past visual at the cost of increased size. (36 km)
    Anti-Tank Fusion Missile (x4): A short range missile with the sole purpose of destroying enemy vehicles. (36 km)
    Heavy Autolaser (x2): A large automatic weapon capable of putting large quantities of high power laser downrange. (3 km)
    Short Range Anti-Air Fusion Missile (x10): An anti-aircraft missile which extends range past visual at the cost of increased size. (36 km)
    Heavy Autolaser (x2): A large automatic weapon capable of putting large quantities of high power laser downrange. (3 km)
    Guided Fusion Bomb (x10): A large explosive with guidance equipment for increased accuracy. (36 km)
    Heavy Autolaser (x2): A large automatic weapon capable of putting large quantities of high power laser downrange. (3 km)
    Long Range Anti-Air Fusion Missile (x4): An anti-aircraft missile which extends range past visual at the cost of increased size. (100-500 km)
    Jet: An ordinary jet engine providing limited power and range. (Size: 20)
    Afterburner: Provides short bursts of very high thrust during combat. Guzzles fuel and breaks stealth.
    Light Armour Plate: Lightweight armour plating grants little protection but reduces weight.
    Aerodynamic Contour: A particularly aerodynamic form reduces drag.
    Long Range Anti-Air Fusion Missile (x6): An anti-aircraft missile which extends range past visual at the cost of increased size. (100-500 km)
    Air-To-Surface Fusion Missile (x2): A cruise missile which excels against surface targets at standoff ranges. (1,000-10,000 km)
    Long Range Anti-Air Fusion Missile (x10): An anti-aircraft missile which extends range past visual at the cost of increased size. (100-500 km)
    Jet: An ordinary jet engine providing limited power and range. (Size: 20)
    Minimal Emissions: Complex engineering reduces thermal emissions to interfere with infrared targeting.
    Light Armour Plate: Lightweight armour plating grants little protection but reduces weight.
    Stealth Armour: Specialized armour materials and a minimal radar profile make the aircraft difficult to locate.
    Rotary Laser Cannon (x2): A versatile mid-sized laser with a high rate of fire. (2 km)
    Anti-Tank Fusion Missile (x8): A short range missile with the sole purpose of destroying enemy vehicles. (36 km)
    Jet: An ordinary jet engine providing limited power and range. (Size: 20)
    Afterburner: Provides short bursts of very high thrust during combat. Guzzles fuel and breaks stealth.
    Armour Plate: Ordinary armour plating balances weight and protection.
    Targeting Computer: Advanced target prediction software which increases accuracy.
    Heavy Laser Lance (x4): A large direct fire weapon with remarkable penetration. (20 km)
    Jet: An ordinary jet engine providing limited power and range. (Size: 20)
    VTOL: Allows a plane to perform vertical takeoff and landing.
    Light Armour Plate: Lightweight armour plating grants little protection but reduces weight.
    Targeting Computer: Advanced target prediction software which increases accuracy.
    Guided Fusion Bomb (x20): A large explosive with guidance equipment for increased accuracy. (36 km)
    Air-To-Surface Fusion Missile (x5): A cruise missile which excels against surface targets at standoff ranges. (1,000-10,000 km)
    Jet: An ordinary jet engine providing limited power and range. (Size: 20)
    VTOL: Allows a plane to perform vertical takeoff and landing.
    Light Armour Plate: Lightweight armour plating grants little protection but reduces weight.
    Aerodynamic Contour: A particularly aerodynamic form reduces drag.
    Air-To-Surface Fusion Missile (x20): A cruise missile which excels against surface targets at standoff ranges. (1,000-10,000 km)
    Guided Fusion Bomb (x80): A large explosive with guidance equipment for increased accuracy. (36 km)
    Fusion Torpedo (x40): A guided explosive equipped with aquatic propulsion. Highly effective against naval targets. (36 km)
    Long Range Anti-Air Fusion Missile (x40): An anti-aircraft missile which extends range past visual at the cost of increased size. (500-1,000 km)
    Jet: An ordinary jet engine providing limited power and range. (Size: 20)
    Minimal Emissions: Complex engineering reduces thermal emissions to interfere with infrared targeting.
    Light Armour Plate: Lightweight armour plating grants little protection but reduces weight.
    Stealth Armour: Specialized armour materials and a minimal radar profile make the aircraft difficult to locate.
    Transport (x20): Space to transport 60 soldiers.
    Jet: An ordinary jet engine providing limited power and range. (Size: 20)
    VTOL: Allows a plane to perform vertical takeoff and landing.
    Armour Plate: Ordinary armour plating balances weight and protection.
    Aerodynamic Contour: A particularly aerodynamic form reduces drag.
    Heavy Autolaser (x2): A large automatic weapon capable of putting large quantities of high power laser downrange. (2 km)
    Anti-Tank Fusion Missile (x4): A short range missile with the sole purpose of destroying enemy vehicles. (36 km)
    Helicopter: A rotor engine capable of hovering and vertical takeoff and landing. (Size: 5)
    Minimal Emissions: Complex engineering reduces thermal emissions to interfere with infrared targeting.
    Armour Plate: Ordinary armour plating balances weight and protection.
    Targeting Computer: Advanced target prediction software which increases accuracy.
    Heavy Machine Gun (x2): A large automatic weapon best suited for anti-person use. (1 km)
    Autocannon: A mid-sized cannon with a high rate of fire capable of both anti-person and anti-tank use. (3 km)
    Cannon: A large cannon best suited for anti-tank use. (5 km)
    Anti-Tank Fusion Missile (x4): A short range missile with the sole purpose of destroying enemy vehicles. (5 km)
    Turboshaft: An extremely powerful motor which guzzles fuel. (Size: 5)
    Continuous Track: A specialized form of propulsion which sacrifices handling in favor of durability and rough terrain performance.
    Heavy Armour Plate: Heavy plating dramatically increases weight in return for increased protection.
    Sloped Armour: A slanted form increases the chance of deflecting enemy fire.
    Heavy Machine Gun (x2): A large automatic weapon best suited for anti-person use. (1 km)
    Autocannon: A mid-sized cannon with a high rate of fire capable of both anti-person and anti-tank use. (3 km)
    Anti-Tank Fusion Missile (x2): A short range missile with the sole purpose of destroying enemy vehicles. (5 km)
    Transport (x3): Space to transport 9 soldiers.
    Turboshaft: An extremely powerful motor which guzzles fuel. (Size: 5)
    Continuous Track: A specialized form of propulsion which sacrifices handling in favor of durability and rough terrain performance.
    Armour Plate: Ordinary armour plating balances weight and protection.
    Reactive Armour: Specialized armour built to counter shaped explosives.
    Heavy Machine Gun (x2): A large automatic weapon best suited for anti-person use. (1 km)
    Autocannon: A mid-sized cannon with a high rate of fire capable of both anti-person and anti-tank use. (3 km)
    Transport (x8): Space to transport 24 soldiers.
    Turboshaft: An extremely powerful motor which guzzles fuel. (Size: 5)
    Continuous Track: A specialized form of propulsion which sacrifices handling in favor of durability and rough terrain performance.
    Armour Plate: Ordinary armour plating balances weight and protection.
    Reactive Armour: Specialized armour built to counter shaped explosives.
    Howitzer (x5): A large cannon designed for long range ballistic bombardment. (50 km)
    Turboshaft: An extremely powerful motor which guzzles fuel. (Size: 5)
    Continuous Track: A specialized form of propulsion which sacrifices handling in favor of durability and rough terrain performance.
    Armour Plate: Ordinary armour plating balances weight and protection.
    Modular Armour: Segmented armour designed for rapid replacement of damaged sections.
    Surface-To-Surface Fusion Missile (x3): A large ballistic missile designed for long range strikes. (100-500 km)
    Diesel: An ordinary diesel engine. (Size: 3)
    Continuous Track: A specialized form of propulsion which sacrifices handling in favor of durability and rough terrain performance.
    Armour Plate: Ordinary armour plating balances weight and protection.
    Modular Armour: Segmented armour designed for rapid replacement of damaged sections.
    Short Range Surface-To-Air Fusion Missile (x6): A missile which targets aircraft within visual range. (36 km)
    Diesel: An ordinary diesel engine. (Size: 3)
    Wheel: Ordinary wheels. Excellent handling, decent durability, and passable rough terrain performance.
    Light Armour Plate: Lightweight armour plating grants little protection but reduces weight.
    Modular Armour: Segmented armour designed for rapid replacement of damaged sections.
     
    Last edited: May 5, 2019
    Rui Pascoal and ShadowNic94 like this.
  4. Index: Maps
    isaacssv552

    isaacssv552 The Necromancer

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  5. Threadmarks: Planning 2031
    isaacssv552

    isaacssv552 The Necromancer

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    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    Tax Base: 10000 (30%) [10000@100%]
    Income: 3000
    Expenses: 1000
    Debt: 1000%
    Interest: 1% (10 turns till 2%) [1000]
    Morale: Excellent
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Militia)
    Highways: Damaged
    Rail Network (Cargo): Intact
    Waterways: Damaged
    Electrical: Intact
    Water: Intact
    Communications: Intact
    Housing: Intact
    Factories: Partially Automated
    -AeroSpace: Excellent
    -Armour: Mediocre
    -Consumer: Decent
    -Electronics: Mediocre
    -Industrial: Mediocre
    Unrestricted Actions:
    []
    []
    Diplomatic Actions:
    []
    America. Land of the free, home of the brave, 1000% GDP in debt. The United States of America exited the Long War practically undamaged. However, it is crippled by overspending, lacks a military, and has alienated three fourths of the planet. Can you make America great again? I just couldn't resist...
    Militaristic:
    Reintroduce Conscription:
    We simply don't have enough men in uniform to reconstitute even a single branch of the armed forces. If we intend to do so, we must first begin conscription.
    80%, 1000(+20%), 2
    Military <- Recruits(Large, Green).
    Liquidate Remaining Assets:
    While the United States military is defunct, its assets still remain. By liquidating what remains we can reduce our debt by as much as 5%!
    100%, -2500(-25%), 1
    Reopen Officer Schools:
    Our officer corps has been greatly depleted over the last five years. If we want to restore our military's administrative and command duties we must begin training replacements. Unfortunately, this is expensive. (Countrywide equivalent of Long War's Officer Training School.)
    80%, 250(+20%), 3
    +1 Military Action, Officer Schools -> Decent
    Industrial:
    Repair Highways:
    While the highway system wasn't seriously damaged by war, it hasn't received sufficient repairs in at least 5 years.
    90%, 500(+20%), 2
    Tax Base +5%, Highways -> Good
    Repair Waterways:
    River transport is one of the most efficient means of cargo transport. Unfortunately, the locks haven't received proper maintenance in decades.
    90%, 100(+20%), 2
    Tax Base +5%, Waterways -> Excellent
    Improve Utilities:
    While American utilities are functional, more than many countries can say in these dark days, they are not particularly good. It is time to solve that problem.
    90%, 500(+20%), 2
    Tax Base +5%, Water, Electrical, Communications -> Good
    Expand Factories:
    Increased industrial capacity is always worthwhile. Expanding your factories would strengthen America both economically and militarily.
    80%, 1000(+20%), 1
    Factories@Type -> CUR_LEVEL + 1, ???
    Create Department of Industry:
    American industry is doing fairly well. However, space exploration will require the government to work closely with industry leaders to drive down costs and understand limitations.
    75%, 100(+10%), 1
    +1 Industrial Action
    Financial:
    Assess Assets:
    America has gained many assets from the War. Probably. You don't actually have intact records for much of the past half a decade. (Degree of success determines how much loot the US got during the war.)
    100%, 100(+10%), 1
    Extraterrestrial Artifacts
    Postpone Debt Payments:
    With most of the world recovering from the extraterrestrial threat, we may be able to obtain a 1 year stay on debt payments.
    70%, 100(+5%), 1
    -1% interest for 1 turn.
    Declare Bankruptcy:
    Eliminate debt at the cost of massive damage to the economy.
    50%, 1000(+10%), 3
    -5000 Tax Base, Assets Liquidated, ???
    Create Finance Committee:
    The current state of American finances make the need for more specialized management apparent.
    75%, 100(+10%), 1
    +1 Financial Action
    Diplomatic:
    All your base are belong to us!:
    As the largest source of funding for the XCOM project, we clearly have ownership of XCOM HQ. Unfortunately, personnel cannot be forced to remain.
    30%, 50(+5%), 1
    Begin Talks with XCOM:
    XCOM has shut itself off from the world. Luckily, our diplomats have physical access to XCOM HQ.
    60%, 100(+10%), 1
    Three Musketeers:
    We had a number of wartime projects carried out in collaboration with our neighbors. It is time to begin peacetime collaboration.
    90%, 100(+10%), 1
    Research and Development:
    Advanced Small Arms:
    Improved small arms.
    75%, 500(+25%), 1
    Unlock New Small Arms Techs
    Advanced Body Armour:
    Improved body armour.
    75%, 500(+25%), 1
    Unlock New Body Armour Techs
    Advanced Artillery:
    Improved artillery.
    75%, 500(+25%), 1
    Unlock New Weapon Techs
    Advanced Armour:
    Improved vehicle armour.
    75%, 500(+25%), 1
    Unlock New Armour Techs
    Advanced Weaponry:
    Improved weapons technology.
    100%, 400(+25%), 1
    Unlock New Weapon Techs
    Advanced Materials:
    Improved material science.
    100%, 400(+25%), 1
    Unlock New Materials Techs
    Advanced Hardware:
    Improved electronic hardware.
    75%, 500(+25%), 1
    Unlock New Hardware Techs
    Advanced Software:
    Improved electronic hardware.
    75%, 500(+25%), 1
    Unlock New Software Techs
    Advanced Production:
    Improved industrial production techniques.
    85%, 500(+25%), 1
    Unlock New Production Techs
    Advanced Construction:
    Improved construction techniques.
    85%, 500(+15%), 1
    Unlock New Construction Techs
    Create Science and Technology Advisory Board:
    While the government understands that technology is useful, perhaps input from actual scientists would make their efforts more efficient.
    80%, 100(+10%), 1
    +1 R&D Action
    Note: This is a new format, so please let me know if anything is unclear. Thanks for playing!
     
  6. Threadmarks: Results 2031
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    Tax Base: 10000 (30%) [10000@100%]
    Income: 3000
    Expenses: 1000
    Debt: 993% [99300]
    Interest: 1% (9 turns till 2%) [1000]
    Morale: Excellent
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Militia)
    Highways: Damaged
    Rail Network (Cargo): Intact
    Waterways: Damaged
    Electrical: Intact
    Water: Intact
    Communications: Intact
    Housing: Intact
    Factories: Partially Automated
    -AeroSpace: Excellent
    -Armour: Mediocre
    -Consumer: Decent
    -Electronics: Mediocre
    -Industrial: Mediocre

    Unrestricted Actions:
    [Create Department of Industry]
    [Create Finance Committee]
    Washington is engulfed in activity as the bureaucracy is reorganized into a more efficient form. While most of the government is untouched, entire agencies, departments, and committees are replaced wholesale in the largest government reorganization since the Constitution. While the new organizations are not exceptionally effective, they are more than capable of shouldering a good portion of the administrative burden.

    Cost: 200
    +1 Financial Action, +1 Industrial Action

    Diplomatic Actions:
    [Begin Talks with XCOM]
    Where electronic broadcasts are ignored, a physical delegation is successful. Over a hundred diplomats, scientists, and therapists are sent to XCOM HQ equipped to deal with hostility, confusion, or even PTSD. It takes a few hours, but XCOM is eventually convinced to open their doors. The information obtained is both startling and somewhat reassuring.
    It would appear that XCOM's commander was on the Temple Ship when it vanished and the entire organization is in disarray. The heads of research, engineering, and operations are currently debating what to do with the vast amount of technology and military power accumulated over the course of the war. In addition, an experimental gravitation sensor has detected a massive shift in Charon's mass and concerns over a possible alien presence are rife.
    Your diplomats have difficulty convincing XCOM to abandon its isolationist stance. However, your therapists prove an immense help to a few particularly bad cases of PTSD. This buys some goodwill and when the expedition leader insists they stay to rectify XCOM's complete lack of therapy XCOM accepts. The negotiations which follow are slow but successful. By the end of the year XCOM agrees to an alliance with the US, although they are still reluctant to share technology.

    Cost: 100
    XCOM becomes US ally. Remote possibility of XCOM becoming a branch of the US military.

    Financial Report:
    Income: 3000
    Expenses: 1000+300
    Interest: 1000
    Net Profit: 700
    Debt -> 993%
     
  7. Threadmarks: Planning 2032
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic
    Tax Base: 10000 (30%) [10000@100%]
    Income: 3000
    Expenses: 1000
    Debt: 993% [99300]
    Interest: 1% (9 turns till 2%) [1000
    Morale: Excellent
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Militia)
    Highways: Damaged
    Rail Network (Cargo): Intact
    Waterways: Damaged
    Electrical: Intact
    Water: Intact
    Communications: Intact
    Housing: Intact
    Factories: Partially Automated
    -AeroSpace: Excellent
    -Armour: Mediocre
    -Consumer: Decent
    -Electronics: Mediocre
    -Industrial: Mediocre
    Unrestricted Actions:
    []
    []
    Industrial Actions:
    []
    Financial Actions:
    []
    Diplomatic Actions:
    []
    XCOM is on friendly terms, organization reshuffling has been completed, and the debt is marginally smaller. Now, the real work begins.
    Militaristic:
    Reintroduce Conscription:
    We simply don't have enough men in uniform to reconstitute even a single branch of the armed forces. If we intend to do so, we must first begin conscription.
    80%, 1000(+20%), 2
    Military <- Recruits(Large, Green).
    Liquidate Remaining Assets:
    While the United States military is defunct, its assets still remain. By liquidating what remains we can reduce our debt by as much as 5%!
    100%, -2500(-25%), 1
    Reopen Officer Schools:
    Our officer corps has been greatly depleted over the last five years. If we want to restore our military's administrative and command duties we must begin training replacements. Unfortunately, this is expensive. (Countrywide equivalent of Long War's Officer Training School.)
    80%, 250(+20%), 3
    +1 Military Action, Officer Schools -> Decent
    Industrial:
    Repair Highways:
    While the highway system wasn't seriously damaged by war, it hasn't received sufficient repairs in at least 5 years.
    90%, 500(+20%), 2
    Tax Base +5%, Highways -> Good
    Repair Waterways:
    River transport is one of the most efficient means of cargo transport. Unfortunately, the locks haven't received proper maintenance in decades.
    90%, 100(+20%), 2
    Tax Base +5%, Waterways -> Excellent
    Improve Utilities:
    While American utilities are functional, more than many countries can say in these dark days, they are not particularly good. It is time to solve that problem.
    90%, 500(+20%), 2
    Tax Base +5%, Water, Electrical, Communications -> Good
    Expand Factories (Type):
    Increased industrial capacity is always worthwhile. Expanding your factories would strengthen America both economically and militarily.
    80%, 1000(+20%), 1
    Factories.Type -> CUR_LEVEL + 1, ???
    Financial:
    Assess Assets:
    America has gained many assets from the War. Probably. You don't actually have intact records for much of the past half a decade. (Degree of success determines how much loot the US got during the war.)
    100%, 100(+10%), 1
    Extraterrestrial Artifacts
    Postpone Debt Payments:
    With most of the world recovering from the extraterrestrial threat, we may be able to obtain a 1 year stay on debt payments.
    75%, 100(+5%), 1
    -1% interest for 1 turn.
    Declare Bankruptcy:
    Eliminate debt at the cost of massive damage to the economy.
    60%, 1000(+10%), 3
    -5000 Tax Base, Assets Liquidated, ???
    Increase Taxes:
    With the current level of debt, we have no choice but to increase the rate of taxation.
    Chance: 80%, Cost: 100(+10%), Time: 1
    Tax Rate -> 40%, Population.Morale -> Good
    Diplomatic:
    XCOM Research Agreement:
    XCOM's technology is the most advanced on the planet. With their aid we could accelerate our research massively.
    Chance: 60%, Cost: 500(+20%), Time: 1
    Massive boosts to research.
    XCOM Training Agreement:
    XCOM boasts some of the most experienced soldiers in the world. Their expertise would be invaluable in the formation of our own military.
    Chance: 80%, Cost: 200(+20%), Time: 1
    Training of entire military, including future units, increased by one degree.
    XCOM Psionics:
    XCOM literally has magic mind powers. You have absolutely no idea how to develop them yourself, but perhaps XCOM would be willing to help?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Psionics Tech Category
    XCOM GeneMods:
    XCOM has the most advanced genetic engineering in the world. Even a small amount of shared research would be a great boon.
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock GeneMods Tech Category
    XCOM MECs:
    XCOM's MECs have a great deal of potential as ultra-heavy infantry. Unfortunately, you don't have the cybernetics technology required. Perhaps XCOM would help get you started?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Cybernetics Tech Category
    Three Musketeers:
    We had a number of wartime projects carried out in collaboration with our neighbors. It is time to begin peacetime collaboration.
    90%, 100(+10%), 1
    Diplomatic relations with neighbors.
    Research and Development:
    Advanced Small Arms:
    Improved small arms.
    75%, 500(+25%), 1
    Unlock New Small Arms Techs
    Advanced Body Armour:
    Improved body armour.
    75%, 500(+25%), 1
    Unlock New Body Armour Techs
    Advanced Artillery:
    Improved artillery.
    75%, 500(+25%), 1
    Unlock New Weapon Techs
    Advanced Armour:
    Improved vehicle armour.
    75%, 500(+25%), 1
    Unlock New Armour Techs
    Advanced Weaponry:
    Improved weapons technology.
    100%, 400(+25%), 1
    Unlock New Weapon Techs
    Advanced Materials:
    Improved material science.
    100%, 400(+25%), 1
    Unlock New Materials Techs
    Advanced Hardware:
    Improved electronic hardware.
    75%, 500(+25%), 1
    Unlock New Hardware Techs
    Advanced Software:
    Improved electronic hardware.
    75%, 500(+25%), 1
    Unlock New Software Techs
    Advanced Production:
    Improved industrial production techniques.
    85%, 500(+25%), 1
    Unlock New Production Techs
    Advanced Construction:
    Improved construction techniques.
    85%, 500(+15%), 1
    Unlock New Construction Techs
    Create Science and Technology Advisory Board:
    While the government understands that technology is useful, perhaps input from actual scientists would make their efforts more efficient.
    80%, 100(+10%), 1
    +1 R&D Action
     
  8. Threadmarks: Results 2032
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    Tax Base: 10000 (30%) [10000@100%]
    XCOM: Military, Diplomatic
    Canada: Military, Economic, Diplomatic, In Distress
    Mexico: Military, Economic, Diplomatic, In Distress
    Income: 3000
    Expenses: 1000
    Debt: 991% [99100]
    Interest: 1% (8 turns till 2%) [1000]
    Morale: Excellent
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Militia)
    Highways: Damaged
    Rail Network (Cargo): Intact
    Waterways: Damaged
    Electrical: Intact
    Water: Intact
    Communications: Intact
    Housing: Intact
    Factories: Partially Automated
    -AeroSpace: Excellent
    -Armour: Mediocre
    -Consumer: Decent
    -Electronics: Mediocre
    -Industrial: Mediocre

    Unrestricted Actions:
    [Reopen Officer Schools]
    Renovation begins on officer schools across the country. There is a minor disaster when one is hit by a tornado, but the project remains on schedule regardless. Recruitment of faculty will begin next year.

    Reopen Officer Schools Locked, 2 years remaining.
    Cost: 250

    [Create Science and Technology Advisory Board]
    The formation of a board to oversee government sponsorship of research goes well. The pre-selection process is already proving significantly faster.

    +1 R&D Action.
    Cost: 200

    Industrial Actions:
    [Repair Waterways]
    The waterways prove to be in much worse condition than expected. Many locks have to be entirely replaced. Nonetheless, the sheer quantity of resources allocated eliminates any chance of delay. Work will completed next year.

    Repair Waterways Locked, 1 year remaining.
    Cost: 200

    Financial Actions:
    [Assess Assets]
    The audit proves immensely successful. Apparently there was an entire warehouse of looted alien artifacts in Nevada. They will most likely prove a massive boon to your newly formed R&D board.
    (Weapon Fragments can add 1% per fragment to any research.)

    Assets <- 1000 Alien Alloy, 1000 Elerium, 100 Weapon Fragments, 1 Elerium Generator, 1 Navigation Computer, 1 Plasma Rifle
    Cost: 200
    OOC: You got 91 with a success threshold of 110. This meant you received all the non-critical rewards. (Possible critical rewards would have included: Fusion Core, Full Plasma Set, and Captives. A natural 100 would have given a captive Ethereal.)

    Diplomatic Actions:
    [Three Musketeers]
    Both Mexico and Canada love the idea of a cooperative agreement. Unfortunately, both countries are undergoing serious recessions at the moment. Any cooperation will have to economic rather than military or scientific.

    Allies <- Canada, Mexico. Foreign Aid Unlocked.
    Cost: 200

    Financial Report:
    Income: 3000
    Expenses: 1000+850
    Interest: 993
    Net Profit: 157 -> 200 (Rounding for ease of use.)
    Debt -> 991%
     
  9. Threadmarks: Planning 2033
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic
    Canada: Military, Economic, Diplomatic, In Distress
    Mexico: Military, Economic, Diplomatic, In Distress
    Tax Base: 10000 (30%) [10000@100%]
    Income: 3000
    Expenses: 1000
    Debt: 991% [99100]
    Interest: 1% (8 turns till 2%) [991]
    Morale: Excellent
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Militia)
    Highways: Damaged
    Rail Network (Cargo): Intact
    Waterways: Damaged
    Electrical: Intact
    Water: Intact
    Communications: Intact
    Housing: Intact
    Factories: Partially Automated
    -AeroSpace: Excellent
    -Armour: Mediocre
    -Consumer: Decent
    -Electronics: Mediocre
    -Industrial: Mediocre
    Alien Alloy: 1000
    Elerium: 1000
    Weapon Fragments: 100
    Alien Elerium Generator: 1
    Alien Navigation Computer: 1
    Alien Plasma Rifle: 1

    Unrestricted Actions:
    [Reopen Officer Schools] (2)
    []
    Industrial Actions:
    [Repair Waterways] (1)
    Financial Actions:
    []
    Diplomatic Actions:
    []
    Research and Development Actions:
    []

    Reorganization is proceeding well. However, the entire continent is in crisis. Will it be enough?

    Militaristic:
    Reintroduce Conscription:
    We simply don't have enough men in uniform to reconstitute even a single branch of the armed forces. If we intend to do so, we must first begin conscription.
    80%, 1000(+20%), 2
    Military <- Recruits(Large, Green).

    Liquidate Remaining Assets:
    While the United States military is defunct, its assets still remain. By liquidating what remains we can reduce our debt by as much as 5%!
    100%, -2500(-25%), 1

    Reopen Officer Schools:
    Our officer corps has been greatly depleted over the last five years. If we want to restore our military's administrative and command duties we must begin training replacements. Unfortunately, this is expensive. (Countrywide equivalent of Long War's Officer Training School.)
    80%, 250(+20%), 3
    +1 Military Action, Officer Schools -> Decent
    Industrial:
    Repair Highways:
    While the highway system wasn't seriously damaged by war, it hasn't received sufficient repairs in at least 5 years.
    90%, 500(+20%), 2
    Tax Base +5%, Highways -> Good

    Repair Waterways:
    River transport is one of the most efficient means of cargo transport. Unfortunately, the locks haven't received proper maintenance in decades.
    90%, 100(+20%), 2
    Tax Base +5%, Waterways -> Excellent

    Improve Utilities:
    While American utilities are functional, more than many countries can say in these dark days, they are not particularly good. It is time to solve that problem.
    90%, 500(+20%), 2
    Tax Base +5%, Water, Electrical, Communications -> Good

    Expand Factories (Type):
    Increased industrial capacity is always worthwhile. Expanding your factories would strengthen America both economically and militarily.
    80%, 1000(+20%), 1
    Factories.Type -> CUR_LEVEL + 1, ???
    Financial:
    Provide Financial Assistance to Allies:
    Some of our allies are in distress. Some financial assistance would accelerate their recovery and improve our relations.
    Chance: 70%, Cost: 1000(+30%), Time: 1
    Canada, Mexico lose In Distress.

    Postpone Debt Payments:
    With most of the world recovering from the extraterrestrial threat, we may be able to obtain a 1 year stay on debt payments.
    Chance: 75%, Cost: 100(+5%), Time: 1
    -1% interest for 1 turn.

    Declare Bankruptcy:
    Eliminate debt at the cost of massive damage to the economy.
    60%, 1000(+10%), 3
    -5000 Tax Base, Assets Liquidated, ???

    Increase Taxes:
    With the current level of debt, we have no choice but to increase the rate of taxation.
    Chance: 80%, Cost: 100(+10%), Time: 1
    Tax Rate -> 40%, Population.Morale -> Good

    Eliminate Welfare:
    With the current level of debt, we have no choice but to eliminate numerous welfare programs. This will ease integration with Mexico at the cost of integration with Canada.
    Chance: 85%, Cost: 100(+10%), Time: 1
    Expenses -> 500, Population.Morale -> Good
    Diplomatic:
    XCOM Research Agreement:
    XCOM's technology is the most advanced on the planet. With their aid we could accelerate our research massively.
    Chance: 60%, Cost: 500(+20%), Time: 1
    Massive boosts to research.

    XCOM Training Agreement:
    XCOM boasts some of the most experienced soldiers in the world. Their expertise would be invaluable in the formation of our own military.
    Chance: 80%, Cost: 200(+20%), Time: 1
    Training of entire military, including future units, increased by one degree.

    XCOM Psionics:
    XCOM literally has magic mind powers. You have absolutely no idea how to develop them yourself, but perhaps XCOM would be willing to help?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Psionics Tech Category

    XCOM GeneMods:
    XCOM has the most advanced genetic engineering in the world. Even a small amount of shared research would be a great boon.
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock GeneMods Tech Category

    XCOM MECs:
    XCOM's MECs have a great deal of potential as ultra-heavy infantry. Unfortunately, you don't have the cybernetics technology required. Perhaps XCOM would help get you started?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Cybernetics Tech Category

    North American Financial and Currency Union:
    Unifying the financial and monetary policy of the North American continent would provide two major benefits. The crisis facing all three members of NAFTA would face a concerted response. In addition, the agreement would pave the way for a full unification.
    Chance: 70%, Cost: 250(+20%), Time: 1
    Partial Union with Canada, Mexico.
    Research and Development:
    Advanced Small Arms:
    Improved small arms.
    75%, 500(+25%), 1
    Unlock New Small Arms Techs

    Advanced Body Armour:
    Improved body armour.
    75%, 500(+25%), 1
    Unlock New Body Armour Techs
    Advanced Artillery:
    Improved artillery.
    75%, 500(+25%), 1
    Unlock New Weapon Techs

    Advanced Armour:
    Improved vehicle armour.
    75%, 500(+25%), 1
    Unlock New Armour Techs
    Advanced Weaponry:
    Improved weapons technology.
    100%, 400(+25%), 1
    Unlock New Weapon Techs

    Advanced Materials:
    Improved material science.
    100%, 400(+25%), 1
    Unlock New Materials Techs
    Advanced Hardware:
    Improved electronic hardware.
    75%, 500(+25%), 1
    Unlock New Hardware Techs

    Advanced Software:
    Improved electronic hardware.
    75%, 500(+25%), 1
    Unlock New Software Techs
    Advanced Production:
    Improved industrial production techniques.
    85%, 500(+25%), 1
    Unlock New Production Techs

    Advanced Construction:
    Improved construction techniques.
    85%, 500(+15%), 1
    Unlock New Construction Techs
     
  10. Threadmarks: Results 2033
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    Tax Base: 10500 (30%) [10000@105%]
    XCOM: Military, Diplomatic
    Canada: Military, Economic, Diplomatic, Partial Union
    Mexico: Military, Economic, Diplomatic, Partial Union
    Income: 3000
    Expenses: 1000
    Debt: 957% [100500]
    Interest: 1% (7 turns till 2%) [1000]
    Morale: Excellent
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Militia)
    Highways: Damaged
    Rail Network (Cargo): Intact
    Waterways: Excellent
    Electrical: Intact
    Water: Intact
    Communications: Intact
    Housing: Intact
    Factories: Partially Automated
    -AeroSpace: Excellent
    -Armour: Mediocre
    -Consumer: Decent
    -Electronics: Mediocre
    -Industrial: Mediocre

    Unrestricted Actions:
    [Reopen Officer Schools]
    Faculty are hired for the schools and they begin preparations to open the next year.
    Reopen Officer Schools Locked, 1 years remaining.
    Cost: 250

    [Repair Highways]
    Repair work on the national highway system begins in earnest. Previous patchwork efforts have kept travel possible, but a full repair is necessary. When work concludes next year automobile travel will become both faster and more efficient.

    Repair Highways Locked, 1 years remaining.
    Cost: 500

    Industrial Actions:
    [Repair Waterways]
    The waterways have been repaired and freight now flows through the Mississippi river system and beyond.

    Tax Base +5%, Waterways -> Excellent
    Cost: 200

    Financial Actions:
    [Provide Financial Assistance to Allies]
    Diplomatic Actions:
    [North American Financial and Currency Union (2x)]
    Huge amounts of financial assistance leave the country along with massive numbers of diplomats and economists. In the span of only a year a financial union is established and the twin recessions begin to recede. Although it will take years for your neighbors to fully recover, that the entire continent was so rapidly and effectively united in response to the crisis is a minor miracle. The newly established NAFCU will mostly likely retain good relations until a member is driven to bankruptcy.

    Canada, Mexico lose In Distress, Form Partial Union with United States.
    Cost: 1000+500

    Financial Report:
    Income: 3000
    Expenses: 1000+2450
    Interest: 991
    Net Profit: -1441 -> -1400 (Rounding for ease of use.)
    Debt -> 957%

    Minor Vote: Should a full union with another country add debt?
    [] Yes, a lot of debt!
    [] Yes, only enough to offset the extra base.
    [] No, none at all!
     
  11. Threadmarks: Planning 2034
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic
    Canada: Military, Economic, Diplomatic, Partial Union
    Mexico: Military, Economic, Diplomatic, Partial Union
    Tax Base: 10500 (30%) [10000@105%]
    Income: 3150
    Expenses: 1000
    Debt: 957% [100500]
    Interest: 1% (7 turns till 2%) [991]
    Morale: Excellent
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Militia)
    Highways: Damaged
    Rail Network (Cargo): Intact
    Waterways: Excellent
    Electrical: Intact
    Water: Intact
    Communications: Intact
    Housing: Intact
    Factories: Partially Automated
    -AeroSpace: Excellent
    -Armour: Mediocre
    -Consumer: Decent
    -Electronics: Mediocre
    -Industrial: Mediocre
    Alien Alloy: 1000
    Elerium: 1000
    Weapon Fragments: 100
    Alien Elerium Generator: 1
    Alien Navigation Computer: 1
    Alien Plasma Rifle: 1

    Unrestricted Actions:
    [Reopen Officer Schools] (1)
    [Repair Highways] (1)
    Industrial Actions:
    []
    Financial Actions:
    []
    Diplomatic Actions:
    []
    Research and Development Actions:
    []

    The continent has begun to unify. Will it succeed?
    Militaristic:
    Reintroduce Conscription:
    We simply don't have enough men in uniform to reconstitute even a single branch of the armed forces. If we intend to do so, we must first begin conscription.
    80%, 1000(+20%), 2
    Military <- Recruits(Large, Green).

    Liquidate Remaining Assets:
    While the United States military is defunct, its assets still remain. By liquidating what remains we can reduce our debt by as much as 5%!
    100%, -2500(-25%), 1

    Reopen Officer Schools:
    Our officer corps has been greatly depleted over the last five years. If we want to restore our military's administrative and command duties we must begin training replacements. Unfortunately, this is expensive. (Countrywide equivalent of Long War's Officer Training School.)
    80%, 250(+20%), 3
    +1 Military Action, Officer Schools -> Decent
    Industrial:
    Repair Highways:
    While the highway system wasn't seriously damaged by war, it hasn't received sufficient repairs in at least 5 years.
    90%, 500(+20%), 2
    Tax Base +5%, Highways -> Good

    Improve Utilities:
    While American utilities are functional, more than many countries can say in these dark days, they are not particularly good. It is time to solve that problem.
    90%, 500(+20%), 2
    Tax Base +5%, Water, Electrical, Communications -> Good

    Expand Factories (Type):
    Increased industrial capacity is always worthwhile. Expanding your factories would strengthen America both economically and militarily.
    80%, 1000(+20%), 1
    Factories.Type -> CUR_LEVEL + 1, ???
    Financial:
    Postpone Debt Payments:
    With most of the world recovering from the extraterrestrial threat, we may be able to obtain a 1 year stay on debt payments.
    Chance: 75%, Cost: 100(+5%), Time: 1
    -1% interest for 1 turn.

    Declare Bankruptcy:
    Eliminate debt at the cost of massive damage to the economy.
    60%, 1000(+10%), 3
    -5000 Tax Base, Assets Liquidated, ???

    Increase Taxes:
    With the current level of debt, we have no choice but to increase the rate of taxation.
    Chance: 80%, Cost: 100(+10%), Time: 1
    Tax Rate -> 40%, Population.Morale -> Good

    Eliminate Welfare:
    With the current level of debt, we have no choice but to eliminate numerous welfare programs. This will ease integration with Mexico at the cost of integration with Canada.
    Chance: 85%, Cost: 100(+10%), Time: 1
    Expenses -> 500, Population.Morale -> Good
    Diplomatic:
    XCOM Research Agreement:
    XCOM's technology is the most advanced on the planet. With their aid we could accelerate our research massively.
    Chance: 60%, Cost: 500(+20%), Time: 1
    Massive boosts to research.

    XCOM Training Agreement:
    XCOM boasts some of the most experienced soldiers in the world. Their expertise would be invaluable in the formation of our own military.
    Chance: 80%, Cost: 200(+20%), Time: 1
    Training of entire military, including future units, increased by one degree.

    XCOM Psionics:
    XCOM literally has magic mind powers. You have absolutely no idea how to develop them yourself, but perhaps XCOM would be willing to help?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Psionics Tech Category

    XCOM GeneMods:
    XCOM has the most advanced genetic engineering in the world. Even a small amount of shared research would be a great boon.
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock GeneMods Tech Category

    XCOM MECs:
    XCOM's MECs have a great deal of potential as ultra-heavy infantry. Unfortunately, you don't have the cybernetics technology required. Perhaps XCOM would help get you started?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Cybernetics Tech Category

    North American Partial Military Union:
    Our armed forces skeletal status may be of severe detriment. However, it also provides some benefits. We may use the current state of affairs to integrate allied military operations from the ground up. Of course, the citizenry would not accept a truly continental military prior to a truly continental government.
    Chance: 80%, Cost: 100(+10%), Time: 10
    Partial Military Union with Canada, Mexico.

    North American Welfare Union:
    Differing welfare policies among ourselves, Canada, and Mexico pose an obstacle to integration. We must adopt a common level of welfare across the continent. Of course, Canada is reluctant to relinquish portions of their system and Mexico cannot afford too significant an expansion of their own.
    Chance: 40%, Cost: 250(+10%), Time: 5
    Welfare Union with Canada, Mexico.

    North American Diplomatic Union:
    We have been mostly ignoring three quarters of the globe for over a decade, and will likely continue to do so until our current crisis is resolved. When we resume proactive worldwide diplomatic activity, we shall do so in tandem with our neighbors.
    Chance: 60%, Cost: 100(+10%), Time: 5
    Diplomatic Union with Canada, Mexico.
    Research and Development:
    Advanced Small Arms:
    Improved small arms.
    75%, 500(+25%), 1
    Unlock New Small Arms Techs

    Advanced Body Armour:
    Improved body armour.
    75%, 500(+25%), 1
    Unlock New Body Armour Techs
    Advanced Artillery:
    Improved artillery.
    75%, 500(+25%), 1
    Unlock New Weapon Techs

    Advanced Armour:
    Improved vehicle armour.
    75%, 500(+25%), 1
    Unlock New Armour Techs
    Advanced Weaponry:
    Improved weapons technology.
    100%, 400(+25%), 1
    Unlock New Weapon Techs

    Advanced Materials:
    Improved material science.
    100%, 400(+25%), 1
    Unlock New Materials Techs
    Advanced Hardware:
    Improved electronic hardware.
    75%, 500(+25%), 1
    Unlock New Hardware Techs

    Advanced Software:
    Improved electronic hardware.
    75%, 500(+25%), 1
    Unlock New Software Techs
    Advanced Production:
    Improved industrial production techniques.
    85%, 500(+25%), 1
    Unlock New Production Techs

    Advanced Construction:
    Improved construction techniques.
    85%, 500(+15%), 1
    Unlock New Construction Techs
     
  12. Threadmarks: Results 2034
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    Tax Base: 11000 (40%) [10000@110%]
    XCOM: Military, Diplomatic
    Canada: Military, Economic, Diplomatic, Partial Union
    Mexico: Military, Economic, Diplomatic, Partial Union
    Income: 4400
    Expenses: 1000
    Debt: 921% [101300]
    Interest: 1% (6 turns till 2%) [1013]
    Morale: Good
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Militia)
    Highways: Good
    Rail Network (Cargo): Intact
    Waterways: Excellent
    Electrical: Intact
    Water: Intact
    Communications: Intact
    Housing: Intact
    Factories: Partially Automated
    -AeroSpace: Excellent
    -Armour: Mediocre
    -Consumer: Decent
    -Electronics: Mediocre
    -Industrial: Mediocre

    Unrestricted Actions:
    [Reopen Officer Schools]
    The first class has been enrolled in our new network of officer schools. They shall form the core of our military in the years to come. As an added bonus, we finally have some non-retired candidates for the joint chiefs.
    +1 Military Action, Officer Schools -> Decent
    Cost: 250

    [Repair Highways]
    Repairs on the national highway system conclude this year. Vehicles practically pour onto the freeways as the congestion clears. The increased volumes of traffic have prevented congestion from vanishing entirely, but the situation is much improved.
    Tax Base +5%, Highways -> Good
    Cost: 500

    Industrial Actions:
    [Improve Utilities]
    Efforts to improve American utilities are proceeding apace. The telecommunications companies made a fuss, but drafting a bill expanding antitrust legislation to local monopolies increased their pliancy. Construction should finish in a year.

    Improved Utilities Locked, 1 year remaining.
    Cost: 500

    Financial Actions:
    [Increase Taxes]
    "Tis impossible to be sure of any thing but Death and Taxes" - Christopher Bullock
    There is much grumbling and electoral margins shift somewhat, but your tax increase proceeds unimpeded. You now have a full 33% more funding.

    Tax Rate -> 40%, Population.Morale -> Good
    Cost: 100

    Diplomatic Actions:
    [North American Partial Military Union]
    Your current military deficiency does much to allay concerns that you will simply absorb your neighbors militarize into your own. Negotiations are still slow, but your diplomats assure you they are at least 30% faster than expected. Regardless, the matter is unlikely to see a conclusion before the end of the decade.

    North American Partial Military Union Locked, 7 years remaining.
    Cost: 100

    Research and Development Actions:
    [Advanced Construction]
    Your researchers spend a year laying the groundwork for future breakthroughs in civil engineering.
    Unlocked Orbital Construction, Improved Fortifications, Improved Housing
    Cost: 500


    Financial Report:
    Income: 3150
    Expenses: 1000+1950
    Interest: 1005
    Net Profit: -805 -> -800 (Rounding for ease of use.)
    Debt -> 921%
     
  13. Threadmarks: Planning 2035
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic
    Canada: Military, Economic, Diplomatic, Partial Union
    Mexico: Military, Economic, Diplomatic, Partial Union
    Tax Base: 11000 (40%) [10000@110%]
    Income: 4400
    Expenses: 1000
    Debt: 921% [101300]
    Interest: 1% (6 turns till 2%) [1013]
    Morale: Good
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Militia)
    Highways: Good
    Rail Network (Cargo): Intact
    Waterways: Excellent
    Electrical: Intact
    Water: Intact
    Communications: Intact
    Housing: Intact
    Agriculture: Good
    Officer Schools: Decent
    Factories: Partially Automated
    -AeroSpace: Excellent
    -Armour: Mediocre
    -Consumer: Decent
    -Electronics: Mediocre
    -Industrial: Mediocre
    Alien Alloy: 1000
    Elerium: 1000
    Weapon Fragments: 100
    Alien Elerium Generator: 1
    Alien Navigation Computer: 1
    Alien Plasma Rifle: 1

    Unrestricted Actions:
    []
    []
    Military Actions:
    []
    Industrial Actions:
    [Improve Utilities] (1)
    Financial Actions:
    []
    Diplomatic Actions:
    [North American Partial Military Union] (7)
    Research and Development Actions:
    []


    Militaristic:
    Reintroduce Conscription:
    We simply don't have enough men in uniform to reconstitute even a single branch of the armed forces. If we intend to do so, we must first begin conscription.
    80%, 1000(+20%), 2
    Military <- Recruits(Large, Green).

    Look for Volunteers:
    With the military beginning to regain its feet we can resume recruit of volunteers to serve as grunts.
    100%, 500(+20%), 1
    Military <- Recruits(Medium, Green).

    Officer Corps:
    We have established the bare bones of our new military's chain of command. However, we will need many more officers to staff an expanding military.
    95%, 250(+20%), 2
    Military <- Officers(Small, Trained).

    Boot Camps:
    Running our recruits through a short but rigorous training program will increase
    80%, 500(+20%), 2
    Recruits start at Trained.

    Liquidate Remaining Assets:
    While the United States military is defunct, its assets still remain. By liquidating what remains we can reduce our debt by as much as 5%!
    100%, -2500(-25%), 1
    Industrial:
    Improve Utilities:
    While American utilities are functional, more than many countries can say in these dark days, they are not particularly good. It is time to solve that problem.
    90%, 500(+20%), 2
    Tax Base +5%, Water, Electrical, Communications -> Good

    Expand Factories (Type):
    Increased industrial capacity is always worthwhile. Expanding your factories would strengthen America both economically and militarily.
    80%, 1000(+20%), 1
    Factories.Type -> CUR_LEVEL + 1, ???
    Financial:
    Postpone Debt Payments:
    With most of the world recovering from the extraterrestrial threat, we may be able to obtain a 1 year stay on debt payments.
    Chance: 75%, Cost: 100(+5%), Time: 1
    -1% interest for 1 turn.

    Declare Bankruptcy:
    Eliminate debt at the cost of massive damage to the economy.
    60%, 1000(+10%), 3
    -5000 Tax Base, Assets Liquidated, ???

    Eliminate Welfare:
    With the current level of debt, we have no choice but to eliminate numerous welfare programs. This will ease integration with Mexico at the cost of integration with Canada.
    Chance: 85%, Cost: 100(+10%), Time: 1
    Expenses -> 500, Population.Morale -> Decent
    Diplomatic:
    XCOM Research Agreement:
    XCOM's technology is the most advanced on the planet. With their aid we could accelerate our research massively.
    Chance: 60%, Cost: 500(+20%), Time: 1
    Massive boosts to research.

    XCOM Training Agreement:
    XCOM boasts some of the most experienced soldiers in the world. Their expertise would be invaluable in the formation of our own military.
    Chance: 80%, Cost: 200(+20%), Time: 1
    Training of entire military, including future units, increased by one degree.

    XCOM Psionics:
    XCOM literally has magic mind powers. You have absolutely no idea how to develop them yourself, but perhaps XCOM would be willing to help?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Psionics Tech Category

    XCOM GeneMods:
    XCOM has the most advanced genetic engineering in the world. Even a small amount of shared research would be a great boon.
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock GeneMods Tech Category

    XCOM MECs:
    XCOM's MECs have a great deal of potential as ultra-heavy infantry. Unfortunately, you don't have the cybernetics technology required. Perhaps XCOM would help get you started?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Cybernetics Tech Category

    North American Partial Military Union:
    Our armed forces skeletal status may be of severe detriment. However, it also provides some benefits. We may use the current state of affairs to integrate allied military operations from the ground up. Of course, the citizenry would not accept a truly continental military prior to a truly continental government.
    Chance: 80%, Cost: 100(+10%), Time: 10
    Partial Military Union with Canada, Mexico.

    North American Welfare Union:
    Differing welfare policies among ourselves, Canada, and Mexico pose an obstacle to integration. We must adopt a common level of welfare across the continent. Of course, Canada is reluctant to relinquish portions of their system and Mexico cannot afford too significant an expansion of their own.
    Chance: 40%, Cost: 100(+10%), Time: 5
    Welfare Union with Canada, Mexico.

    North American Diplomatic Union:
    We have been mostly ignoring three quarters of the globe for over a decade, and will likely continue to do so until our current crisis is resolved. When we resume proactive worldwide diplomatic activity, we shall do so in tandem with our neighbors.
    Chance: 60%, Cost: 100(+10%), Time: 5
    Diplomatic Union with Canada, Mexico.
    Research and Development:
    [​IMG]
    Advanced Small Arms:
    Improved small arms.
    75%, 500(+25%), 1
    Unlock New Small Arms Techs

    Advanced Body Armour:
    Improved body armour.
    75%, 500(+25%), 1
    Unlock New Body Armour Techs
    Advanced Artillery:
    Improved artillery.
    75%, 500(+25%), 1
    Unlock New Weapon Techs

    Advanced Armour:
    Improved vehicle armour.
    75%, 500(+25%), 1
    Unlock New Armour Techs
    Advanced Weaponry:
    Improved weapons technology.
    100%, 400(+25%), 1
    Unlock New Weapon Techs

    Advanced Materials:
    Improved material science.
    100%, 400(+25%), 1
    Unlock New Materials Techs
    Advanced Hardware:
    Improved electronic hardware.
    75%, 500(+25%), 1
    Unlock New Hardware Techs

    Advanced Software:
    Improved electronic hardware.
    75%, 500(+25%), 1
    Unlock New Software Techs
    Advanced Production:
    Improved industrial production techniques.
    85%, 500(+25%), 1
    Unlock New Production Techs

    Improved Fortifications:
    Conventional fortifications simply weren't made to handle Xenotech. Walls are less effective when the enemy can land an assault carrier on your heads. Artillery isn't designed to combat orbital targets. These problems and more must be solved if your defenses are to be effective in the coming decades.
    85%, 500(+15%), 1
    Unlock Minor Planetary Fortifications

    Improved Housing:
    There simply isn't enough land for everyone to have their own house and yard, at least not in the cities. What if we could solve that problem? It will be difficult, and implementation expensive, but our researchers think we can find a way to stack fields vertically. This would greatly improve the potential density of both residential and agricultural areas.
    65%, 500(+15%), 3
    Unlock Housing and Agricultural Infrastructure Projects

    Orbital Construction:
    Space had a lot of space for construction projects. However, current technologies make this prohibitively expensive. Orbital factories seem appealing until you realize it would be cheaper to build them in the middle of Manhattan.
    10%, 1000(+10%), 5
    Unlock Orbital Construction
    NOTE: When a technology has poor success chance you're probably missing some recommended techs or facilities.
     
  14. Threadmarks: Results 2035
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic
    Canada: Military, Economic, Diplomatic, Partial Union
    Mexico: Military, Economic, Diplomatic, Partial Union
    Tax Base: 11500 (40%) [10000@115%]
    Income: 4600
    Expenses: 1000
    Debt: 877% [100800]
    Interest: 1% (5 turns till 2%) [1008]
    Morale: Good
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Green)
    Recruits (Size: Medium, Quality: Trained)
    Officers (Size: Small, Quality: Experienced)
    Highways: Good
    Rail Network (Cargo): Intact
    Waterways: Excellent
    Electrical: Good
    Water: Good
    Communications: Good
    Housing: Intact
    Agriculture: Good
    Officer Schools: Decent
    Factories: Partially Automated
    -AeroSpace: Excellent
    -Armour: Mediocre
    -Consumer: Decent
    -Electronics: Mediocre
    -Industrial: Mediocre
    Alien Alloy: 1000
    Elerium: 1000
    Weapon Fragments: 100
    Alien Elerium Generator: 1
    Alien Navigation Computer: 1
    Alien Plasma Rifle: 1

    Unrestricted Actions:
    [Look for Volunteers]
    We receive a flood of volunteers eager to defend their country. There was some concern over the current state of the military, but the desire to participate in its revitalization proved stronger than the aversion to uncertainty. Our new recruits have only the most generalized training, but can receive further training once their role is decided.
    Military <- Recruits(Medium, Trained)
    Cost: 500

    [XCOM Training Agreement]
    XCOM readily agrees to help train our fledgling military. They lack experience in large scale warfare, but their small unit combat skills are unparalleled. Our military has benefited greatly from the joint training exercises.
    Military Quality +1
    Cost: 200

    Militaristic Actions:
    [Officer Corps]
    The first batch of officers has finished their tenure at Officer School and begun to form the command structure of the US military. The structure is yet to be finished, but we finally have the manpower to staff it.
    Military <- Officers(Small, Experienced)
    Cost: 250
    Industrial Actions:
    [Improve Utilities]
    Work on improving the national utilities concludes this year. The plumbing, electrical, and communications networks were already acceptable, but they have become exceptional. Cheaper and more effective, they will prove a boon to both the economy and the cost of living.
    Tax Base +5%, Water, Electrical, Communications -> Good
    Cost: 500

    Financial Actions:
    []

    Diplomatic Actions:
    [North American Partial Military Union]
    Progress on military integration remains slow.

    North American Partial Military Union Locked, 6 years remaining.
    Cost: 100

    Research and Development Actions:
    [Advanced Body Armour]
    Research on improved armour for your infantry proves fruitless.

    No Effect
    Cost: 500

    Financial Report:
    Income: 4600
    Expenses: 1000+2050
    Interest: 1013
    Net Profit: 537 -> 500 (Rounding for ease of use.)
    Debt -> 877%
     
    Nerve, Ponkerhead, buffog and 4 others like this.
  15. Threadmarks: Planning 2036
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic, Training
    Canada: Military, Economic, Diplomatic, Partial Union
    Mexico: Military, Economic, Diplomatic, Partial Union
    Tax Base: 11500 (40%) [10000@115%]
    Income: 4600
    Expenses: 1000
    Debt: 877% [100800]
    Interest: 1% (5 turns till 2%) [1008]
    Morale: Good
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Green)
    Recruits (Size: Medium, Quality: Trained)
    Officers (Size: Small, Quality: Experienced)
    Highways: Good
    Rail Network (Cargo): Intact
    Waterways: Excellent
    Electrical: Good
    Water: Good
    Communications: Good
    Housing: Intact
    Agriculture: Good
    Officer Schools: Decent
    Factories: Partially Automated
    -AeroSpace: Excellent (Cost: 50%, Quality: +1)
    -Armour: Mediocre (Cost: 100%)
    -Consumer: Decent (Economic)
    -Electronics: Mediocre (Cost: 100%)
    -Industrial: Mediocre (Cost: 100%)
    Alien Alloy: 1000
    Elerium: 1000
    Weapon Fragments: 100
    Alien Elerium Generator: 1
    Alien Navigation Computer: 1
    Alien Plasma Rifle: 1

    Unrestricted Actions:
    []
    []
    Military Actions:
    []
    Industrial Actions:
    []
    Financial Actions:
    []
    Diplomatic Actions:
    [North American Partial Military Union] (6)
    Research and Development Actions:
    []


    Militaristic:
    Reintroduce Conscription:
    We simply don't have enough men in uniform to reconstitute even a single branch of the armed forces. If we intend to do so, we must first begin conscription.
    80%, 1000(+20%), 2
    Military <- Recruits(Large, Trained).

    Form Interceptor Unit:
    We are currently entirely without air power, leaving us vulnerable to even the most primitive bombers. Forming a unit of interceptors will allow us to protect our airspace. Fortunately, our AeroSpace factories remain the best in the world.
    100%, 250x0.5, 2
    Recruits(Medium, Trained) -> Interceptor(Tiny, Experienced)

    Form Armour Unit:
    We lack a mobile ground force. Forming a small division of tanks will provide that force.
    85%, 250(+20%), 2
    Recruits(Medium, Trained) -> Armour(Small, Trained)
    Note: Military units automatically regenerate damage <=10%, allowing the formation of smaller, more specialized, units.

    Form Infantry Unit:
    We lack an infantry force to form the foundation of our army. Training our new recruits as infantry will provide that foundation. Unfortunately, we lack the facilities to produce the proper equipment.
    65%, 250x2(+20%), 2+1
    Recruits(Medium, Trained) -> Infantry(Medium, Trained)
    NOTE: The 2x and +1 penalties are a result of lacking factories specced to infantry gear.

    Boot Camps:
    Running our recruits through a short but rigorous training program will increase their quality.
    80%, 250(+20%), 2
    Training of non-officer military, including future units, increased by one degree.

    Liquidate Remaining Assets:
    While the United States military is defunct, its assets still remain. By liquidating what remains we can reduce our debt by as much as 5%!
    100%, -2500(-25%), 1
    Industrial:
    Recreate Military-Industrial Complex:
    The military-industrial complex sustained a great deal of damage during the War. While our nonexistent military was unaffected, the same cannot be said for our newly reconstituted forces. We are currently facing a minor supplies shortage, not a danger during peacetime but insufficient to wage war. A newly expanded production system would fill this shortfall and reduce the cost of further military expansion.
    85%, 500(+10%), 2
    Factories <- Munitions: Mediocre
    Factories <- Infantry: Mediocre
    NOTE: Infantry+Armour unlock Mechanized.

    Expand Factories (Type):
    Increased industrial capacity is always worthwhile. Expanding your factories would strengthen America both economically and militarily.
    80%, 1000(+20%), 1
    Factories.Type -> CUR_LEVEL + 1, ???
    Financial:
    Postpone Debt Payments:
    With most of the world recovering from the extraterrestrial threat, we may be able to obtain a 1 year stay on debt payments.
    Chance: 75%, Cost: 100(+5%), Time: 1
    -1% interest for 1 turn.

    Declare Bankruptcy:
    Eliminate debt at the cost of massive damage to the economy.
    60%, 1000(+10%), 3
    -5000 Tax Base, Assets Liquidated, ???

    Eliminate Welfare:
    With the current level of debt, we have no choice but to eliminate numerous welfare programs. This will ease integration with Mexico at the cost of integration with Canada.
    Chance: 85%, Cost: 100(+10%), Time: 1
    Expenses -> 500, Population.Morale -> Decent
    NOTE: Each of these unlocks further financial options. Options will also unlock when certain conditions are met.
    Diplomatic:
    XCOM Research Agreement:
    XCOM's technology is the most advanced on the planet. With their aid we could accelerate our research massively.
    Chance: 60%, Cost: 500(+20%), Time: 1
    Massive boosts to research.

    XCOM Psionics:
    XCOM literally has magic mind powers. You have absolutely no idea how to develop them yourself, but perhaps XCOM would be willing to help?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Psionics Tech Category

    XCOM GeneMods:
    XCOM has the most advanced genetic engineering in the world. Even a small amount of shared research would be a great boon.
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock GeneMods Tech Category

    XCOM MECs:
    XCOM's MECs have a great deal of potential as ultra-heavy infantry. Unfortunately, you don't have the cybernetics technology required. Perhaps XCOM would help get you started?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Cybernetics Tech Category

    North American Partial Military Union:
    Our armed forces skeletal status may be of severe detriment. However, it also provides some benefits. We may use the current state of affairs to integrate allied military operations from the ground up. Of course, the citizenry would not accept a truly continental military prior to a truly continental government.
    Chance: 80%, Cost: 100(+10%), Time: 10
    Partial Military Union with Canada, Mexico.

    North American Welfare Union:
    Differing welfare policies among ourselves, Canada, and Mexico pose an obstacle to integration. We must adopt a common level of welfare across the continent. Of course, Canada is reluctant to relinquish portions of their system and Mexico cannot afford too significant an expansion of their own.
    Chance: 40%, Cost: 100(+10%), Time: 5
    Welfare Union with Canada, Mexico.

    North American Diplomatic Union:
    We have been mostly ignoring three quarters of the globe for over a decade, and will likely continue to do so until our current crisis is resolved. When we resume proactive worldwide diplomatic activity, we shall do so in tandem with our neighbors.
    Chance: 60%, Cost: 100(+10%), Time: 5
    Diplomatic Union with Canada, Mexico.
    Research and Development:
    [​IMG]
    Advanced Small Arms:
    Improved small arms.
    75%, 500(+25%), 1
    Unlock New Small Arms Techs

    Advanced Body Armour:
    Improved body armour.
    75%, 500(+25%), 1
    Unlock New Body Armour Techs
    Advanced Artillery:
    Improved artillery.
    75%, 500(+25%), 1
    Unlock New Weapon Techs

    Advanced Armour:
    Improved vehicle armour.
    75%, 500(+25%), 1
    Unlock New Armour Techs
    Advanced Weaponry:
    Improved weapons technology.
    100%, 400(+25%), 1
    Unlock New Weapon Techs

    Advanced Materials:
    Improved material science.
    100%, 400(+25%), 1
    Unlock New Materials Techs
    Advanced Hardware:
    Improved electronic hardware.
    75%, 500(+25%), 1
    Unlock New Hardware Techs

    Advanced Software:
    Improved electronic hardware.
    75%, 500(+25%), 1
    Unlock New Software Techs
    Advanced Production:
    Improved industrial production techniques.
    85%, 500(+25%), 1
    Unlock New Production Techs

    Improved Fortifications:
    Conventional fortifications simply weren't made to handle Xenotech. Walls are less effective when the enemy can land an assualt carrier on your heads. Artillery isn't designed to combat orbital targets. These problems and more must be solved if your defenses are to be effective in the coming decades.
    85%, 500(+15%), 1
    Unlock Minor Planetary Fortifications

    Improved Housing:
    There simply isn't enough land for everyone to have their own house and yard, at least not in the cities. What if we could solve that problem? It will be difficult, and implementation expensive, but our researchers think we can find a way to stack fields vertically. This would greatly improve the potential density of both residential and agricultural areas.
    65%, 500(+15%), 3
    Unlock Housing and Agricultural Infrastructure Projects

    Orbital Construction:
    Space had a lot of space for construction projects. However, current technologies make this prohibitively expensive. Orbital factories seem appealing until you realize it would be cheaper to build them in the middle of Manhattan.
    10%, 1000(+10%), 5
    Unlock Orbital Construction
    NOTE: When a technology has poor success chance you're probably missing some recommended techs or facilities.
     
  16. Threadmarks: Results 2036
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic, Training
    Canada: Military, Economic, Diplomatic, Partial Union
    Mexico: Military, Economic, Diplomatic, Partial Union
    Europe: Debt: Extreme, Finances: Poor
    Asia: Debt: Extreme, Finances: Disastrous
    Australia: Debt: Large, Finances: Passable
    Tax Base: 12500 (40%) [10000@125%]
    Income: 5000
    Expenses: 1000
    Debt: 805% [100600]
    Interest: 1% (4 turns till 2%) [1008]
    Morale: Good
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Green)
    Recruits (Size: Medium, Quality: Trained)
    Interceptor(Tiny, Experienced)
    Officers (Size: Small, Quality: Experienced)
    Highways: Good
    Rail Network (Cargo): Intact
    Waterways: Excellent
    Electrical: Good
    Water: Good
    Communications: Good
    Housing: Intact
    Agriculture: Good
    Officer Schools: Decent
    Factories: Partially Automated
    -AeroSpace: Excellent (Cost: 50%, Quality: +1)
    -Armour: Mediocre (Cost: 100%)
    -Consumer: Decent (Economic)
    -Electronics: Decent (Cost: 75%, Economic)
    -Industrial: Decent (Cost: 75%, Economic)
    Alien Alloy: 1000
    Elerium: 1000
    Weapon Fragments: 100
    Alien Elerium Generator: 1
    Alien Navigation Computer: 1
    Alien Plasma Rifle: 1

    Unrestricted Actions:
    [XCOM Research Agreement (2x)]
    XCOM agrees to collaborate on research, although they have yet to share their more esoteric technology. Their existing research is not suitable for mass production, but the benefits are bountiful nonetheless. Doctors Vahlen and Shen have more experience with alien technology than entire countries and their subordinates are the best minds of every country on Earth. You have effectively poached the top researchers from across the world.

    Unknown:
    "Are you sure about this? Training is one thing, but the alien technology... Aren't we giving too much to a single country?"
    "What's the alternative? Do you want to risk involvement in the third Sino-Japanese war?"
    "No, but we can't be sure the Americans will remain oblivious."
    "We can't remain locked in HQ forever. There's still the matter of the temple ship..."

    +1 R&D Action, 50% Cost Reduction (R&D)
    Cost: 1000
    Note: Japan has had an interesting time of things.

    [Expand Factories (Industrial)]
    Industrial Actions:
    [Expand Factories (Electronics)]
    You successfully create a massive boom in manufacturing. With intercontinental trade all but eliminated by Chrysalid infestations, bombing runs, and rampant piracy, a number of goods have become quite expensive. This created an excellent environment for industrial outgrowth. Unfortunately, limited capital and haphazard wartime regulations strangled the boom in its infancy. When you began providing subsidized loans alongside clear and consistent regulation, new factories spring up practically overnight.

    Tax Base +10%, Factories.(Industrial,Electronics) -> Decent,
    Cost: 1000x2

    Militaristic Actions:
    [Form Interceptor Unit]
    Production of the new interceptors has completed, but the pilots and ground crew are still undergoing training. They should be combat capable in another year.
    Form Interceptor Unit Locked, 1 year remaining.
    Cost: 125

    Financial Actions:
    [Postpone Debt Payments]
    Your diplomatic corps goes through a number of tense meetings, but you manage to delay interest payments for a year. You've used up most of your creditors good-will, but such is life. Their reactions also provide a degree of insight into their financial situations.

    0% Interest
    Cost: 100
    Diplomatic Actions:
    [North American Partial Military Union]
    Progress on military integration remains slow.

    North American Partial Military Union Locked, 5 years remaining.
    Cost: 100

    Research and Development Actions:
    [Advanced Production]
    Your research leads to a number of breakthroughs in industrial techniques. While there is still the matter of implementation, they will lead to reduced cost and increased quality. Convenient methods of recycling industrial waste will reduce input costs while improved machine precision will increase the maximum quality.

    Unlock Simplified Recycling, Unlock Precision Machinery, Unlock Orbital Shipyards
    Cost: 500

    Financial Report:
    Income: 5000
    Expenses: 1000+3825
    Interest: 0
    Net Profit: 175 -> 200 (Rounding for ease of use.)
    Debt -> 805%
     
  17. Threadmarks: Planning 2037
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic, Training
    Canada: Military, Economic, Diplomatic, Partial Union
    Mexico: Military, Economic, Diplomatic, Partial Union
    Europe: Debt: Extreme, Finances: Poor
    Asia: Debt: Extreme, Finances: Disastrous
    Australia: Debt: Large, Finances: Passable
    Tax Base: 12500 (40%) [10000@125%]
    Income: 5000
    Expenses: 1000
    Debt: 805% [100600]
    Interest: 1% (4 turns till 2%) [1008]
    Morale: Good
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Green)
    Recruits (Size: Medium, Quality: Trained)
    Officers (Size: Small, Quality: Experienced)
    Highways: Good
    Rail Network (Cargo): Intact
    Waterways: Excellent
    Electrical: Good
    Water: Good
    Communications: Good
    Housing: Intact
    Agriculture: Good
    Officer Schools: Decent
    Factories: Partially Automated
    -AeroSpace: Excellent (Cost: 50%, Quality: +1)
    -Armour: Mediocre (Cost: 100%)
    -Consumer: Decent (Economic)
    -Electronics: Decent (Cost: 75%, Economic)
    -Industrial: Decent (Cost: 75%, Economic)
    Alien Alloy: 1000
    Elerium: 1000
    Weapon Fragments: 100
    Alien Elerium Generator: 1
    Alien Navigation Computer: 1
    Alien Plasma Rifle: 1

    Unrestricted Actions:
    []
    []
    Military Actions:
    [Form Interceptor Unit]
    Industrial Actions:
    []
    Financial Actions:
    []
    Diplomatic Actions:
    [North American Partial Military Union] (5)
    Research and Development Actions:
    []
    []


    Militaristic:
    Reintroduce Conscription:
    We simply don't have enough men in uniform to reconstitute even a single branch of the armed forces. If we intend to do so, we must first begin conscription.
    80%, 1000(+20%), 2
    Military <- Recruits(Large, Trained).

    Form Interceptor Unit:
    We are currently entirely without air power, leaving us vulnerable to even the most primitive bombers. Forming a unit of interceptors will allow us to protect our airspace. Fortunately, our AeroSpace factories remain the best in the world.
    100%, 250x0.5, 2
    Recruits(Medium, Trained) -> Interceptor(Tiny, Experienced)

    Form Armour Unit:
    We lack a mobile ground force. Forming a small division of tanks will provide that force.
    85%, 250(+20%), 2
    Recruits(Medium, Trained) -> Armour(Small, Trained)
    Note: Military units automatically regenerate damage <=10%, allowing the formation of smaller, more specialized, units.

    Form Infantry Unit:
    We lack an infantry force to form the foundation of our army. Training our new recruits as infantry will provide that foundation. Unfortunately, we lack the facilities to produce the proper equipment.
    65%, 250x2(+20%), 2+1
    Recruits(Medium, Trained) -> Infantry(Medium, Trained)
    NOTE: The 2x and +1 penalties are a result of lacking factories specced to infantry gear.

    Boot Camps:
    Running our recruits through a short but rigorous training program will increase their quality.
    80%, 250(+20%), 2
    Training of non-officer military, including future units, increased by one degree.

    Liquidate Remaining Assets:
    While the United States military is defunct, its assets still remain. By liquidating what remains we can reduce our debt by as much as 5%!
    100%, -2500(-25%), 1
    Industrial:
    Recreate Military-Industrial Complex:
    The military-industrial complex sustained a great deal of damage during the War. While our nonexistent military was unaffected, the same cannot be said for our newly reconstituted forces. We are currently facing a minor supplies shortage, not a danger during peacetime but insufficient to wage war. A newly expanded production system would fill this shortfall and reduce the cost of further military expansion.
    85%, 500x0.75(+10%), 2
    Factories <- Munitions: Mediocre
    Factories <- Infantry: Mediocre
    NOTE: Infantry+Armour unlock Mechanized.

    Expand Factories (Type):
    Increased industrial capacity is always worthwhile. Expanding your factories would strengthen America both economically and militarily.
    80%, 1000x0.75(+20%), 1
    Factories.Type -> CUR_LEVEL + 1, ???
    Financial:
    Refinance Loans:
    You are unable to obtain another stay on your interest payments. However, you may be able to delay the inevitable interest hikes.
    Chance: 80%, Cost: 100(+10%), Time: 2
    +1 to Interest Timer
    NOTE: This delays the time to reach a higher payment bracket by 1 year.

    Declare Bankruptcy:
    Eliminate debt at the cost of massive damage to the economy.
    60%, 1000(+10%), 3
    -5000 Tax Base, Assets Liquidated, ???

    Eliminate Welfare:
    With the current level of debt, we have no choice but to eliminate numerous welfare programs. This will ease integration with Mexico at the cost of integration with Canada.
    Chance: 85%, Cost: 100(+10%), Time: 1
    Expenses -> 500, Population.Morale -> Decent
    Diplomatic:
    XCOM Psionics:
    XCOM literally has magic mind powers. You have absolutely no idea how to develop them yourself, but perhaps XCOM would be willing to help?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Psionics Tech Category

    XCOM GeneMods:
    XCOM has the most advanced genetic engineering in the world. Even a small amount of shared research would be a great boon.
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock GeneMods Tech Category

    XCOM MECs:
    XCOM's MECs have a great deal of potential as ultra-heavy infantry. Unfortunately, you don't have the cybernetics technology required. Perhaps XCOM would help get you started?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Cybernetics Tech Category

    North American Partial Military Union:
    Our armed forces skeletal status may be of severe detriment. However, it also provides some benefits. We may use the current state of affairs to integrate allied military operations from the ground up. Of course, the citizenry would not accept a truly continental military prior to a truly continental government.
    Chance: 80%, Cost: 100(+10%), Time: 10
    Partial Military Union with Canada, Mexico.

    North American Welfare Union:
    Differing welfare policies among ourselves, Canada, and Mexico pose an obstacle to integration. We must adopt a common level of welfare across the continent. Of course, Canada is reluctant to relinquish portions of their system and Mexico cannot afford too significant an expansion of their own.
    Chance: 40%, Cost: 100(+10%), Time: 5
    Welfare Union with Canada, Mexico.

    North American Diplomatic Union:
    We have been mostly ignoring three quarters of the globe for over a decade, and will likely continue to do so until our current crisis is resolved. When we resume proactive worldwide diplomatic activity, we shall do so in tandem with our neighbors.
    Chance: 60%, Cost: 100(+10%), Time: 5
    Diplomatic Union with Canada, Mexico.
    Research and Development:
    [​IMG]
    Advanced Small Arms:
    Improved small arms.
    100%, 500x0.5(+25%), 1
    Unlock New Small Arms Techs

    Advanced Body Armour:
    Improved body armour.
    100%, 500x0.5(+25%), 1
    Unlock New Body Armour Techs
    Advanced Artillery:
    Improved artillery.
    85%, 500x0.5(+25%), 1
    Unlock New Weapon Techs

    Advanced Armour:
    Improved vehicle armour.
    85%, 500x0.5(+25%), 1
    Unlock New Armour Techs
    Advanced Weaponry:
    Improved weapons technology.
    100%, 400x0.5(+25%), 1
    Unlock New Weapon Techs

    Advanced Materials:
    Improved material science.
    100%, 400x0.5(+25%), 1
    Unlock New Materials Techs
    Advanced Hardware:
    Improved electronic hardware.
    75%, 500x0.5(+25%), 1
    Unlock New Hardware Techs

    Advanced Software:
    Improved electronic software.
    75%, 500x0.5(+25%), 1
    Unlock New Software Techs
    Simplified Recycling:
    Cheaper, more convenient recycling will allow substantial cost savings in material acquisition. The required infrastructure constitutes a large investment, but the reduction in costs will pay dividends.
    85%, 500x0.5(+25%), 2
    Maximum Cost Reduction (Factory) -> 50%

    Precision Machinery:
    Higher precision machinery will allow us to manufacture to more exacting standards. While expensive, this will pay dividends in military effectiveness.
    85%, 500x0.5(+25%), 2
    Maximum Quality Boost (Factory) -> +1

    Improved Fortifications:
    Conventional fortifications simply weren't made to handle Xenotech. Walls are less effective when the enemy can land an assault carrier on your heads. Artillery isn't designed to combat orbital targets. These problems and more must be solved if your defenses are to be effective in the coming decades.
    85%, 500x0.5(+15%), 1
    Unlock Minor Planetary Fortifications

    Improved Housing:
    There simply isn't enough land for everyone to have their own house and yard, at least not in the cities. What if we could solve that problem? It will be difficult, and implementation expensive, but our researchers think we can find a way to stack fields vertically. This would greatly improve the potential density of both residential and agricultural areas.
    65%, 500x0.5(+15%), 3
    Unlock Housing and Agricultural Infrastructure Projects

    Orbital Construction:
    Space has a lot of space for construction projects. However, current technologies make this prohibitively expensive. Orbital factories seem appealing until you realize it would be cheaper to build them in the middle of Manhattan.
    10%, 1000x0.5(+10%), 5
    Unlock Orbital Construction
    NOTE: When a technology has poor success chance you're probably missing some recommended techs or facilities.
     
  18. Threadmarks: Results 2037
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic, Training, Research
    Canada: Military, Economic, Diplomatic, Partial Union
    Mexico: Military, Economic, Diplomatic, Partial Union
    Europe: Debt: Extreme, Finances: Poor
    Asia: Debt: Extreme, Finances: Disastrous
    Australia: Debt: Large, Finances: Passable
    Tax Base: 13000 (40%) [10000@130%]
    Income: 5200
    Expenses: 1000
    Debt: 772% [100300]
    Interest: 1% (3 turns till 2%) [1003]
    Morale: Good
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Green)
    Recruits (Size: Medium, Quality: Trained)
    Interceptor(Tiny, Experienced)
    Officers (Size: Small, Quality: Experienced)
    Highways: Good
    Rail Network (Cargo): Intact
    Waterways: Excellent
    Electrical: Good
    Water: Good
    Communications: Good
    Housing: Intact
    Agriculture: Good
    Officer Schools: Decent
    Factories: Partially Automated
    -AeroSpace: Excellent (Cost: 50%, Quality: +1)
    -Armour: Mediocre (Cost: 100%)
    -Consumer: Decent (Economic)
    -Electronics: Decent (Cost: 75%, Economic)
    -Industrial: Good (Cost: 75%(50%), Economic)
    Alien Alloy: 1000
    Elerium: 1000
    Weapon Fragments: 100
    Alien Elerium Generator: 1
    Alien Navigation Computer: 1
    Alien Plasma Rifle: 1

    Unrestricted Actions:
    [Boot Camps (x2)]
    You construct a series of camps and training facilities for your grunts. The training itself will not take long, but must be staggered to leave a majority of personnel on active duty. You expect to see results by the end of next year.

    Boot Camps Locked, 1 year remaining.
    Cost: 500

    [Expand Factories (Industrial)]
    You pair your industrial research with a number of grants supporting industrial modernization. You won't see the full benefits until the new technologies are fully implemented, but your investments have put the industry in position to take immediate advantage.

    +5% Tax Base, Factories.Industrial->Good
    Cost: 750

    Industrial Actions:
    [Recreate Military-Industrial Complex]
    Numerous munitions and weapons factories are built with direct investment from your fledgling military. The usual complaints about the military-industrial complex resurface, but you judge the supply of war material more than worthwhile.

    Recreate Military-Industrial Complex Locked, 1 year remaining.
    Cost: 750

    Militaristic Actions:
    [Form Interceptor Unit]
    Your first formal military unit is deployed to airfields across the country this year. The mere 100 interceptors are a mere fraction of pre-war numbers, but an excellent start nonetheless.

    Recruits(Medium, Trained) -> Interceptor(Tiny, Experienced)
    Cost: 125

    Financial Actions:
    [Refinance Loans]
    The refinancing met with a great deal of initial success. While your creditors are eager to earn greater interest, they are also eager to retain their investment. Unfortunately, the chief negotiator choose to impersonate a Bolshevik for Halloween. Someone recorded him ranting about 'capitalist swine' and now your creditors are convinced you plan to nationalize the debt. Your diplomats attempt to explain the situation, but only manage to exacerbate matters.

    Refinance Loans Removed
    Cost: 200

    Diplomatic Actions:
    [North American Partial Military Union]
    Progress on military integration remains slow.

    North American Partial Military Union Locked, 4 years remaining.
    Cost: 100

    Research and Development Actions:
    [Simplified Recycling]
    [Precision Machinery]
    Your engineers work frantically to implement the recent breakthroughs in industrial engineering. While the new machines will be expensive, they provide American manufacturing a qualitative advantage over its competitors. Of course, the aliens cut most of your international trade routes, so you don't actually have any competitors.

    Simplified Recycling and Precision Machinery Locked, 1 year remaining.
    Cost: 500

    Financial Report:
    Income: 5200
    Expenses: 1000+2925
    Interest: 1006
    Net Profit: 269 -> 300 (Rounding for ease of use.)
    Debt -> 805%

    NOTE: If you have an idea for a write-in action, post a name and description. I will decide whether it is possible and assign a success rate, mechanical effects, etc. I will reject actions with a low chance of success to avoid clogging the action list.
     
    Nerve, Ponkerhead, buffog and 4 others like this.
  19. Threadmarks: Planning 2038
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic, Training, Research
    Canada: Military, Economic, Diplomatic, Partial Union
    Mexico: Military, Economic, Diplomatic, Partial Union
    Europe: Debt: Extreme, Finances: Poor
    Asia: Debt: Extreme, Finances: Disastrous
    Australia: Debt: Large, Finances: Passable
    Tax Base: 13000 (40%) [10000@130%]
    Income: 5200
    Expenses: 1000
    Debt: 772% [100300]
    Interest: 1% (3 turns till 2%) [1003]
    Morale: Good
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Green)
    Recruits (Size: Medium, Quality: Trained)
    Interceptor(Size: Tiny, Quality: Experienced)
    Officers (Size: Small, Quality: Experienced)
    Highways: Good
    Rail Network (Cargo): Intact
    Waterways: Excellent
    Electrical: Good
    Water: Good
    Communications: Good
    Housing: Intact
    Agriculture: Good
    Officer Schools: Decent
    Factories: Partially Automated
    -AeroSpace: Excellent (Cost: 50%, Quality: +1)
    -Armour: Mediocre (Cost: 100%)
    -Consumer: Decent (Economic)
    -Electronics: Decent (Cost: 75%, Economic)
    -Industrial: Good (Cost: 75%(50%), Economic)
    Alien Alloy: 1000
    Elerium: 1000
    Weapon Fragments: 100
    Alien Elerium Generator: 1
    Alien Navigation Computer: 1
    Alien Plasma Rifle: 1

    Unrestricted Actions:
    [Boot Camps (x2)]
    []
    Military Actions:
    []
    Industrial Actions:
    [Recreate Military-Industrial Complex]
    Financial Actions:
    []
    Diplomatic Actions:
    [North American Partial Military Union] (4)
    Research and Development Actions:
    [Simplified Recycling]
    [Precision Machinery]


    Militaristic:
    Reintroduce Conscription:
    We simply don't have enough men in uniform to reconstitute even a single branch of the armed forces. If we intend to do so, we must first begin conscription.
    80%, 1000(+20%), 2
    Military <- Recruits(Large, Trained).

    Expand Interceptor Unit:
    Our Air Force needs additional planes and personnel. A hundred aircraft is not enough to defend a continent. It will be expensive, but we
    100%, 1500x0.5, 3
    Recruits(Medium, Trained), Interceptor(Tiny, Experienced) -> Interceptor(Small, Experienced)

    Form Armour Unit:
    We lack a mobile ground force. Forming a small division of tanks will provide that force.
    85%, 250(+20%), 2
    Recruits(Medium, Trained) -> Armour(Small, Trained)
    Note: Military units automatically regenerate damage <=10%, allowing the formation of smaller, more specialized, units.

    Form Infantry Unit:
    We lack an infantry force to form the foundation of our army. Training our new recruits as infantry will provide that foundation. Unfortunately, we lack the facilities to produce the proper equipment.
    65%, 250x2(+20%), 2+1
    Recruits(Medium, Trained) -> Infantry(Medium, Trained)
    NOTE: The x2 and +1 penalties are a result of lacking factories specced to infantry gear.

    Boot Camps:
    Running our recruits through a short but rigorous training program will increase their quality.
    80%, 250(+20%), 2
    Training of non-officer military, including future units, increased by one degree.

    Liquidate Remaining Assets:
    While the United States military is defunct, its assets still remain. By liquidating what remains we can reduce our debt by as much as 5%!
    100%, -2500(-25%), 1
    Industrial:
    Recreate Military-Industrial Complex:
    The military-industrial complex sustained a great deal of damage during the War. While our nonexistent military was unaffected, the same cannot be said for our newly reconstituted forces. We are currently facing a minor supplies shortage, not a danger during peacetime but insufficient to wage war. A newly expanded production system would fill this shortfall and reduce the cost of further military expansion.
    85%, 500x0.75(+10%), 2
    Factories <- Munitions: Mediocre
    Factories <- Infantry: Mediocre
    NOTE: Infantry+Armour unlock Mechanized.

    Expand Factories (Type):
    Increased industrial capacity is always worthwhile. Expanding your factories would strengthen America both economically and militarily.
    80%, 1000x0.75(+20%), 1
    Factories.Type -> CUR_LEVEL + 1, ???
    Financial:
    Investigate Trade Opportunities (Select One: {Germany, France, Russia, UK, Argentina, Brazil, Australia, China, Japan, ENU}):
    We need to reduce our debt. Perhaps favorable trade deals would convince our debtors? We'd have to look for opportunities first.
    70%, 100(+10%), 1
    Trade Information

    Declare Bankruptcy:
    Eliminate debt at the cost of massive damage to the economy.
    60%, 1000(+10%), 3
    -5000 Tax Base, Assets Liquidated, ???

    Eliminate Welfare:
    With the current level of debt, we have no choice but to eliminate numerous welfare programs. This will ease integration with Mexico at the cost of integration with Canada.
    Chance: 85%, Cost: 100(+10%), Time: 1
    Expenses -> 500, Population.Morale -> Decent
    Diplomatic:
    XCOM Psionics:
    XCOM literally has magic mind powers. You have absolutely no idea how to develop them yourself, but perhaps XCOM would be willing to help?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Psionics Tech Category

    XCOM GeneMods:
    XCOM has the most advanced genetic engineering in the world. Even a small amount of shared research would be a great boon.
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock GeneMods Tech Category

    XCOM MECs:
    XCOM's MECs have a great deal of potential as ultra-heavy infantry. Unfortunately, you don't have the cybernetics technology required. Perhaps XCOM would help get you started?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Cybernetics Tech Category

    Contact Australia:
    Australia has traditionally been an ally of the United States. While resentment over the year of alien occupation has soured relations, they may yet prove willing to cooperate.
    Chance: 60%, Cost: 100 (+10%), Time: 1
    Diplomatic ties with Australia, possibility of further cooperation.

    North American Partial Military Union:
    Our armed forces skeletal status may be of severe detriment. However, it also provides some benefits. We may use the current state of affairs to integrate allied military operations from the ground up. Of course, the citizenry would not accept a truly continental military prior to a truly continental government.
    Chance: 80%, Cost: 100(+10%), Time: 10
    Partial Military Union with Canada, Mexico.

    North American Welfare Union:
    Differing welfare policies among ourselves, Canada, and Mexico pose an obstacle to integration. We must adopt a common level of welfare across the continent. Of course, Canada is reluctant to relinquish portions of their system and Mexico cannot afford too significant an expansion.
    Chance: 40%, Cost: 100(+10%), Time: 5
    Welfare Union with Canada, Mexico.

    North American Diplomatic Union:
    We have been mostly ignoring three quarters of the globe for over a decade, and will likely continue to do so until our current crisis is resolved. When we resume proactive worldwide diplomatic activity, we shall do so in tandem with our neighbors.
    Chance: 60%, Cost: 100(+10%), Time: 5
    Diplomatic Union with Canada, Mexico.
    Research and Development:
    [​IMG]
    Advanced Small Arms:
    Improved small arms.
    100%, 500x0.5(+25%), 1
    Unlock New Small Arms Techs

    Advanced Body Armour:
    Improved body armour.
    100%, 500x0.5(+25%), 1
    Unlock New Body Armour Techs
    Advanced Artillery:
    Improved artillery.
    85%, 500x0.5(+25%), 1
    Unlock New Weapon Techs

    Advanced Armour:
    Improved vehicle armour.
    85%, 500x0.5(+25%), 1
    Unlock New Armour Techs
    Advanced Weaponry:
    Improved weapons technology.
    100%, 400x0.5(+25%), 1
    Unlock New Weapon Techs

    Advanced Materials:
    Improved material science.
    100%, 400x0.5(+25%), 1
    Unlock New Materials Techs
    Advanced Hardware:
    Improved electronic hardware.
    75%, 500x0.5(+25%), 1
    Unlock New Hardware Techs

    Advanced Software:
    Improved electronic software.
    75%, 500x0.5(+25%), 1
    Unlock New Software Techs
    Simplified Recyling:
    Cheaper, more convienent recycling will allow substantial cost savings in material acquisition. The required infrastructure constitutes a large investment, but the reduction in costs will pay dividends.
    85%, 500x0.5(+25%), 2
    Maximum Cost Reduction (Factory) -> 50%

    Precision Machinery:
    Higher precision machinery will allow us to manufacture to more exacting standards. While expensive, this will pay dividends in military effectiveness.
    85%, 500x0.5(+25%), 2
    Maximum Quality Boost (Factory) -> +1

    Improved Fortifications:
    Conventional fortifications simply weren't made to handle Xenotech. Walls are less effective when the enemy can land an assualt carrier on your heads. Artillery isn't designed to combat orbital targets. These problems and more must be solved if your defenses are to be effective in the coming decades.
    85%, 500x0.5(+15%), 1
    Unlock Minor Planetary Fortifications

    Improved Housing:
    There simply isn't enough land for everyone to have their own house and yard, at least not in the cities. What if we could solve that problem? It will be dificult, and implementation expensive, but our researchers think we can find a way to stack fields vertically. This would greatly improve the potentional density of both residental and agricultural areas.
    65%, 500x0.5(+15%), 3
    Unlock Housing and Agricultural Infrastructure Projects

    Orbital Construction:
    Space has a lot of space for construction projects. However, current technologies make this prohibitively expensive. Orbital factories seem appealing until you realize it would be cheaper to build them in the middle of Manhattan.
    10%, 1000x0.5(+10%), 5
    Unlock Orbital Construction
    NOTE: When a technology has poor success chance you're probably missing some recommended techs or facilities.
     
  20. Threadmarks: Results 2038
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic, Training, Research
    Canada: Military, Economic, Diplomatic, Partial Union
    Mexico: Military, Economic, Diplomatic, Partial Union
    [​IMG]
    Europe:
    -United Kingdom of Britain and Ireland
    -France:
    --Alliance with Germany (EU)
    -Germany
    --Alliance with France (EU)
    --War with Russia (Stalemate)
    -Russia
    --War with Germany (Stalemate)
    Asia:
    -Japan
    --Minor Fuel Shortage, paying Australia for exclusive exports.
    --War with PRC.
    -Australia
    --Minor Shortage of Industrial Equipment
    Africa:
    -Egypt-Nigeria Union
    South America:
    -Brazil
    --UST with Argentina
    -Argentina
    --UST with Brazil
    Europe: Debt: Extreme, Finances: Poor
    Asia: Debt: Extreme, Finances: Disastrous
    Australia: Debt: Large, Finances: Passable
    Tax Base: 13500 (40%) [10000@135%]
    Income: 5400
    Expenses: 1000
    Debt: 741% [100000]
    Interest: 1% (2 turns till 2%) [1003]
    Morale: Good
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Trained)
    Recruits (Size: Medium, Quality: Experienced)
    Interceptor(Tiny, Veteran)
    Officers (Size: Small, Quality: Experienced)
    Highways: Good
    Rail Network (Cargo): Intact
    Waterways: Excellent
    Electrical: Good
    Water: Good
    Communications: Good
    Housing: Intact
    Agriculture: Good
    Officer Schools: Decent
    Factories: Partially Automated
    -AeroSpace: Excellent (Cost: 50%, Quality: +1)
    -Armour: Mediocre (Cost: 100%)
    -Consumer: Decent (Economic)
    -Electronics: Decent (Cost: 75%, Economic)
    -Industrial: Good (Cost: 50%, CoS: +5%, Economic)
    Alien Alloy: 1000
    Elerium: 1000
    Weapon Fragments: 100
    Alien Elerium Generator: 1
    Alien Navigation Computer: 1
    Alien Plasma Rifle: 1

    Unrestricted Actions:
    [Boot Camps (x2)]
    The last of your grunts have finished their training rotations and return to duty eager to utilize their improved skills. The standardized training program should continue to improve your troop quality for the foreseeable future.
    Training of non-officer military, including future units, increased by one degree.
    Cost: 500

    [Expand Factories (Industrial)]
    You pair your industrial research with a number of grants supporting industrial modernization. When combined by private investment spurred by the possibility of an Australian trade deal, this leads a major improvement in factory quality. Your industrial manufacturing produce the highest amount of quality per dollar possible with current technology.

    +5% Tax Base, Factories.Industrial->Excellent
    Cost: 750

    Industrial Actions:
    [Recreate Military-Industrial Complex]
    Numerous munitions and weapons factories are built with direct investment from your fledgling military. The usual complaints about the military-industrial complex resurface, but you judge the supply of war material more than worthwhile.

    Factories <- Munitions: Mediocre, Factories <- Infantry: Mediocre
    Cost: 750

    Militaristic Actions:
    [Form Armour Unit]
    You place an order for a small divisions worth of tanks. Unfortunately, bureaucratic error prevents its fulfillment. The full quota of tanks is delivered on schedule in the form of wax miniatures. The culprits fall victim to a departmental reshuffle, but it is too late to reverse their mistake.

    No Effect
    Cost: 250

    Financial Actions:
    [Investigate Trade Opportunities (Australia) (x2)]
    Your investigations in Australia result in some very interesting information. Australia itself has been doing quite well, with ample local production of food and fuel. They even manage to make a small fortune selling fuel to Japan, which started a war with China. Or maybe China started a war with Japan, no one seems to be certain. Your agents discover two primary trading opportunities. The Australia government would likely be eager to purchase military equipment at a discount as the recent conflicts have proven quite unnerving. In addition, pre-War Australia imported a great deal of industrial machinery. While their local industry has expanded to meet demand, there is still a shortfall. Flooding the Australian market with cheap American machines could make you a fortune, although their government may not appreciate the damage to local industry.

    Your informants also report on the conflicts currently unnerving the Australian government. The largest is the Euro-Russian war, which pits the Russian federation against a German led Eastern European coalition. Information is scarce, but the conflict seems to have stalemated along the Polish border. Smaller, but causing even greater devastation, are the Middle Eastern conflicts. Everyone gives a different story. There is only one commonality. One day, the city of Mecca was engulfed in a nuclear fireball. Every religious faction blamed its opponents, and the entire area devolved into sectarian conflict within the month. The only countries to retain their integrity were Israel, Egypt, and Turkey, the former of whom deployed several nuclear weapons to deter attempted invasions. The resulting shortfall in oil production has been extremely profitable for Australia. There are undoubtedly many other minor conflicts across the globe, but none have impacted the global situation so greatly.

    Information on International Situation, Possible Military Market, Possible Industrial Market
    Cost: 200

    Diplomatic Actions:
    [North American Partial Military Union]
    Progress on military integration remains slow.

    North American Partial Military Union Locked, 3 years remaining.
    Cost: 100

    Research and Development Actions:
    [Simplified Recycling]
    [Precision Machinery]
    Implementation of the improved manufacturing techniques is finished just in time for integration into the newly refurbished industrial factories. Reports are still preliminary, but results are meeting expectations.

    Maximum Cost Reduction, Maximum Quality Boost (Factory) -> 50%, +1
    Cost: 500

    Financial Report:
    Income: 5400
    Expenses: 1000+3050
    Interest: 1003
    Net Profit: 347 -> 300 (Rounding for ease of use.)
    Debt -> 741%
     
    Nerve, Ponkerhead, buffog and 4 others like this.
  21. Threadmarks: Planning 2039
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic, Training, Research
    Canada: Military, Economic, Diplomatic, Partial Union
    Mexico: Military, Economic, Diplomatic, Partial Union
    [​IMG]
    Europe:
    -United Kingdom of Britain and Ireland
    -France:
    --Alliance with Germany (EU)
    -Germany
    --Alliance with France (EU)
    --War with Russia (Stalemate)
    -Russia
    --War with Germany (Stalemate)
    Asia:
    -Japan
    --Minor Fuel Shortage, paying Australia for exclusive exports.
    --War with PRC.
    -Australia
    --Minor Shortage of Industrial Equipment
    Africa:
    -Egypt-Nigeria Union
    South America:
    -Brazil
    --UST with Argentina
    -Argentina
    --UST with Brazil
    Europe: Debt: Extreme, Finances: Poor
    Asia: Debt: Extreme, Finances: Disastrous
    Australia: Debt: Large, Finances: Passable
    Tax Base: 13500 (40%) [10000@135%]
    Income: 5400
    Expenses: 1000
    Debt: 741% [100000]
    Interest: 1% (2 turns till 2%) [1003]
    Morale: Good
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Trained)
    Recruits (Size: Medium, Quality: Experienced)
    Interceptor(Tiny, Veteran)
    Officers (Size: Small, Quality: Experienced)
    Highways: Good
    Rail Network (Cargo): Intact
    Waterways: Excellent
    Electrical: Good
    Water: Good
    Communications: Good
    Housing: Intact
    Agriculture: Good
    Officer Schools: Decent
    Factories: Partially Automated
    -AeroSpace: Excellent (Cost: 50%, Quality: +1)
    -Armour: Mediocre (Cost: 100%)
    -Infantry: Mediocre (Cost: 100%)
    -Munitions: Mediocre (Cost: 100%)
    -Consumer: Decent (Economic)
    -Electronics: Decent (Cost: 75%, Economic)
    -Industrial: Excellent (Cost: 50%, CoS: +5%, Economic)
    Alien Alloy: 1000
    Elerium: 1000
    Weapon Fragments: 100
    Alien Elerium Generator: 1
    Alien Navigation Computer: 1
    Alien Plasma Rifle: 1

    Unrestricted Actions:
    []
    []
    Military Actions:
    []
    Industrial Actions:
    []
    Financial Actions:
    []
    Diplomatic Actions:
    [North American Partial Military Union] (3)
    Research and Development Actions:
    []
    []


    Militaristic:
    Reintroduce Conscription:
    We simply don't have enough men in uniform to reconstitute even a single branch of the armed forces. If we intend to do so, we must first begin conscription.
    80%, 1000(+20%), 2
    Military <- Recruits(Large, Trained).

    Expand Interceptor Unit:
    Our Air Force needs additional planes and personnel. A hundred aircraft is not enough to defend a continent. It will be expensive, but we
    100%, 1500x0.5, 3
    Recruits(Medium, Trained), Interceptor(Tiny, Experienced) -> Interceptor(Small, Experienced)

    Form Armour Unit:
    We lack a mobile ground force. Forming a small division of tanks will provide that force.
    85%, 250(+20%), 2
    Recruits(Medium, Trained) -> Armour(Small, Trained)
    Note: Military units automatically regenerate damage <=10%, allowing the formation of smaller, more specialized, units.

    Form Infantry Unit:
    We lack an infantry force to form the foundation of our army. Training our new recruits as infantry will provide that foundation. Unfortunately, we lack the facilities to produce the proper equipment.
    65%, 250(+20%), 2
    Recruits(Medium, Trained) -> Infantry(Medium, Trained)
    NOTE: The x2 and +1 penalties are a result of lacking factories specced to infantry gear.

    Boot Camps:
    Running our recruits through a short but rigorous training program will increase their quality.
    80%, 250(+20%), 2
    Training of non-officer military, including future units, increased by one degree.

    Liquidate Remaining Assets:
    While the United States military is defunct, its assets still remain. By liquidating what remains we can reduce our debt by as much as 5%!
    100%, -2500(-25%), 1
    Industrial:
    Expand Factories (Type):
    Increased industrial capacity is always worthwhile. Expanding your factories would strengthen America both economically and militarily.
    80%, 1000x0.5(+20%), 1
    Factories.Type -> CUR_LEVEL + 1, ???
    Financial:
    Investigate Trade Opportunities (Select One: {Germany, France, Russia, UK, Argentina, Brazil, China, Japan, ENU}):
    We need to reduce our debt. Perhaps favorable trade deals would convince our debtors? We'd have to look for opportunities first.
    70%, 100(+10%), 1
    Trade Information

    Sell Industrial Machinery to Australia: (Degrees of Success)
    Australia isn't quite self-sufficient in industrial machinery. Moreover, their local production doesn't benefit from the same economies of scale as our own. If we were to flood their market with cheap American goods we could begin to make them dependent on our trade while turning a large profit.
    80%, 250(+20%), 2
    Trade Deal with Australia, +250-1000 Income By Degree of Success

    Sell Planes to Australia: (Degrees of Success)
    Australia is becoming quite concerned about the numerous conflicts occurring to their north. They would like to expand their military, but lack the manufacturing capacity of a (former) military Superpower. Our aerospace factories can produce better planes at half the cost, making an arms deal very attractive for the land down under.
    85%, 250(+20%), 2
    Trade Deal with Australia, +500-10000 One-Time Income By Degree of Success

    Declare Bankruptcy:
    Eliminate debt at the cost of massive damage to the economy.
    60%, 1000(+10%), 3
    -5000 Tax Base, Assets Liquidated, ???

    Eliminate Welfare:
    With the current level of debt, we have no choice but to eliminate numerous welfare programs. This will ease integration with Mexico at the cost of integration with Canada.
    Chance: 85%, Cost: 100(+10%), Time: 1
    Expenses -> 500, Population.Morale -> Decent
    Diplomatic:
    XCOM Psionics:
    XCOM literally has magic mind powers. You have absolutely no idea how to develop them yourself, but perhaps XCOM would be willing to help?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Psionics Tech Category

    XCOM GeneMods:
    XCOM has the most advanced genetic engineering in the world. Even a small amount of shared research would be a great boon.
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock GeneMods Tech Category

    XCOM MECs:
    XCOM's MECs have a great deal of potential as ultra-heavy infantry. Unfortunately, you don't have the cybernetics technology required. Perhaps XCOM would help get you started?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Cybernetics Tech Category

    Contact Australia:
    Australia has traditionally been an ally of the United States. While resentment over the year of alien occupation has soured relations, they may yet prove willing to cooperate.
    Chance: 60%, Cost: 100 (+10%), Time: 1
    Diplomatic ties with Australia, possibility of further cooperation.

    North American Partial Military Union:
    Our armed forces skeletal status may be of severe detriment. However, it also provides some benefits. We may use the current state of affairs to integrate allied military operations from the ground up. Of course, the citizenry would not accept a truly continental military prior to a truly continental government.
    Chance: 80%, Cost: 100(+10%), Time: 10
    Partial Military Union with Canada, Mexico.

    North American Welfare Union:
    Differing welfare policies among ourselves, Canada, and Mexico pose an obstacle to integration. We must adopt a common level of welfare across the continent. Of course, Canada is reluctant to relinquish portions of their system and Mexico cannot afford too significant an expansion.
    Chance: 40%, Cost: 100(+10%), Time: 5
    Welfare Union with Canada, Mexico.

    North American Diplomatic Union:
    We have been mostly ignoring three quarters of the globe for over a decade, and will likely continue to do so until our current crisis is resolved. When we resume proactive worldwide diplomatic activity, we shall do so in tandem with our neighbors.
    Chance: 60%, Cost: 100(+10%), Time: 5
    Diplomatic Union with Canada, Mexico.
    Research and Development:
    [​IMG]
    Advanced Small Arms:
    Improved small arms.
    100%, 500x0.5(+25%), 1
    Unlock New Small Arms Techs

    Advanced Body Armour:
    Improved body armour.
    100%, 500x0.5(+25%), 1
    Unlock New Body Armour Techs
    Advanced Artillery:
    Improved artillery.
    85%, 500x0.5(+25%), 1
    Unlock New Weapon Techs

    Advanced Armour:
    Improved vehicle armour.
    85%, 500x0.5(+25%), 1
    Unlock New Armour Techs
    Advanced Weaponry:
    Improved weapons technology.
    100%, 400x0.5(+25%), 1
    Unlock New Weapon Techs

    Advanced Materials:
    Improved material science.
    100%, 400x0.5(+25%), 1
    Unlock New Materials Techs
    Advanced Hardware:
    Improved electronic hardware.
    75%, 500x0.5(+25%), 1
    Unlock New Hardware Techs

    Advanced Software:
    Improved electronic software.
    75%, 500x0.5(+25%), 1
    Unlock New Software Techs
    Improved Fortifications:
    Conventional fortifications simply weren't made to handle Xenotech. Walls are less effective when the enemy can land an assualt carrier on your heads. Artillery isn't designed to combat orbital targets. These problems and more must be solved if your defenses are to be effective in the coming decades.
    85%, 500x0.5(+15%), 1
    Unlock Minor Planetary Fortifications

    Improved Housing:
    There simply isn't enough land for everyone to have their own house and yard, at least not in the cities. What if we could solve that problem? It will be dificult, and implementation expensive, but our researchers think we can find a way to stack fields vertically. This would greatly improve the potentional density of both residental and agricultural areas.
    65%, 500x0.5(+15%), 3
    Unlock Housing and Agricultural Infrastructure Projects

    Orbital Construction:
    Space has a lot of space for construction projects. However, current technologies make this prohibitively expensive. Orbital factories seem appealing until you realize it would be cheaper to build them in the middle of Manhattan.
    10%, 1000x0.5(+10%), 5
    Unlock Orbital Construction
    NOTE: When a technology has poor success chance you're probably missing some recommended techs or facilities.
     
  22. Threadmarks: Results 2039
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic, Training, Research
    Canada: Military, Economic, Diplomatic, Partial Union
    Mexico: Military, Economic, Diplomatic, Partial Union
    [​IMG]
    Europe:
    -United Kingdom of Britain and Ireland
    -France:
    --Alliance with Germany (EU)
    -Germany
    --Alliance with France (EU)
    --War with Russia (Stalemate)
    -Russia
    --War with Germany (Stalemate)
    Asia:
    -Japan
    --Minor Fuel Shortage, paying Australia for exclusive exports.
    --War with PRC.
    -Australia
    --Minor Shortage of Industrial Equipment
    Africa:
    -Egypt-Nigeria Union
    South America:
    -Brazil
    --UST with Argentina
    -Argentina
    --UST with Brazil
    Europe: Debt: Extreme, Finances: Poor
    Asia: Debt: Extreme, Finances: Disastrous
    Australia: Debt: Large, Finances: Passable
    Tax Base: 14500 (40%) [10000@145%]
    Income: 5800
    Expenses: 1000
    Debt: 694% [100700]
    Interest: 1% (1 turn till 2%) [1000]
    Morale: Excellent
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Trained)
    Recruits (Size: Medium, Quality: Experienced)
    Interceptor(Tiny, Veteran)
    Officers (Size: Small, Quality: Experienced)
    Highways: Good
    Rail Network (Cargo): Intact
    Waterways: Excellent
    Electrical: Good
    Water: Good
    Communications: Good
    Housing: Intact
    Agriculture: Good
    Officer Schools: Decent
    Factories: Partially Automated
    -AeroSpace: Excellent (Cost: 50%, Quality: +1)
    -Armour: Mediocre (Cost: 100%)
    -Infantry: Mediocre (Cost: 100%)
    -Munitions: Mediocre (Cost: 100%)
    -Consumer: Excellent (Economic, Quality: +1)
    -Electronics: Decent (Cost: 75%, Economic)
    -Industrial: Excellent (Cost: 50%, CoS: +5%, Economic)
    Alien Alloy: 1000
    Elerium: 1000
    Weapon Fragments: 100
    Alien Elerium Generator: 1
    Alien Navigation Computer: 1
    Alien Plasma Rifle: 1

    Unrestricted Actions:
    [Contact Australia (3x)] -> 85/10
    Australia is eager to reopen ties. With the recent events in China and the Middle East there has been a prevailing feeling that the entire world has gone insane. While opinions of the US aren't exactly positive, the idea of having a normal diplomatic relation is releiving the the over stimulated Aussies. While your trade attempts are controversial, they remain normal in comparison to Japan's desperate need to fuel their war effort.
    Diplomatic ties with Australia, New Actions.
    Cost: 400

    [Expand Factories (Consumer) (2x)] -> 54/-5
    Industrial Actions:
    [Expand Factories (Consumer) (2x)] -> 20/-5
    Consistent economic growth in other sectors, combined with a generous incentives package, spikes a massive growth in consumer spending. The relevant factories respond with alacrity, dramatically expanding both capacity and quality.
    Tax Base +10%, Factories.(Consumer), Population.Morale -> Excellent.
    Cost: 2000

    Military Actions:
    [Form Armour Unit] -> 50/15
    Production begins on a new armoured group. While tanks have lost must of their historical potency to increased competition, they remain a core component of modern militaries.
    Form Armour Unit Locked, 1 year remaining.
    Cost: 250
    Financial Actions:
    [Sell Industrial Machinery to Australia (3x)] -> 26/-40
    The Australian government is staunchly opposed to a trade deal. Fortunately, a series of bribes incentives convince local businesses to come out in support of the plan. By the end of the year the politicians have been slandered as avaricious cronies encouraging shortages and price gouging. This forced the government to make a deal or face grim results in the next election. The terms aren't great, but you still expect to make a large profit. The trading should begin next year.
    Sell Industrial Machinery to Australia Locked, 1 year remaining. (Trade Deal with Australia, +750 Income)
    Cost: 1000

    Diplomatic Actions:
    [North American Partial Military Union] (2)
    You're finally seeing a breakthrough in the establishment of a partial military union. Your expanded military has greatly increased the interest of both Mexico and Canada. In addition, by give them a degree of involvement in the process, albeit a small one, you've made a show of faith.
    North American Partial Military Union Locked, 2 years remaining.
    Cost: 100

    Research and Development Actions:
    [Improved Housing (2x)] -> 38/20
    Work begins on finding a solution to the housing and agricultural dilemmas of the 21st century. Rural agriculture and urban housing have traditionally required geographical separation. While this problem is not exactly trivial, our researchers are confident in their ability to make progress.
    Improved Housing Locked, 2 years remaining.
    Cost: 500

    [Advanced Materials] -> 42/0
    Research on advanced materials proceeds excellently. The work is still mostly theoretical, but Dr. Shen thinks the improved materials may allow the creation of practical fusion reactors. These reactors would be expensive and much less powerful than elerium, but also remove the dependency on highly limited resource. He also thinks the theoretical work in exotic materials may help understand the strange alien materials.
    "Why not just use elerium reactors, we've had the technology for years."
    "We have the technology, true. However, we don't have a reactor that can be operated by a maintenance team not made up of the greatest engineers on the planet."
    "Eh, we could just simplify the operation."
    "I wouldn't be so sure. We don't truly understand how they work. Those reactors run off intuition, prayers, and duct tape. Besides, we don't have the fuel for widespread adoption."
    "I've seen the projections. We have enough stockpiled for a millennium."
    "Enough for a dozen firebirds and a handful of small reactors. Widespread adoption would require hundreds of aircraft and reactors orders of magnitude larger."
    "I guess. It still seems backwards to work on such primitive technology after years of xenotech."
    Unlocked Improved Radar, Fusion Reactor, Alien Materials
    Cost: 200

    Financial Report:
    Income: 5800
    Expenses: 1000+4450
    Interest: 1000
    Net Profit: -650 -> -700 (Rounding for ease of use.)
    Debt -> 694%
     
    Nerve, Ponkerhead, buffog and 4 others like this.
  23. Threadmarks: Planning 2040
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic, Training, Research
    Canada: Military, Economic, Diplomatic, Partial Union
    Mexico: Military, Economic, Diplomatic, Partial Union
    [​IMG]
    Europe:
    -United Kingdom of Britain and Ireland
    -France:
    --Alliance with Germany (EU)
    -Germany
    --Alliance with France (EU)
    --War with Russia (Stalemate)
    -Russia
    --War with Germany (Stalemate)
    Asia:
    -Japan
    --Minor Fuel Shortage, paying Australia for exclusive exports.
    --War with PRC.
    -Australia
    --Minor Shortage of Industrial Equipment
    Africa:
    -Egypt-Nigeria Union
    South America:
    -Brazil
    --UST with Argentina
    -Argentina
    --UST with Brazil
    Europe: Debt: Extreme, Finances: Poor
    Asia: Debt: Extreme, Finances: Disastrous
    Australia: Debt: Large, Finances: Passable
    Tax Base: 14500 (40%) [10000@145%]
    Income: 5800
    Expenses: 1000
    Debt: 694% [100700]
    Interest: 1% (1 turn till 2%) [1000]
    Morale: Excellent
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Trained)
    Recruits (Size: Medium, Quality: Experienced)
    Interceptor(Tiny, Veteran)
    Officers (Size: Small, Quality: Experienced)
    Highways: Good
    Rail Network (Cargo): Intact
    Waterways: Excellent
    Electrical: Good
    Water: Good
    Communications: Good
    Housing: Intact
    Agriculture: Good
    Officer Schools: Decent
    Factories: Partially Automated
    -AeroSpace: Excellent (Cost: 50%, Quality: +1)
    -Armour: Mediocre (Cost: 100%)
    -Infantry: Mediocre (Cost: 100%)
    -Munitions: Mediocre (Cost: 100%)
    -Consumer: Excellent (Economic, Quality: +1)
    -Electronics: Decent (Cost: 75%, Economic)
    -Industrial: Excellent (Cost: 50%, CoS: +5%, Economic)
    Alien Alloy: 1000
    Elerium: 1000
    Weapon Fragments: 100
    Alien Elerium Generator: 1
    Alien Navigation Computer: 1
    Alien Plasma Rifle: 1

    Unrestricted Actions:
    []
    []
    Military Actions:
    [Form Armour Unit]
    Industrial Actions:
    []
    Financial Actions:
    [Sell Industrial Machinery to Australia (3x)]
    Diplomatic Actions:
    [North American Partial Military Union] (2)
    Research and Development Actions:
    [Improved Housing (2x)] (2)
    []


    Militaristic:
    Reintroduce Conscription:
    We simply don't have enough men in uniform to reconstitute even a single branch of the armed forces. If we intend to do so, we must first begin conscription.
    80%, 1000(+20%), 2
    Military <- Recruits(Large, Trained).

    Expand Interceptor Unit:
    Our Air Force needs additional planes and personnel. A hundred aircraft is not enough to defend a continent. It will be expensive, but we
    100%, 1500x0.5, 3
    Recruits(Medium, Trained), Interceptor(Tiny, Veteran) -> Interceptor(Small, Veteran)

    Form Armour Unit:
    We lack a mobile ground force. Forming a small division of tanks will provide that force.
    85%, 250(+20%), 2
    Recruits(Medium, Experienced) -> Armour(Small, Experienced)
    Note: Military units automatically regenerate damage <=10%, allowing the formation of smaller, more specialized, units.

    Form Infantry Unit:
    We lack an infantry force to form the foundation of our army. Training our new recruits as infantry will provide that foundation. Unfortunately, we lack the facilities to produce the proper equipment.
    65%, 250(+20%), 2
    Recruits(Medium, Experienced) -> Infantry(Medium, Experienced)

    Liquidate Remaining Assets:
    While the United States military is defunct, its assets still remain. By liquidating what remains we can reduce our debt by as much as 5%!
    100%, -2500(-25%), 1
    Industrial:
    Expand Factories (Type):
    Increased industrial capacity is always worthwhile. Expanding your factories would strengthen America both economically and militarily.
    80%, 1000x0.5(+20%), 1
    Factories.Type -> CUR_LEVEL + 1, ???
    Financial:
    Investigate Trade Opportunities (Select One: {Germany, France, Russia, UK, Argentina, Brazil, China, Japan, ENU}):
    We need to reduce our debt. Perhaps favorable trade deals would convince our debtors? We'd have to look for opportunities first.
    70%, 100(+10%), 1
    Trade Information

    Sell Planes to Australia: (Degrees of Success)
    Australia is becoming quite concerned about the numerous conflicts occurring to their north. They would like to expand their military, but lack the manufacturing capacity of a (former) military Superpower. Our aerospace factories can produce better planes at half the cost, making an arms deal very attractive for the land down under.
    85%, 250(+20%), 2
    Trade Deal with Australia, +500-10000 One-Time Income By Degree of Success

    Declare Bankruptcy:
    Eliminate debt at the cost of massive damage to the economy.
    60%, 1000(+10%), 3
    -5000 Tax Base, Assets Liquidated, ???

    Eliminate Welfare:
    With the current level of debt, we have no choice but to eliminate numerous welfare programs. This will ease integration with Mexico at the cost of integration with Canada.
    Chance: 85%, Cost: 100(+10%), Time: 1
    Expenses -> 500, Population.Morale -> Good
    Diplomatic:
    XCOM Psionics:
    XCOM literally has magic mind powers. You have absolutely no idea how to develop them yourself, but perhaps XCOM would be willing to help?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Psionics Tech Category

    XCOM GeneMods:
    XCOM has the most advanced genetic engineering in the world. Even a small amount of shared research would be a great boon.
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock GeneMods Tech Category

    XCOM MECs:
    XCOM's MECs have a great deal of potential as ultra-heavy infantry. Unfortunately, you don't have the cybernetics technology required. Perhaps XCOM would help get you started?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Cybernetics Tech Category

    Australian Alliance:
    Australia has traditionally been an ally of the United States. While resentment over the year of alien occupation has soured relations, they may yet prove willing to resume this alliance.
    Chance: 75%, Cost: 200 (+10%), Time: 1
    Diplomatic alliance with Australia, possibility of further cooperation.

    North American Partial Military Union:
    Our armed forces skeletal status may be of severe detriment. However, it also provides some benefits. We may use the current state of affairs to integrate allied military operations from the ground up. Of course, the citizenry would not accept a truly continental military prior to a truly continental government.
    Chance: 80%, Cost: 100(+10%), Time: 10
    Partial Military Union with Canada, Mexico.

    North American Welfare Union:
    Differing welfare policies among ourselves, Canada, and Mexico pose an obstacle to integration. We must adopt a common level of welfare across the continent. Of course, Canada is reluctant to relinquish portions of their system and Mexico cannot afford too significant an expansion.
    Chance: 40%, Cost: 100(+10%), Time: 5
    Welfare Union with Canada, Mexico.

    North American Diplomatic Union:
    We have been mostly ignoring three quarters of the globe for over a decade, and will likely continue to do so until our current crisis is resolved. When we resume proactive worldwide diplomatic activity, we shall do so in tandem with our neighbors.
    Chance: 60%, Cost: 100(+10%), Time: 5
    Diplomatic Union with Canada, Mexico.
    Research and Development:
    [​IMG]
    Advanced Small Arms:
    Improved small arms.
    100%, 500x0.5(+25%), 1
    Unlock New Small Arms Techs

    Advanced Body Armour:
    Improved body armour.
    100%, 500x0.5(+25%), 1
    Unlock New Body Armour Techs
    Advanced Artillery:
    Improved artillery.
    85%, 500x0.5(+25%), 1
    Unlock New Weapon Techs

    Advanced Armour:
    Improved vehicle armour.
    85%, 500x0.5(+25%), 1
    Unlock New Armour Techs
    Advanced Weaponry:
    Improved weapons technology.
    100%, 400x0.5(+25%), 1
    Unlock New Weapon Techs

    Fusion Reactors:
    Our researchers believe we finally have the materials needed to create a usable fusion reactor. This technology has immense military and industrial potential. Full implementation will require additional labour, but the payoff is expected to be well worth the investment.
    90%, 500x0.5(+15%), 3
    Unlock Industrial/Military Actions

    Improved Radar:
    Our new materials knowledge is applicable to our radar systems. Improvements will not only increase detection range, but also reduce of effectiveness of enemy 'stealth' materials.
    90%, 400x0.5(+20%), 2
    Unlock Military Actions

    Alien Materials:
    The alien materials are as far beyond our newest generation of advancement as a Tesla is a Model T. Dr. Shen believes further research may pave the way to not only more practical general use, but genuine reproduction.
    75%, 1000x0.5(+15%), 4
    Unlock New Materials Techs, ???
    Advanced Hardware:
    Improved electronic hardware.
    75%, 500x0.5(+25%), 1
    Unlock New Hardware Techs

    Advanced Software:
    Improved electronic software.
    75%, 500x0.5(+25%), 1
    Unlock New Software Techs
    Improved Fortifications:
    Conventional fortifications simply weren't made to handle Xenotech. Walls are less effective when the enemy can land an assault carrier on your heads. Artillery isn't designed to combat orbital targets. These problems and more must be solved if your defenses are to be effective in the coming decades.
    85%, 500x0.5(+15%), 1
    Unlock Minor Planetary Fortifications

    Improved Housing:
    There simply isn't enough land for everyone to have their own house and yard, at least not in the cities. What if we could solve that problem? It will be difficult, and implementation expensive, but our researchers think we can find a way to stack fields vertically. This would greatly improve the potential density of both residential and agricultural areas.
    65%, 500x0.5(+15%), 3
    Unlock Housing and Agricultural Infrastructure Projects

    Orbital Construction:
    Space has a lot of space for construction projects. However, current technologies make this prohibitively expensive. Orbital factories seem appealing until you realize it would be cheaper to build them in the middle of Manhattan.
    10%, 1000x0.5(+10%), 5
    Unlock Orbital Construction
    NOTE: When a technology has poor success chance you're probably missing some recommended techs or facilities.
     
  24. Threadmarks: Results 2040
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic, Training, Research
    Canada: Military, Economic, Diplomatic, Partial Union
    Mexico: Military, Economic, Diplomatic, Partial Union
    Australia: Diplomatic
    Australia: Industrial -> +750
    [​IMG]
    Europe:
    -United Kingdom of Britain and Ireland
    -France:
    --Alliance with Germany (EU)
    -Germany
    --Alliance with France (EU)
    --War with Russia (Stalemate)
    -Russia
    --War with Germany (Stalemate)
    Asia:
    -Japan
    --Minor Fuel Shortage, paying Australia for exclusive exports.
    --War with PRC.
    -Australia
    --Minor Shortage of Industrial Equipment
    Africa:
    -Egypt-Nigeria Union
    South America:
    -Brazil
    --UST with Argentina
    -Argentina
    --UST with Brazil
    Europe: Debt: Extreme, Finances: Poor
    Asia: Debt: Extreme, Finances: Disastrous
    Australia: Debt: Large, Finances: Passable
    Tax Base: 15000 (40%) [10000@150%]
    Income: 6000+750
    Expenses: 1000
    Debt: 638% [95700]
    Interest: 2% (10 turns till 3%) [1914]
    Morale: Excellent
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Trained)
    Recruits (Size: Medium, Quality: Experienced)
    Armour(Small, Experienced)
    Interceptor(Tiny, Veteran)
    Officers (Size: Small, Quality: Experienced)
    Highways: Good
    Rail Network (Cargo): Intact
    Waterways: Excellent
    Electrical: Good
    Water: Good
    Communications: Good
    Housing: Intact
    Agriculture: Good
    Officer Schools: Decent
    Factories: Partially Automated
    -AeroSpace: Excellent (Cost: 50%, Quality: +1)
    -Armour: Mediocre (Cost: 100%)
    -Infantry: Mediocre (Cost: 100%)
    -Munitions: Mediocre (Cost: 100%)
    -Consumer: Excellent (Economic, Quality: +1)
    -Electronics: Good (Cost: 50%, Economic)
    -Industrial: Excellent (Cost: 50%, CoS: +5%, Economic)
    Alien Alloy: 1000
    Elerium: 1000
    Weapon Fragments: 100
    Alien Elerium Generator: 1
    Alien Navigation Computer: 1
    Alien Plasma Rifle: 1

    Unrestricted Actions:
    [Australian Alliance (2x)]
    While rather displeased at your attempts to divest them of their wealth, Australia sees the necessity of an alliance. The War remains an indisputable example of benefits of international cooperation and the Asian mainland an example of its lack. They are not likely to agree to an economic alliance in the near future, but are very interested in a military pact. Of course, your own constituents are wary of potential military entanglement.
    Diplomatic Alliance with Australia, New Actions.
    Cost: 400
    NOTE: If a military alliance forces you into a war which your people oppose you will lose Morale.

    [Sell Planes to Australia (3x)] (1)
    The recent rise in Asian warfare has the Australian public spooked. This has pushed parliament to find a way to reassure their constituents. Your aerospace manufacturers have, in turn, pushed Australia to buy your planes. The highly competitive price point and quality is so compelling that the majority leader, minority leader, and actual military all independently place large contracts. Fortunately, the WTO no longer exists and you own their industrial equipment supply, so you can't be sued for fraud.
    "I can't believe you went behind my back to buy military aircraft."
    "I can't believe you went behind my back to buy military aircraft."
    "I can't believe neither of you thought to ask if the military was already making a purchase."
    [Chorus] "Wait, what?"
    NOTE: Aren't supercriticals fun?
    Sell Planes to Australia Locked, 1 year remaining. (+15000 Income)
    Cost: 1000

    Industrial Actions:
    [Expand Factories (Electronics) (2x)]
    Your economic policies continue to pay dividends as the electronics industry begins to expand in an effort to match the consumer goods industry. While not as explosive as last year's growth, it will pay dividends when you begin electronically focused projects.
    Tax Base +5%, Factories.(Electronics) -> Good.
    Cost: 1000

    Military Actions:
    [Form Armour Unit]
    Production and training of your new tank regiment is finished this year. While small compared to historical forces, it still presents a large step forward in your reconstruction efforts.
    "One small step for tank, one huge leap for tank-kind."
    Recruits(Medium, Experienced) -> Armour(Small, Experienced)
    Cost: 250

    Financial Actions:
    [Sell Industrial Machinery to Australia (3x)]
    The trade deal is finalized without any further drama and sales of industrial equipment begins.
    Trade Deal with Australia, +750 Income
    Cost: 1000

    Diplomatic Actions:
    [North American Partial Military Union] (1)
    The work on North American military cooperation is almost finished. It should be finished next year.
    North American Partial Military Union Locked, 1 year remaining.
    Cost: 100

    Research and Development Actions:
    [Improved Housing (2x)] (1)
    Researched on improved housing and agriculture continues. Results are expected within a year.
    Improved Housing Locked, 1 year remaining.
    Cost: 500

    [Fusion Reactors (2x)] -> 49/-5
    Research on practical fusion reactors is off to a promising start. It will likely be a couple years before you begin to see results. However, both military and industrial leaders are excited to exploit the incredible power and profit fusion promises.
    Fusion Reactors Locked, 2 years remaining.
    Cost: 500

    Christmas Actions:
    [Liquidate Remaining Assets (x2)]
    Just as the remaining Pre-War assets were about to go to waste you had a happy surprise. A few industrious quartermasters hosted some interstate garage sales to dispose of the old equipment. While Congress most certainly did not approve, you're more than satisfied by the large quantity of cash remaining after the organizers take their commissions.
    "In Capitalist America you own military surplus. In Soviet Russia, military surplus owns you."
    Cost: -5000

    Financial Report:
    Income: 6000+750
    Expenses: 750
    Interest: 1000
    Net Profit: 5000 -> 5000 (Rounding for ease of use.)
    Debt -> 638%
     
    Nerve, Ponkerhead, buffog and 4 others like this.
  25. Threadmarks: Planning 2041
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic, Training, Research
    Canada: Military, Economic, Diplomatic, Partial Union
    Mexico: Military, Economic, Diplomatic, Partial Union
    Australia: Diplomatic
    Australia: Industrial -> +750
    [​IMG]
    Europe:
    -United Kingdom of Britain and Ireland
    -France:
    --Alliance with Germany (EU)
    -Germany
    --Alliance with France (EU)
    --War with Russia (Stalemate)
    -Russia
    --War with Germany (Stalemate)
    Asia:
    -Japan
    --Minor Fuel Shortage, paying Australia for exclusive exports.
    --War with PRC.
    -Australia
    --Importing Industrial Equipment from USA
    --Surplus of Military Aircraft
    Africa:
    -Egypt-Nigeria Union
    South America:
    -Brazil
    --UST with Argentina
    -Argentina
    --UST with Brazil
    Europe: Debt: Extreme, Finances: Poor
    Asia: Debt: Extreme, Finances: Disastrous
    Australia: Debt: Large, Finances: Passable
    Tax Base: 15000 (40%) [10000@150%]
    Income: 6000+750
    Expenses: 1000
    Debt: 638% [95700]
    Interest: 2% (10 turns till 3%) [1914]
    Morale: Excellent
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Trained)
    Recruits (Size: Medium, Quality: Experienced)
    Armour(Size: Small, Quality: Experienced)
    Interceptor(Size: Tiny, Quality: Veteran)
    Officers (Size: Small, Quality: Experienced)
    Highways: Good
    Rail Network (Cargo): Intact
    Waterways: Excellent
    Electrical: Good
    Water: Good
    Communications: Good
    Housing: Intact
    Agriculture: Good
    Officer Schools: Decent
    Factories: Partially Automated
    -AeroSpace: Excellent (Cost: 50%, Quality: +1)
    -Armour: Mediocre (Cost: 100%)
    -Infantry: Mediocre (Cost: 100%)
    -Munitions: Mediocre (Cost: 100%)
    -Consumer: Excellent (Economic, Quality: +1)
    -Electronics: Good (Cost: 50%, Economic)
    -Industrial: Excellent (Cost: 50%, CoS: +5%, Economic)
    Alien Alloy: 1000
    Elerium: 1000
    Weapon Fragments: 100
    Alien Elerium Generator: 1
    Alien Navigation Computer: 1
    Alien Plasma Rifle: 1

    Unrestricted Actions:
    []
    [Sell Planes to Australia (3x)] (1)
    Military Actions:
    []
    Industrial Actions:
    []
    Financial Actions:
    []
    Diplomatic Actions:
    [North American Partial Military Union] (1)
    Research and Development Actions:
    [Improved Housing (2x)] (1)
    [Fusion Reactors (2x)] (2)


    Militaristic:
    Reintroduce Conscription:
    We simply don't have enough men in uniform to reconstitute even a single branch of the armed forces. If we intend to do so, we must first begin conscription.
    80%, 1000(+20%), 2
    Military <- Recruits(Large, Trained).

    Expand Interceptor Unit:
    Our Air Force needs additional planes and personnel. A hundred aircraft is not enough to defend a continent. It will be expensive, but an expanded core of interceptors will pave the way for more specialized ground support and air supremacy aircraft.
    100%, 1500x0.5, 3
    Recruits(Medium, Trained), Interceptor(Tiny, Veteran) -> Interceptor(Small, Veteran)
    Note: Military units automatically regenerate damage <=10%, allowing the formation of smaller, more specialized, units.

    Form Infantry Unit:
    We lack an infantry force to form the foundation of our army. Training our new recruits as infantry will provide that foundation.
    85%, 250(+20%), 2
    Recruits(Medium, Experienced) -> Infantry(Medium, Experienced)
    Industrial:
    Expand Factories (Type):
    Increased industrial capacity is always worthwhile. Expanding your factories would strengthen America both economically and militarily.
    80%, 1000x0.5(+20%), 1
    Factories.Type -> CUR_LEVEL + 1, ???
    Financial:
    Investigate Trade Opportunities (Select One: {Germany, France, Russia, UK, Argentina, Brazil, China, Japan, ENU}):
    We need to reduce our debt. Perhaps favorable trade deals would convince our debtors? We'd have to look for opportunities first.
    70%, 100(+10%), 1
    Trade Information

    Sell Planes to Australia: (Degrees of Success)
    Australia is becoming quite concerned about the numerous conflicts occurring to their north. They would like to expand their military, but lack the manufacturing capacity of a (former) military Superpower. Our aerospace factories can produce better planes at half the cost, making an arms deal very attractive for the land down under.
    85%, 250(+20%), 2
    Trade Deal with Australia, +500-10000 One-Time Income By Degree of Success

    Declare Bankruptcy:
    Eliminate debt at the cost of massive damage to the economy.
    60%, 1000(+10%), 3
    -5000 Tax Base, Assets Liquidated, ???

    Eliminate Welfare:
    With the current level of debt, we have no choice but to eliminate numerous welfare programs. This will ease integration with Mexico at the cost of integration with Canada.
    Chance: 85%, Cost: 100(+10%), Time: 1
    Expenses -> 500, Population.Morale -> Good
    Diplomatic:
    XCOM Psionics:
    XCOM has literal magic mind powers. You have absolutely no idea how to develop them yourself, but perhaps XCOM would be willing to help?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Psionics Tech Category

    XCOM GeneMods:
    XCOM has the most advanced genetic engineering in the world. Even a small amount of shared research would be a great boon.
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock GeneMods Tech Category

    XCOM MECs:
    XCOM's MECs have a great deal of potential as ultra-heavy infantry. Unfortunately, you don't have the cybernetics technology required. Perhaps XCOM would help get you get started?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Cybernetics Tech Category

    Australian Military Alliance:
    The Australian government is nervously eying the conflicts occurring in Eurasia with concern. This presents an opportunity to deepen our relationship with a defensive military pact. Such a pact would likely convince the Australians to accept more beneficial treaties. However, our own citizens are will likely oppose even a defensive war on behalf of the Australians.
    Chance: 70%, Cost: 100 (+10%), Time: 1
    Military alliance with Australia, possibility of further cooperation.
    NOTE: If a military alliance forces you into a war which your people oppose you will lose Morale.

    North American Partial Military Union:
    Our armed forces skeletal status may be of severe detriment. However, it also provides some benefits. We may use the current state of affairs to integrate allied military operations from the ground up. Of course, the citizenry would not accept a truly continental military prior to a truly continental government.
    Chance: 80%, Cost: 100(+10%), Time: 10
    Partial Military Union with Canada, Mexico.

    North American Welfare Union:
    Differing welfare policies among ourselves, Canada, and Mexico pose an obstacle to integration. We must adopt a common level of welfare across the continent. Of course, Canada is reluctant to relinquish portions of their system and Mexico cannot afford too significant an expansion.
    Chance: 40%, Cost: 100(+10%), Time: 5
    Welfare Union with Canada, Mexico.

    North American Diplomatic Union:
    We have been mostly ignoring three quarters of the globe for over a decade, and will likely continue to do so until our current crisis is resolved. When we resume proactive worldwide diplomatic activity, we shall do so in tandem with our neighbors.
    Chance: 60%, Cost: 100(+10%), Time: 5
    Diplomatic Union with Canada, Mexico.
    Research and Development:
    [​IMG]
    Advanced Small Arms:
    Improved small arms.
    100%, 500x0.5(+25%), 1
    Unlock New Small Arms Techs

    Advanced Body Armour:
    Improved body armour.
    100%, 500x0.5(+25%), 1
    Unlock New Body Armour Techs
    Advanced Artillery:
    Improved artillery.
    85%, 500x0.5(+25%), 1
    Unlock New Weapon Techs

    Advanced Armour:
    Improved vehicle armour.
    85%, 500x0.5(+25%), 1
    Unlock New Armour Techs
    Advanced Weaponry:
    Improved weapons technology.
    100%, 400x0.5(+25%), 1
    Unlock New Weapon Techs

    Fusion Reactors:
    Our researchers believe we finally have the materials needed to create a usable fusion reactor. This technology has immense military and industrial potential. Full implementation will require additional labour, but the payoff is expected to be well worth the investment.
    90%, 500x0.5(+15%), 3
    Unlock Industrial/Military Actions

    Improved Radar:
    Our new materials knowledge is applicable to our radar systems. Improvements will not only increase detection range, but also reduce of effectiveness of enemy 'stealth' materials.
    90%, 400x0.5(+20%), 2
    Unlock Military Actions

    Alien Materials:
    The alien materials are as far beyond our newest generation of advancement as a Tesla is a Model T. Dr. Shen believes further research may pave the way to not only more practical general use, but genuine reproduction.
    75%, 1000x0.5(+15%), 4
    Unlock New Materials Techs, ???
    Advanced Hardware:
    Improved electronic hardware.
    75%, 500x0.5(+25%), 1
    Unlock New Hardware Techs

    Advanced Software:
    Improved electronic software.
    75%, 500x0.5(+25%), 1
    Unlock New Software Techs
    Improved Fortifications:
    Conventional fortifications simply weren't made to handle Xenotech. Walls are less effective when the enemy can land an assault carrier on your heads. Artillery isn't designed to combat orbital targets. These problems and more must be solved if your defenses are to be effective in the coming decades.
    85%, 500x0.5(+15%), 1
    Unlock Minor Planetary Fortifications

    Improved Housing:
    There simply isn't enough land for everyone to have their own house and yard, at least not in the cities. What if we could solve that problem? It will be difficult, and implementation expensive, but our researchers think we can find a way to stack fields vertically. This would greatly improve the potential density of both residential and agricultural areas.
    65%, 500x0.5(+15%), 3
    Unlock Housing and Agricultural Infrastructure Projects

    Orbital Construction:
    Space has a lot of space for construction projects. However, current technologies make this prohibitively expensive. Orbital factories seem appealing until you realize it would be cheaper to build them in the middle of Manhattan.
    10%, 1000x0.5(+10%), 5
    Unlock Orbital Construction
    NOTE: When a technology has poor success chance you're probably missing some recommended techs or facilities.
     
  26. Threadmarks: Results 2041
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic, Training, Research
    Canada: Economic, Diplomatic, Partial Union (Military)
    Mexico: Economic, Diplomatic, Partial Union (Military)
    Australia: Diplomatic
    Food
    Consumer
    AeroSpace
    Industrial
    Electronics
    Australia: Industrial -> +750
    [​IMG]
    Europe:
    -United Kingdom of Britain and Ireland
    -France:
    --Alliance with Germany (EU)
    -Germany
    --Alliance with France (EU)
    --War with Russia (Stalemate)
    -Russia
    --War with Germany (Stalemate)
    Asia:
    -Japan
    --Minor Fuel Shortage, paying Australia for exclusive exports.
    --War with PRC.
    -Australia
    --Importing Industrial Equipment from USA
    --Surplus of Military Aircraft
    Africa:
    -Egypt-Nigeria Union
    South America:
    -Brazil
    --UST with Argentina
    -Argentina
    --UST with Brazil
    Europe: Debt: Extreme, Finances: Poor
    Asia: Debt: Extreme, Finances: Disastrous
    Australia: Debt: Small, Finances: Passable
    Tax Base: 15500 (40%) [10000@155%]
    Income: 6200+750
    Expenses: 1000
    Debt: 496% [76900]
    Interest: 2% (9 turns till 3%) [1538]
    Morale: Excellent
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Trained)
    Recruits (Size: Medium, Quality: Experienced)
    Armour(Size: Small, Quality: Experienced)
    Interceptor(Size: Tiny, Quality: Veteran)
    Officers (Size: Small, Quality: Experienced)
    Highways: Good
    Rail Network (Cargo): Intact
    Waterways: Excellent (Trade Capacity: +1)
    Electrical: Good
    Water: Good
    Communications: Good
    Housing: Intact
    Agriculture: Good (Trade Good: Food)
    Officer Schools: Decent
    Factories: Partially Automated
    -AeroSpace: Excellent (Cost: 50%, Quality: +1)
    -Armour: Mediocre (Cost: 100%)
    -Infantry: Mediocre (Cost: 100%)
    -Munitions: Mediocre (Cost: 100%)
    -Consumer: Excellent (Economic, Morale: +1)
    -Electronics: Excellent (Cost: 50%, CoS: +5%, Economic)
    -Industrial: Excellent (Cost: 50%, CoS: +5%, Economic)
    Alien Alloy: 1000
    Elerium: 1000
    Weapon Fragments: 100
    Alien Elerium Generator: 1
    Alien Navigation Computer: 1
    Alien Plasma Rifle: 1

    Unrestricted Actions:
    [Advanced Hardware (2x)] -> 80/0
    With the aid of XCOM's research data your scientists are able to make great strides in their understanding of computer hardware. While the results have not been reproduced outside of the laboratory, they are both smaller and more durable than previously bleeding edge components.

    Unlock Improved Durability (Electronics), Unlock Improved Miniaturization, Unlock Alien Hardware
    Cost: 500

    [Sell Planes to Australia (3x)]
    The aircraft ordered by the Australia are completed over the course of the year. There is some grumbling, but they agree to forgive the agreed quantity of dept.

    +15000 Instantaneous Income
    Cost: 1000

    Industrial Actions:
    [Expand Factories (Electronics)] -> 65/20
    The electronics industry continues to boom with prices lower than ever. The recent dividends of research into alien electronics have caused much anticipation. As a result, profits have been directed towards the improvement of manufacturing tolerances.

    Tax Base +5%, Factories.(Electronics) -> Excellent.
    Cost: 500

    Military Actions:
    [Form Infantry Unit (2x)] (2) -> 6/5
    The massive infantry training program begun by the army almost meets with disaster. A lone ethereal emerged from a half-wrecked statis pod and attempted to mind control the general in charge of the operation. It's purpose is unknown, but most suspect it intended to sabotage the exercises in some manner. Fortunately, the crisis is averted by a swift intervention by XCOMs best strike team. The recruits are left shaken but determined. The officers, similarly shaken, expect training to finish as expected next year.

    Form Infantry Unit Locked, 1 year remaining.
    Cost: 500

    Financial Actions:
    [Investigate Trade Opportunities (Japan, 3x)] -> 52/0
    Your investigation of Japan prove very surprising for two reasons. The first is that the Japanese government itself does not appear to know who started the 3rd Sino-Japanese war. While all agree that Japan would have been justified in a 'preemptive' strike, almost half complain that the previous administration's focus on domestic issues allowed the Chinese to launch a surprise assault. The second is that the Japanese have replaced most of their aging workforce with incredibly advanced automation. Unfortunately, this means that the market for manufactured goods is not particularly favorable.

    Japan has no urgent need for manufactured goods. However, their needs for food and fuel present lucrative opportunities. The need for petroleum is perhaps the greatest. The combined needs of military and industry have been forced to subsist on the output of Australia alone. The need for food is mitigated by Japan's dwindling population. However, Japan's arable landmass is limited and the war had limited both trade and fishing.

    Your agents also attempt to inquire further into the course of the 3rd Sino-Japanese war. They learn some broad generalities, but the specifics remain somewhat confused. The war officially began when Japanese, or maybe Chinese, fire support hit Chinese, or maybe Japanese, troops. However, the roots of the war lie in an attempted Chinese annexation of North Korea. An ill-conceived North Korean attempt to annex South Korea backfired spectacularly; China invaded from the North while South Korea, bolstered by an uncomfortable alliance with the Japanese, counter-invaded from the South.

    The 3rd Sino-Japanese war continued to be defined by mistakes after its inauspicious beginning. The first naval battle of the war became the last when internal politicking led to the complete destruction of the Chinese fleet. This invigorated the many rebellious groups within China itself. The appearance of internal disunity became reality as Tibetans, Turks, the chronically unemployed, ambitious officials, and many other groups enter open revolt. While the Chinese government retains the advantage in these conflicts, they have become distracted from the 3rd Sino-Japanese war. With Japan, South Korea, Taiwan, and the Philippines militarily incapable of invading the Chinese mainland the war has entered a stalemate.

    Information on International Situation, Possible Fuel Market, Possible Food Market
    Cost: 400

    Diplomatic Actions:
    [North American Partial Military Union]
    The finalization of the second NATO, the North American Treaty Organization, is decidedly anti-climatic. Almost a decade of integration proceeds has left little more than bureaucratic formalities to occupy the final year of the process. Despite this belated demeanor, the event carries an air of excitement as the three militaries' demonstrate their seamless cooperation in the commemorative wargames.

    Achieved Partial Military Union with Canada and Mexico
    Cost: 100

    Research and Development Actions:
    [Improved Housing (2x)]
    The research on layered agricultural and living areas has finally been completed. While the solar collectors can only maintain daylight for three floors, the innovation still triples the quantity of farmland, parks, and yards available. Of course, it still needs to be built.

    Unlocked New Agriculture/Housing Actions
    Cost: 500

    [Fusion Reactors (2x)] (2)
    Research on fusion reactors continues to make progress. One of the test reactors even manages to produce a net output of energy. The researchers are ecstatic and promise results by next year.

    Fusion Reactors Locked, 1 year remaining.
    Cost: 500

    Financial Report:
    Income: 6000+750
    Expenses: 1000-15000
    Interest: 1914
    Net Profit: -18835 -> -18800 (Rounding for ease of use.)
    Debt -> 496%
     
    Nerve, Ponkerhead, buffog and 5 others like this.
  27. Threadmarks: Planning 2042
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic, Training, Research
    Canada: Economic, Diplomatic, Partial Union (Military)
    Mexico: Economic, Diplomatic, Partial Union (Military)
    Australia: Diplomatic
    Food
    Consumer
    AeroSpace
    Industrial
    Electronics
    Australia: Industrial -> +750
    [​IMG]
    Europe:
    -United Kingdom of Britain and Ireland
    -France:
    --Alliance with Germany (EU)
    -Germany
    --Alliance with France (EU)
    --War with Russia (Stalemate)
    -Russia
    --War with Germany (Stalemate)
    Asia:
    -Japan
    --Minor Fuel Shortage, paying Australia for exclusive exports.
    --War with PRC.
    -Australia
    --Importing Industrial Equipment from USA
    --Surplus of Military Aircraft
    Africa:
    -Egypt-Nigeria Union
    South America:
    -Brazil
    --UST with Argentina
    -Argentina
    --UST with Brazil
    Europe: Debt: Extreme, Finances: Poor
    Asia: Debt: Extreme, Finances: Disastrous
    Australia: Debt: Small, Finances: Passable
    Tax Base: 15500 (40%) [10000@155%]
    Income: 6200+750
    Expenses: 1000
    Debt: 496% [76900]
    Interest: 2% (9 turns till 3%) [1538]
    Morale: Excellent
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Trained)
    Recruits (Size: Medium, Quality: Experienced)
    Armour(Size: Small, Quality: Experienced)
    Interceptor(Size: Tiny, Quality: Veteran)
    Officers (Size: Small, Quality: Experienced)
    Highways: Good
    Rail Network (Cargo): Intact
    Waterways: Excellent (Trade Capacity: +1)
    Electrical: Good
    Water: Good
    Communications: Good
    Housing: Intact
    Agriculture: Good (Trade Good: Food)
    Officer Schools: Decent
    Factories: Partially Automated
    -AeroSpace: Excellent (Cost: 50%, Quality: +1)
    -Armour: Mediocre (Cost: 100%)
    -Infantry: Mediocre (Cost: 100%)
    -Munitions: Mediocre (Cost: 100%)
    -Consumer: Excellent (Economic, Morale: +1)
    -Electronics: Excellent (Cost: 50%, CoS: +5%, Economic)
    -Industrial: Excellent (Cost: 50%, CoS: +5%, Economic)
    Alien Alloy: 1000
    Elerium: 1000
    Weapon Fragments: 100
    Alien Elerium Generator: 1
    Alien Navigation Computer: 1
    Alien Plasma Rifle: 1

    Unrestricted Actions:
    []
    []
    Military Actions:
    [Form Infantry Unit (2x)] (1)
    Industrial Actions:
    []
    Financial Actions:
    []
    Diplomatic Actions:
    []
    Research and Development Actions:
    []
    [Fusion Reactors (2x)] (1)


    Militaristic:
    Reintroduce Conscription:
    We simply don't have enough men in uniform to reconstitute even a single branch of the armed forces. If we intend to do so, we must first begin conscription.
    80%, 1000(+20%), 2
    Military <- Recruits(Large, Trained).

    Expand Interceptor Unit:
    Our Air Force needs additional planes and personnel. A hundred aircraft is not enough to defend a continent. It will be expensive, but an expanded core of interceptors will pave the way for more specialized ground support and air supremacy aircraft.
    100%, 1500x0.5, 3
    Recruits(Medium, Trained), Interceptor(Tiny, Veteran) -> Interceptor(Small, Veteran)
    Note: Military units automatically regenerate damage <=10%, allowing the formation of smaller, more specialized, units.

    Form Infantry Unit:
    We lack an infantry force to form the foundation of our army. Training our new recruits as infantry will provide that foundation.
    85%, 250(+20%), 2
    Recruits(Medium, Experienced) -> Infantry(Medium, Experienced)
    Industrial:
    Expand Factories (Type):
    Increased industrial capacity is always worthwhile. Expanding your factories would strengthen America both economically and militarily.
    75+5%, 1000x0.5(+20%), 1
    Factories.Type -> CUR_LEVEL + 1, ???

    Improve Housing:
    New housing technologies allow for multi-floor parks, yards, roads, and more with no loss in sunlight. This has the potential to allow higher density housing without any loss in quality. As a side effect, commute times will decrease drastically, improving productivity across entire sectors of the economy.
    75+5%, 2000x0.5(+25%), 2
    Tax Base +5%, Housing -> Decent

    Improve Agriculture:
    New construction technologies allow for triple layered fields with no loss in quality or efficiency. This has the potential to improve food production per acre by as much as three times.
    75+5%, 1000x0.5(+25%), 2
    Tax Base +5%, Agriculture -> Excellent
    Financial:
    Investigate Trade Opportunities (Select One: {Germany, France, Russia, UK, Argentina, Brazil, China, Japan, ENU}):
    We need to reduce our debt. Perhaps favorable trade deals would convince our debtors? We'd have to look for opportunities first.
    70%, 100(+10%), 1
    Trade Information

    Sell Food to Japan: (Degrees of Success)
    The 3rd Sino-Japanese war has obstructed many traditional East Asian trade routes. This presents an opportunity for American companies to sell rationed goods at a significant mark up. The risk of entanglement in local conflicts is not negligible; however, by approaching from the Pacific the risk may be minimized.
    75%, 250(+20%), 2
    Trade Deal with Japan, +100-500 Trade Income By Degree of Success

    Declare Bankruptcy:
    Eliminate debt at the cost of massive damage to the economy.
    60%, 1000(+10%), 3
    -5000 Tax Base, Assets Liquidated, ???

    Eliminate Welfare:
    With the current level of debt, we have no choice but to eliminate numerous welfare programs. This will ease integration with Mexico at the cost of integration with Canada.
    Chance: 85%, Cost: 100(+10%), Time: 1
    Expenses -> 500, Population.Morale -> Good
    Diplomatic:
    XCOM Psionics:
    XCOM has literal magic mind powers. You have absolutely no idea how to develop them yourself, but perhaps XCOM would be willing to help?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Psionics Tech Category

    XCOM GeneMods:
    XCOM has the most advanced genetic engineering in the world. Even a small amount of shared research would be a great boon.
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock GeneMods Tech Category

    XCOM MECs:
    XCOM's MECs have a great deal of potential as ultra-heavy infantry. Unfortunately, you don't have the cybernetics technology required. Perhaps XCOM would help get you get started?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Cybernetics Tech Category

    Japanese Military Alliance:
    The Japanese have suffered greatly as a result of the 3rd Sino-Japanese war. Moreover, their fragile naval superiority will last only so long as the Chinese continue to war amongst themselves. Therefore, the Japanese have made military supplies and alliances their first priority. Only once these are obtained will the Japanese consider other treaties. However, our own citizens will likely oppose even a defensive war on behalf of the Japanese.
    Chance: 70%, Cost: 100 (+10%), Time: 1
    Military alliance with Japan, possibility of further cooperation.
    NOTE: If a military alliance forces you into a war which your people oppose you will lose Morale.

    Australian Military Alliance:
    The Australian government is nervously eying the conflicts occurring in Eurasia with concern. This presents an opportunity to deepen our relationship with a defensive military pact. Such a pact would likely convince the Australians to accept more beneficial treaties. However, our own citizens will likely oppose even a defensive war on behalf of the Australians.
    Chance: 70%, Cost: 100 (+10%), Time: 1
    Military alliance with Australia, possibility of further cooperation.
    NOTE: If a military alliance forces you into a war which your people oppose you will lose Morale.

    North American Welfare Union:
    Differing welfare policies among ourselves, Canada, and Mexico pose an obstacle to integration. We must adopt a common level of welfare across the continent. Of course, Canada is reluctant to relinquish portions of their system and Mexico cannot afford too significant an expansion.
    Chance: 45%, Cost: 100(+10%), Time: 5
    Welfare Union with Canada, Mexico.

    North American Diplomatic Union:
    We have been mostly ignoring three quarters of the globe for over a decade, and will likely continue to do so until our current crisis is resolved. When we resume proactive worldwide diplomatic activity, we shall do so in tandem with our neighbors.
    Chance: 70%, Cost: 100(+10%), Time: 5
    Diplomatic Union with Canada, Mexico.
    Research and Development:
    [​IMG]
    Advanced Small Arms:
    Improved small arms.
    100%, 500x0.5(+25%), 1
    Unlock New Small Arms Techs

    Advanced Body Armour:
    Improved body armour.
    100%, 500x0.5(+25%), 1
    Unlock New Body Armour Techs
    Advanced Artillery:
    Improved artillery.
    85%, 500x0.5(+25%), 1
    Unlock New Weapon Techs

    Advanced Armour:
    Improved vehicle armour.
    85%, 500x0.5(+25%), 1
    Unlock New Armour Techs
    Advanced Weaponry:
    Improved weapons technology.
    100%, 400x0.5(+25%), 1
    Unlock New Weapon Techs

    Fusion Reactors:
    Our researchers believe we finally have the materials needed to create a usable fusion reactor. This technology has immense military and industrial potential. Full implementation will require additional labour, but the payoff is expected to be well worth the investment.
    90%, 500x0.5(+15%), 3
    Unlock Industrial/Military Actions

    Improved Radar:
    Our new materials knowledge is applicable to our radar systems. Improvements will not only increase detection range, but also reduce of effectiveness of enemy 'stealth' materials.
    90%, 400x0.5(+20%), 2
    Unlock Military Actions

    Alien Materials:
    The alien materials are as far beyond our newest generation of advancement as a Tesla is a Model T. Dr. Shen believes further research may pave the way to not only more practical general use, but genuine reproduction.
    75%, 1000x0.5(+15%), 4
    Unlock New Materials Techs, ???
    Alien Hardware:
    The alien computers run on hardware vastly more complex than even the most advanced supercomputers. Dr. Shen believes further research may pave the way to not only more practical general use, but genuine reproduction.
    75%, 1000x0.5(+15%), 4
    Unlock New Hardware Techs

    Improved Durability (Electronics):
    While we are already capable of protecting our electronics from water, EMP, and other hazards, the cost is often prohibitive. Our researchers believe that recent advances will lead to cheaper and more effective methods of protection.
    75%, 500x0.5(+15%), 3
    Unlock Industry/Military Actions

    Improved Miniaturization:
    From mechanical behemoths to cell phones, the evolution of electronics has miniaturized systems to an almost absurd degree. With insights gleaned from XenoTech, we can push this miniaturization even farther. Improved miniaturization techniques will allow more functionality in a smaller space. Even mechanical devices may be miniaturized.
    75%, 500x0.5(+15%), 3
    Unlock Actions

    Advanced Software:
    Improved electronic software.
    75%, 500x0.5(+25%), 1
    Unlock New Software Techs
    Improved Fortifications:
    Conventional fortifications simply weren't made to handle Xenotech. Walls are less effective when the enemy can land an assault carrier on your heads. Artillery isn't designed to combat orbital targets. These problems and more must be solved if your defenses are to be effective in the coming decades.
    85%, 500x0.5(+15%), 1
    Unlock Minor Planetary Fortifications

    Orbital Construction:
    Space has a lot of space for construction projects. However, current technologies make this prohibitively expensive. Orbital factories seem appealing until you realize it would be cheaper to build them in the middle of Manhattan.
    10%, 1000x0.5(+10%), 5
    Unlock Orbital Construction
    NOTE: When a technology has poor success chance you're probably missing some recommended techs or facilities.
     
  28. Threadmarks: Results 2042
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic, Training, Research
    Canada: Economic, Diplomatic, Partial Union (Military)
    Mexico: Economic, Diplomatic, Partial Union (Military)
    Australia: Diplomatic
    Food
    Consumer
    AeroSpace
    Industrial
    Electronics
    Australia: Industrial -> +750
    [​IMG]
    Europe:
    -United Kingdom of Britain and Ireland
    --'Alliance' with France
    -France:
    --'Alliance' with UK
    --Alliance with Germany (EU)
    --Recolonizing Africa.
    -Germany
    --Alliance with France (EU)
    --War with Russia (Stalemate)
    -Russia
    --War with Germany (Stalemate)
    Asia:
    -Japan
    --Minor Fuel Shortage, paying Australia for exclusive exports.
    --War with PRC.
    -Australia
    --Importing Industrial Equipment from USA
    --Surplus of Military Aircraft
    Africa:
    -Central African Union
    --Leads Independent Nations Treaty Organization (INTO)
    --Preparing for war with France.
    --Produces Oil
    --Food, Electronics, Consumer Market
    South America:
    -Brazil
    --UST with Argentina (Unresolved Socioeconomic Tension)
    -Argentina
    --UST with Brazil
    Europe: Debt: Extreme, Finances: Poor
    Asia: Debt: Extreme, Finances: Disastrous
    Australia: Debt: Small, Finances: Passable
    Tax Base: 15500 (40%) [10000@155%]
    Income: 6200+750
    Expenses: 1000
    Debt: 498% [77200]
    Interest: 2% (8 turns till 3%) [1538]
    Morale: Excellent
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Trained)
    Infantry (Size: Medium, Quality: Experienced)
    Armour(Size: Small, Quality: Experienced)
    Interceptor(Size: Tiny, Quality: Veteran)
    Officers (Size: Small, Quality: Experienced)
    Highways: Good
    Rail Network (Cargo): Intact
    Waterways: Excellent (Trade Capacity: +1)
    Electrical: Good
    Water: Good
    Communications: Good
    Housing: Intact
    Agriculture: Good (Trade Good: Food)
    Officer Schools: Decent
    Factories: Partially Automated
    -AeroSpace: Excellent (Cost: 50%, Quality: +1)
    -Armour: Mediocre (Cost: 100%)
    -Infantry: Mediocre (Cost: 100%)
    -Munitions: Mediocre (Cost: 100%)
    -Consumer: Excellent (Economic, Morale: +1)
    -Electronics: Excellent (Cost: 50%, CoS: +5%, Economic)
    -Industrial: Excellent (Cost: 50%, CoS: +5%, Economic)
    Alien Alloy: 1000
    Elerium: 1000
    Weapon Fragments: 100
    Alien Elerium Generator: 1
    Alien Navigation Computer: 1
    Alien Plasma Rifle: 1

    Unrestricted Actions:
    [Improve Housing] (2) -> 84/20
    The new multi-floor suburbs prove a great success. While small quantitative improvements are not unwelcome, it is the significantly reduced commute times which prove most popular. A very large federal subsidy to local authorities 'encourages' the prompt removal of legal obstacles to their construction. Before long a veritable housing boom is underway. While the new houses will take decades to become ubiquitous, they are expected to solve housing shortages in cities across the nation.

    Improve Housing Locked, 1 year remaining.
    Cost: 1000

    [Investigate Trade Opportunities (ENU, 3x)] (1) -> 91/10
    The diplomats return from the ENU with good news and bad news. The good news is African awash with lucrative trade opportunities. The bad news is that France is busy recolonizing it.

    In 2039 France annexed Algeria. Its aggression was apparently driven by oil shortages and unemployment in Spain, Italy, and Greece. France gets Algeria, its EU comrades get to employ their unemployed youth in the Foreign Legion, and everyone gets oil. (Except Algeria, they just get occupation.) This proved highly successful and the French coalition decided it wanted more. Before long Morocco, Mauritania, Mali, and more had fallen.

    The rest of Africa was understandably concerned. The Egypt-Nigeria Union was swift to take advantage and turned its alliance into a coalition of every independent nation in Africa. By now the ENU has unified with the core members to form the Central African Union (CAU) and the coalition has been formalized as the Independent Nations Treaty Organization (INTO). However, INTO is still unstable and unlikely to win a conventional war against France and its EU allies.

    The risk of war has created a massive weapons market. The CAU will purchase as much military equipment as we can produce. However, the weapons market is far from the only one available. The CAU presents lucrative export opportunities in food, electronics, and consumer goods. They are also willing to export oil for resale to the Japanese.

    "The French did WHAT!"
    "They annexed a quarter of Africa."
    "Why in God's name did they do that?"
    "Probably because they could and no one cared."
    "I CARE!"
    "Are you going to do anything about it?"
    "No, but"
    "Exactly."
    "Damn it. (Sigh) I suppose we'll turn a profit? That's a consolation."
    "If one can call it such."

    Information on International Situation, Possible Fuel Source, Possible Food Market, Possible Electronics Market, Possible Consumer Market
    Cost: 400

    Industrial Actions:
    [Improve Agriculture (2x)] (2) -> 61/-5
    Construction of multi-floor farms is begun without much difficulty. While the initial capital requirements are appalling, the cost savings are significant. One bill to redirect all agricultural subsidies, plus a fair bit extra, to construction and the fourth agricultural revolution is underway.

    "I still don't see how a cornfield can have multiple floors."
    "It's quite simple really. The photo-dispersal matrix allows solar concentrations of over 1.30534psi."
    "What does that even mean. It's a load of technobable."
    "Most likely."
    "You have no idea how it works, do you?"
    "Nope."

    Improve Agriculture Locked, 1 year remaining.
    Cost: 1000

    Military Actions:
    [Form Infantry Unit (2x)] (1)
    The infantry training program is finished with much fanfare. Last year's 'incident' rekindled fears of alien incursion and calls have been to speed the nation's remilitarization. With the economic recovery well underway the notion has gained popularity with surprising speed.

    Recruits (Size: Medium, Quality: Experienced) -> Infantry (Size: Medium, Quality: Experienced)
    Cost: 500

    Financial Actions:
    [Sell Food to Japan (3x)] (2) -> 42/0
    Negotiation of a trade agreement with Japan proceed without difficulty. While Japan's heavily mechanized military would rather buy fuel, its civilian inhabitants are eager to restore variety to their wartime diets.

    Sell Food to Japan Locked, 1 year remaining. (+250 Income)
    Cost: 400

    Diplomatic Actions:
    [North American Diplomatic Union (3x)] (5) -> 21/0
    Discussions of diplomatic union with your neighbors almost meet disaster when the members vocally disagree on the proper response to French colonialism. Fortunately, the crisis is resolved when everyone involved agrees to do nothing. The incident is declared a shining example of American cooperation and plans for a unified diplomatic core move forward.

    North American Diplomatic Union Locked, 4 years remaining.
    Cost: 400

    Research and Development Actions:
    [Improved Miniaturization (2x)] (3) -> 9/0
    Research into miniaturization begins despite a rocky start. The engineers running the project promise results in two years time.

    Improved Miniaturization Locked, 2 years remaining.
    Cost: 500

    [Fusion Reactors (2x)] (1)
    The first fully operational fusion reactor is completed this year. It is, as expected, revolutionary. Industrial reactors will drastically reduce energy prices, improving the economy and creating an excess of petroleum for export. Military reactors will give increased power and range and potentially even serve as a key component of military spacecraft. The Navy is already fighting the Air Force over jurisdiction and the President wants a Space Force.

    "Wanna bet we win a Nobel Prize for this?"
    "(Mournfully) Probably. I just hope we can weaponize it. Who knows when those those damn rays will turn up."
    "... Who did you lose."
    "My son. Sectoid vivisected him in front of me, slaughtered an entire squad of police. If it hadn't been for XCOM..."
    "Fuck that's grim. I'd heard that the bastards were eager to study but I never really thought... They come back we'll burn them alive."
    "(Grim Laughter) You can bet on it. Little Timmy will melt them like wax."
    "(Sad Chuckle, Shakes Head) I should never have let you name the reactor."

    Unlocked New Industrial/Military Actions
    Cost: 500

    Financial Report:
    Income: 6200+750
    Expenses: 1000+4700
    Interest: 1538
    Net Profit: -288 -> -300 (Rounding for ease of use.)
    Debt -> 498%
     
    Nerve, Ponkerhead, buffog and 5 others like this.
  29. Threadmarks: Planning 2043
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic, Training, Research
    Canada: Economic, Diplomatic, Partial Union (Military)
    Mexico: Economic, Diplomatic, Partial Union (Military)
    Australia: Diplomatic
    Food
    Consumer
    AeroSpace
    Industrial
    Electronics
    Australia: Industrial -> +750
    [​IMG]
    Europe:
    -United Kingdom of Britain and Ireland
    --'Alliance' with France
    -France:
    --'Alliance' with UK
    --Alliance with Germany (EU)
    --Recolonizing Africa.
    -Germany
    --Alliance with France (EU)
    --War with Russia (Stalemate)
    -Russia
    --War with Germany (Stalemate)
    Asia:
    -Japan
    --Minor Fuel Shortage, paying Australia for exclusive exports.
    --War with PRC.
    -Australia
    --Importing Industrial Equipment from USA
    --Surplus of Military Aircraft
    Africa:
    -Central African Union
    --Leads Independent Nations Treaty Organization (INTO)
    --Preparing for war with France.
    --Produces Oil
    --Food, Electronics, Consumer Market
    South America:
    -Brazil
    --UST with Argentina (Unresolved Socioeconomic Tension)
    -Argentina
    --UST with Brazil
    Europe: Debt: Extreme, Finances: Poor
    Asia: Debt: Extreme, Finances: Disastrous
    Australia: Debt: Small, Finances: Passable
    Tax Base: 15500 (40%) [10000@155%]
    Income: 6200+750
    Expenses: 1000
    Debt: 498% [77200]
    Interest: 2% (8 turns till 3%) [1544]
    Morale: Excellent
    Number: Good
    Growth: Intact
    National Guard (Size: Small, Quality: Trained)
    Infantry (Size: Medium, Quality: Experienced)
    Armour(Size: Small, Quality: Experienced)
    Interceptor(Size: Tiny, Quality: Veteran)
    Officers (Size: Small, Quality: Experienced)
    Highways: Good
    Rail Network (Cargo): Intact
    Waterways: Excellent (Trade Capacity: +1)
    Electrical: Good
    Water: Good
    Communications: Good
    Housing: Intact
    Agriculture: Good (Trade Good: Food)
    Officer Schools: Decent
    Factories: Partially Automated
    -AeroSpace: Excellent (Cost: 50%, Quality: +1)
    -Armour: Mediocre (Cost: 100%)
    -Infantry: Mediocre (Cost: 100%)
    -Munitions: Mediocre (Cost: 100%)
    -Consumer: Excellent (Economic, Morale: +1)
    -Electronics: Excellent (Cost: 50%, CoS: +5%, Economic)
    -Industrial: Excellent (Cost: 50%, CoS: +5%, Economic)
    Alien Alloy: 1000
    Elerium: 1000
    Weapon Fragments: 100
    Alien Elerium Generator: 1
    Alien Navigation Computer: 1
    Alien Plasma Rifle: 1

    Unrestricted Actions:
    [Improve Housing] (1)
    []
    Military Actions:
    []
    Industrial Actions:
    [Improve Agriculture (2x)] (1)
    Financial Actions:
    [Sell Food to Japan (3x)] (1)
    Diplomatic Actions:
    [North American Diplomatic Union (3x)] (4)
    Research and Development Actions:
    [Improved Miniaturization (2x)] (2)
    []


    Militaristic:
    Reintroduce Conscription:
    We simply don't have enough men in uniform to reconstitute even a single branch of the armed forces. If we intend to do so, we must first begin conscription.
    80%, 1000(+20%), 2
    Military <- Recruits(Large, Trained).

    Fusion Reactor (Vehicle): (Requires Improved Miniaturization)
    Improved miniaturization techniques, when combined with fusion technology, allow for fusion reactors small enough to fuel a vehicle. The myriad benefits of such an arrangement include thickened armour, greater speed, and a lightened logistical load. The innovation will even make super heavy tanks, previously an impractical pipe dream, feasible.
    Locked, 500(+10%), 6
    Unlocks New Equipment: Vehicle Fusion Reactor

    Fusion Reactor (Aircraft): (Requires Improved Miniaturization)
    Improved miniaturization techniques, when combined with fusion technology, allow for fusion reactors small enough to power aircraft. The sheer power of such an engine would permit the creation of larger, heavier, aircraft. In addition, traditional aircraft would see improvements to engine power and reductions in fuel volumes.
    Locked, 500(+10%), 6
    Unlocks New Equipment: Aircraft Fusion Reactor

    Fusion Reactor (Naval):
    Fusion technology practically begs to be used by oceangoing vessels. Traditional fission reactors provide nearly unlimited range, but are prohibitively expensive and require rigorous anti-radiation measures. Fusion reactors avoid both downsides. Fusion fuel is less expensive than highly refined uranium. Improvements derived from alien fusion cores even allow reactors to run on seawater.
    75%, 500(+15%), 4
    Unlocks New Equipment: Naval Fusion Reactor

    Expand Interceptor Unit:
    Our Air Force needs additional planes and personnel. A hundred aircraft is not enough to defend a continent. It will be expensive, but an expanded core of interceptors will pave the way for more specialized ground support and air supremacy aircraft.
    100%, 1500x0.5, 3
    Infantry(Medium, Trained), Interceptor(Tiny, Veteran) -> Interceptor(Small, Veteran)
    Note: Military units automatically regenerate damage <=10%, allowing the formation of smaller, more specialized, units.

    Organize Militia:
    It has come to your attention that a very large number of wartime militias did not disband when the War ended. This is somewhat concerning, but may present an opportunity. While you cannot dissolve them, you can integrate them into formal State and County militias with an actual chain of command. While the results would not be particularly useful in a modern war, they would provide an excellent source of recruits.
    70%, 100(+20%), 3
    Infrastructure <- Militia: Good
    Note: Each country has an Infrastructure to increase maximum recruitment size. e.g. Japan has Robotics Factories, France has the Foreign Legion, America has the Militia.
    Industrial:
    Expand Factories (Type):
    Increased industrial capacity is always worthwhile. Expanding your factories would strengthen America both economically and militarily.
    75+5%, 1000x0.5(+20%), 1
    Factories.Type -> CUR_LEVEL + 1, ???

    Fusion Reactors:
    Fusion reactors have the potential to revolutionize energy production. The resulting drop in energy prices will reduce industrial costs, reduce consumer expenses, and create an excess petroleum supply.
    80+5%, 2000x0.5(+10%), 4
    Tax Base +10%, Electrical -> Excellent (Trade Good: Oil)

    Improve Housing:
    New housing technologies allow for multi-floor parks, yards, roads, and more with no loss in sunlight. This has the potential to allow higher density housing without any loss in quality. As a side effect, commute times will decrease drastically, improving productivity across entire sectors of the economy.
    75+5%, 2000x0.5(+25%), 2
    Tax Base +5%, Housing -> Decent

    Improve Agriculture:
    New construction technologies allow for triple layered fields with no loss in quality or efficiency. This has the potential to improve food production per acre by as much as three times.
    75+5%, 1000x0.5(+25%), 2
    Tax Base +5%, Agriculture -> Excellent
    Financial:
    Investigate Trade Opportunities (Select One: {Germany, France, Russia, UK, Argentina, Brazil, China, Japan, ENU}):
    We need to reduce our debt. Perhaps favorable trade deals would convince our debtors? We'd have to look for opportunities first.
    70%, 100(+10%), 1
    Trade Information

    Sell Military Equipment to Central Africa: (Degrees of Success)
    The Central African Union is committed to a massive expansion of their military. They can't produce enough vehicles and infantry equipment to meet demand. Their aircraft factories are yet to be completed. We supply all the aircraft they need and some of the rest. The CAU is willing to buy whatever we can sell; they'll even go into debt if necessary.
    95%, 1000(+10%), 1
    Trade Deal with CAU, +1000-5000 Trade Income By Degree of Success (Improve industry to increase. Temporarily elevated.)

    Sell Munitions to Central Africa: (Degrees of Success)
    The Central African Union is preparing for war with a major world power. They need all the munitions they can buy. Our munitions industry may be unexceptional, but they'll take what they can get.
    95%, 1000(+10%), 1
    Trade Deal with CAU, +100-500 Trade Income By Degree of Success (Improve industry to increase.)

    Sell Food to Central Africa: (Degrees of Success)
    The Central African Union has a shortage of staple crops such as wheat and corn. Fortunately, we produce large quantities of the same.
    80%, 500(+20%), 2
    Trade Deal with CAU, +200-1000 Trade Income By Degree of Success

    Buy Oil from Central Africa: (Degrees of Success)
    The Central African Union has an excess of oil. Japan has a shortage. Buy low, sell high.
    Locked, 250(+20%), 2
    Trade Deal with CAU, 1000-500 Trade Expense By Degree of Success, Trade Good: Oil

    Sell Electronics to Central Africa: (Degrees of Success)
    The Central African electronics industry is still new and unproven. Prices are high and quality is low. These problems will likely resolve themselves in the coming decades, but local companies are currently quite vulnerable. This is why we must strike now in flood the market with cheap, high quality American electronics. We will simultaneously eliminate potential competitors and make a tremendous profit.
    80%, 500(+20%), 2
    Trade Deal with CAU, +500-2000 Trade Income By Degree of Success, Future Trade Actions

    Sell Consumer Goods to Central Africa: (Degrees of Success)
    The Central African Union has a shortage of consumer goods such as cars and telephones. Our businessmen are eager to end this shortage. We need merely negotiate a trade deal.
    80%, 300(+20%), 2
    Trade Deal with CAU, +500-2000 Trade Income By Degree of Success

    Sell Food to Japan: (Degrees of Success)
    The 3rd Sino-Japanese war has obstructed many traditional East Asian trade routes. This presents an opportunity for American companies to sell rationed goods at a significant mark up. The risk of entanglement in local conflicts is not negligible; however, by approaching from the Pacific the risk may be minimized.
    75%, 250(+20%), 2
    Trade Deal with Japan, +100-500 Trade Income By Degree of Success

    Declare Bankruptcy:
    Eliminate debt at the cost of massive damage to the economy.
    60%, 1000(+10%), 3
    -5000 Tax Base, Assets Liquidated, ???

    Eliminate Welfare:
    With the current level of debt, we have no choice but to eliminate numerous welfare programs. This will ease integration with Mexico at the cost of integration with Canada.
    Chance: 85%, Cost: 100(+10%), Time: 1
    Expenses -> 500, Population.Morale -> Good
    Diplomatic:
    XCOM Psionics:
    XCOM has literal magic mind powers. You have absolutely no idea how to develop them yourself, but perhaps XCOM would be willing to help?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Psionics Tech Category

    XCOM GeneMods:
    XCOM has the most advanced genetic engineering in the world. Even a small amount of shared research would be a great boon.
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock GeneMods Tech Category

    XCOM MECs:
    XCOM's MECs have a great deal of potential as ultra-heavy infantry. Unfortunately, you don't have the cybernetics technology required. Perhaps XCOM would help get you get started?
    Chance: 60%, Cost: 200(+20%), Time: 1
    Unlock Cybernetics Tech Category

    Japanese Military Alliance:
    The Japanese have suffered greatly as a result of the 3rd Sino-Japanese war. Moreover, their fragile naval superiority will last only so long as the Chinese continue to war amongst themselves. Therefore, the Japanese have made military supplies and alliances their first priority. Only once these are obtained will the Japanese consider other treaties. However, our own citizens will likely oppose even a defensive war on behalf of the Japanese.
    Chance: 70%, Cost: 100 (+10%), Time: 1
    Military alliance with Japan, possibility of further cooperation.
    NOTE: If a military alliance forces you into a war which your people oppose you will lose Morale.

    Australian Military Alliance:
    The Australian government is eying the conflicts occurring in Eurasia with concern. This presents an opportunity to deepen our relationship with a defensive military pact. Such a pact would likely convince the Australians to accept more beneficial treaties. However, our own citizens will likely oppose even a defensive war on behalf of the Australians.
    Chance: 70%, Cost: 100 (+10%), Time: 1
    Military alliance with Australia, possibility of further cooperation.
    NOTE: If a military alliance forces you into a war which your people oppose you will lose Morale.

    Central African Military Alliance:
    The Central African government is preparing for a war against French colonial conquest. This presents an opportunity to deepen our relationship with a defensive military pact. Such a pact would likely convince the Africans to accept more beneficial treaties. However, our own citizens will likely oppose even a defensive war on behalf of the Australians.
    Chance: 50%, Cost: 100 (+10%), Time: 1
    Military alliance with Central Africa, possibility of further cooperation.
    NOTE: If a military alliance forces you into a war which your people oppose you will lose Morale.

    North American Welfare Union:
    Differing welfare policies among ourselves, Canada, and Mexico pose an obstacle to integration. We must adopt a common level of welfare across the continent. Of course, Canada is reluctant to relinquish portions of their system and Mexico cannot afford too significant an expansion.
    Chance: 45%, Cost: 100(+10%), Time: 5
    Welfare Union with Canada, Mexico.

    North American Diplomatic Union:
    We have been mostly ignoring three quarters of the globe for over a decade, and will likely continue to do so until our current crisis is resolved. When we resume proactive worldwide diplomatic activity, we shall do so in tandem with our neighbors.
    Chance: 70%, Cost: 100(+10%), Time: 5
    Diplomatic Union with Canada, Mexico.
    Research and Development:
    [​IMG]
    Advanced Small Arms:
    Improved small arms.
    100%, 500x0.5(+25%), 1
    Unlock New Small Arms Techs

    Advanced Body Armour:
    Improved body armour.
    100%, 500x0.5(+25%), 1
    Unlock New Body Armour Techs
    Advanced Artillery:
    Improved artillery.
    85%, 500x0.5(+25%), 1
    Unlock New Weapon Techs

    Advanced Armour:
    Improved vehicle armour.
    85%, 500x0.5(+25%), 1
    Unlock New Armour Techs
    Advanced Weaponry:
    Improved weapons technology.
    100%, 400x0.5(+25%), 1
    Unlock New Weapon Techs

    Improved Radar:
    Our new materials knowledge is applicable to our radar systems. Improvements will not only increase detection range, but also reduce of effectiveness of enemy 'stealth' materials.
    90%, 400x0.5(+20%), 2
    Unlock Military Actions

    Alien Materials:
    The alien materials are as far beyond our newest generation of advancement as a Tesla is a Model T. Dr. Shen believes further research may pave the way to not only more practical general use, but genuine reproduction.
    75%, 1000x0.5(+15%), 4
    Unlock New Materials Techs, ???
    Alien Hardware:
    The alien computers run on hardware vastly more complex than even the most advanced supercomputers. Dr. Shen believes further research may pave the way to not only more practical general use, but genuine reproduction.
    75%, 1000x0.5(+15%), 4
    Unlock New Hardware Techs

    Improved Durability (Electronics):
    While we are already capable of protecting our electronics from water, EMP, and other hazards, the cost is often prohibitive. Our researchers believe that recent advances will lead to cheaper and more effective methods of protection.
    75%, 500x0.5(+15%), 3
    Unlock Industry/Military Actions

    Improved Miniaturization:
    From mechanical behemoths to cell phones, the evolution of electronics has miniaturized systems to an almost absurd degree. With insights gleaned from XenoTech, we can push this miniaturization even farther. Improved miniaturization techniques will allow more functionality in a smaller space. Even mechanical devices may be miniaturized.
    75%, 500x0.5(+15%), 3
    Unlock Actions

    Advanced Software:
    Improved electronic software.
    75%, 500x0.5(+25%), 1
    Unlock New Software Techs
    Improved Fortifications:
    Conventional fortifications simply weren't made to handle Xenotech. Walls are less effective when the enemy can land an assault carrier on your heads. Artillery isn't designed to combat orbital targets. These problems and more must be solved if your defenses are to be effective in the coming decades.
    85%, 500x0.5(+15%), 1
    Unlock Minor Planetary Fortifications

    Orbital Construction:
    Space has a lot of space for construction projects. However, current technologies make this prohibitively expensive. Orbital factories seem appealing until you realize it would be cheaper to build them in the middle of Manhattan.
    10%, 1000x0.5(+10%), 5
    Unlock Orbital Construction
    NOTE: When a technology has poor success chance you're probably missing some recommended techs or facilities.
     
    Nerve, OtherGuy, Ponkerhead and 4 others like this.
  30. Threadmarks: Results 2043
    isaacssv552

    isaacssv552 The Necromancer

    Joined:
    Nov 15, 2017
    Messages:
    114
    Likes Received:
    646
    Country: United States of America
    Territory: Continental US, Alaska, Pacific Islands, Puerto Rico
    XCOM: Military, Diplomatic, Training, Research
    Canada: Economic, Diplomatic, Partial Union (Military)
    Mexico: Economic, Diplomatic, Partial Union (Military)
    Australia: Diplomatic
    Food
    Consumer
    AeroSpace
    Industrial
    Electronics
    Australia: Industrial -> +750
    Japan: Food -> +250
    Central Africa: AeroSpace, Armour, Infantry -> +4500
    [​IMG]
    Europe:
    -United Kingdom of Britain and Ireland
    --'Alliance' with France
    -France:
    --'Alliance' with UK
    --Alliance with Germany (EU)
    --Recolonizing Africa.
    -Germany
    --Alliance with France (EU)
    --War with Russia (Stalemate)
    -Russia
    --War with Germany (Stalemate)
    Asia:
    -Japan
    --Minor Fuel Shortage, paying Australia for exclusive exports.
    --Importing Food from USA
    --War with PRC.
    -Australia
    --Importing Industrial Equipment from USA
    --Surplus of Military Aircraft
    Africa:
    -Central African Union
    --Leads Independent Nations Treaty Organization (INTO)
    --Preparing for war with France.
    --Produces Oil
    --Food, Electronics, Consumer Market
    --Importing Military Equipment from USA
    --Importing Food from USA
    South America:
    -Brazil
    --UST with Argentina (Unresolved Socioeconomic Tension)
    -Argentina
    --UST with Brazil
    Europe: Debt: Extreme, Finances: Poor
    Asia: Debt: Extreme, Finances: Disastrous
    Australia: Debt: Small, Finances: Passable
    Tax Base: 16500 (40%) [10000@165%]
    Income: 6600+5500
    Expenses: 1000
    Debt: 446% [73700]
    Interest: 2% (7 turns till 3%) [1544]
    Morale: Excellent
    Number: Good
    Growth: Decent
    National Guard (Size: Small, Quality: Trained)
    Infantry (Size: Medium, Quality: Experienced)
    Armour(Size: Small, Quality: Experienced)
    Interceptor(Size: Tiny, Quality: Veteran)
    Officers (Size: Small, Quality: Experienced)
    Highways: Good
    Rail Network (Cargo): Intact
    Waterways: Excellent (Trade Capacity: +1)
    Electrical: Good
    Water: Good
    Communications: Good
    Housing: Decent
    Agriculture: Excellent (Trade Good: Food)
    Officer Schools: Decent
    Factories: Partially Automated
    -AeroSpace: Excellent (Cost: 50%, Quality: +1)
    -Armour: Mediocre (Cost: 100%)
    -Infantry: Mediocre (Cost: 100%)
    -Munitions: Mediocre (Cost: 100%)
    -Consumer: Excellent (Economic, Morale: +1)
    -Electronics: Excellent (Cost: 50%, CoS: +5%, Economic)
    -Industrial: Excellent (Cost: 50%, CoS: +5%, Economic)
    Alien Alloy: 1000
    Elerium: 1000
    Weapon Fragments: 100
    Alien Elerium Generator: 1
    Alien Navigation Computer: 1
    Alien Plasma Rifle: 1

    Unrestricted Actions:
    [Improve Housing] (1)
    The new multi-floor suburbs are now firmly entrenched in the market. They should prove s stable source of low-commute housing for the foreseeable future, mitigating or preventing housing shortages.

    Tax Base +5%, Housing -> Decent.
    Cost: 1000

    [Sell Military Equipment to Central Africa (2x)] (1) -> 80/-5
    The Central Africans accept your offer of an arms deal eagerly. You had expected the CAU to reserve some aircraft sales for its own (unfinished) factories. However, they chose to convert the factories to small arms production instead. The resulting profits are massive. The expedited establishment of shipping routes does cut into this profit, but by less than a quarter.

    "This deal is unacceptable, we will not pay a premium for American rifles."
    "Of course, why not?"
    "They're worse than ours!"
    "Well... Naturally we should not pay a premium for quality, but we do have a shortage."
    "You said not two days ago that the new factories were producing 123% of the expected output."
    "Indeed I did. However, that only covers 11% of the shortfall."
    "... So we pay the premium?"
    "Yes Minister."

    Trade Deal with CAU, +4500 Trade Income (Improve industry to increase. Temporarily elevated.)
    Cost: 1000

    Military Actions:
    [Expand Interceptor Unit] (3) -> 9/0
    You order the interceptor force increased by an order of magnitude. The Air Force is very pleased to have a substantial number of aircraft once more. 1000 aircraft is far cry from the 13610 pre-War America, but it is far from insignificant. Construction of the required 900 craft is expect to take 2 years. Training of the 9,000 additional pilots and ground crew required will take three.

    Expand Interceptor Unit Locked, 2 years remaining.
    Cost: 750

    Industrial Actions:
    [Improve Agriculture (2x)] (1)
    The first multi-floor farms are completed this year. The high density of the structures is already paying dividends as reduced overheads increase profit margins dramatically. Farmers are already clamoring for increased access to foreign markets in which to sell the fruits of the fourth agricultural revolution. The falling food prices have even, in concert with sustained economic growth, triggered an increase in birth rates.

    "Can anyone tell me why I am looking at a petition to blockade Brazil?"
    "Poor life choices?"
    "Very droll. And why have 2 million people signed it?"
    "They believe that Brazilian grain exports are unfairly hindering our own exports."
    "Brazil hasn't exported grain in 15 years."
    "Perhaps the petitioners feel its lack of grain exports are unfair."

    Tax Base +5%, Agriculture -> Excellent, Population.Growth -> Decent.
    Cost: 1000

    Financial Actions:
    [Sell Food to Japan (3x)] (1)
    The first food shipments arrive in Japan this year. American farmers are pleased to resume international crops sales and Japanese farmers are glad to be freed from government quotas.

    Trade Deal with Japan, +250 Income
    Cost: 400

    Diplomatic Actions:
    [North American Diplomatic Union (3x)] (4)
    All is quiet on the western front.

    North American Diplomatic Union Locked, 3 years remaining.
    Cost: 400

    Research and Development Actions:
    [Improved Miniaturization (2x)] (2)
    Development of miniaturization technology continues. Your scientists have made 'working' prototypes of the key technologies. Unfortunately, the prototypes have an unfortunate tendency to spontaneously combust.

    "Cramming a reactor into a soda can is all well and good, but what in God's name will you do with all the heat?"
    "I thought you'd ask that. I did some quick calculations; if we run it at 6000K the radiators will only increase volume by 14.2%."
    "6000K! Sure the radiators will be small. They'll also boil Tungsten."
    "Engineering problem."
    "Your problem. I want a practical design which won't melt graphene and I want it by this time next year.."
    "If we used alien alloys-"
    "I am not giving you alien alloys."
    "But-"
    "No."

    Improved Miniaturization Locked, 1 year remaining.
    Cost: 500

    [Alien Materials (2x)] (4) -> 70/10
    Research on alien materials science is simultaneously extremely new and over a decade old. XCOM has spent years stealing, studying, and using the strange alloys. However, civilian scientists have little to no experience with the material and even XCOM cannot replicate it. Dr. Shen believes both these problems are solvable.
    Billions of dollars in grants unite most of the materials science industry on a single problem. The analysis and replication of alien materials. With the enthusiastic aid of XCOM's science and engineering departments they might even finish sometime this decade. Doctors Vahlen and Shen think it will take less than 5 years.

    Alien Materials Locked, 3 years remaining.
    Cost: 1000

    Financial Report:
    Income: 6600+5500
    Expenses: 1000+6050
    Interest: 1544
    Net Profit: 3506 -> 3500 (Rounding for ease of use.)
    Debt -> 446%
     
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