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File: 1342651384093.png-(57 KB, 819x460, 2.png)
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The lab boys go around to all of the officers and test for a known alpha pheromone. Those that exhibit it have genetic samples taken for raw materials in a new batch of mutagen. The new batch causes a tiny edit to the subject's genome, causing them to produce this same pheromone too. The end result, after every guardsman gets a shot, is that without any change in actual behavior, posture, or actual self confidence, all guardsmen suddenly seem slightly more assertive, confident, and commanding.

Population: 550
Food: Plentiful
Water: Above Average
Materials: Scarce
Fuel: Surplus
Test Subjects: Above Average
>>
>>19941696
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing, Recycler

Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts, Heavy Machine Guns

Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Surplus Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills, Speed Boats, Surplus Modified Salient Yellow, Radio Tower, Radar Dish, Salient Pills

Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Surplus Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications, Combat Armor, Surplus Horses, Naval Wall

Power: Tiny Nuclear Generator

Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%), Improved Focus, Improved Reaction, Improved Coordination, Alpha Pheromones

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.
>>
>>19941698
Scavenge. We've got a lot of projects in the queue and (almost) no materials to do them with.
>>
Running this again so soon? What a champ.

Another vote for scavenging materials.
>>
Voting for scavenging too.

Set us up an IRC channel as well: http://mibbit.com/?channel=%23starguard&server=rizon.mibbit.org
>>
G.

Get materials.

>anyone want to explain the setting?
>>
rolled 60 = 60

Scavenge!

Got gypsie in captcha, so lets scavenge like champions!
>>
>>19941696
Oh, and the first nine threads:
http://suptg.thisisnotatrueending.com/archive.html?tags=Star Guard
I always forget to post that in the OP.
>>
Scavenging ho!
>>
>>19941789
Actually, you've remembered it thus far.
>>
G
>>
Lets get some scavenging going, how else we gonna get our infrastcuure going?
>>
The Star Guard decides to try to put together some materials for continued projects. They trade, recycle, and scavenge with humvees and carts, and through their many efforts, they have quite a stockpile collected by month's end.

Population: 560
Food: Plentiful
Water: Above Average
Materials: Surplus
Fuel: Surplus
Test Subjects: Above Average
>>
>>19941879
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing, Recycler

Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts, Heavy Machine Guns

Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Surplus Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills, Speed Boats, Surplus Modified Salient Yellow, Radio Tower, Radar Dish, Salient Pills

Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Surplus Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications, Combat Armor, Surplus Horses, Naval Wall

Power: Tiny Nuclear Generator

Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%), Improved Focus, Improved Reaction, Improved Coordination, Alpha Pheromones

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.
>>
>>19941879
Can we finally fix one of the planes?
>>
Either:
Investigate the tower in the forest
Investigate the northern remnant
Investigate with the northern vault
or Investigate the southern factory

Also keep working on the pills for the remnant we already know - I want 3D printers
>>
>>19941900
Let's fix one of the planes, we've been putting that of for (in game) month already.
>>
>>19941915
*months
>>
File: 1342652817496.jpg-(23 KB, 400x268, 7343W.jpg)
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Im sorry, I can't take this seriously, I saw that picture and thought of one of those female reproductive organ diagrams

Pic related
>>
lets get some antiaging pills going. They'll make a great trade item.
>>
rolled 73 = 73

>>19941922

I agree, one of them could come in handy.

Lets fix a plane!
>>
Produce the pills for the megocorp remant, we need that technology.
>>
>>19941892
We've already been over this. We secure our home enviroment before expanding our horizons.

I say we expand the living quarters for our people, then next turn the water generator we were talking about last thread and then upgrade the machine shop to be capable of building vehicles at a faster rate.
>>
>>19941927
Me too. :(
>>
>>19941927
O.....kay?
>>19941929
Yeah, I suppouse we could trade with the Corp.

But..but planes!
>>
>>19941929
Let's hold off on that, yeah, Trot? We've already got the Salient White pills on order and there are other, more conventional trade goods we can pursue.
>>
>>19941892

We've kinda already got plenty to explore and get working on. The main advantage the plane would give us (apart from letting us perform near constant aerial exploration due to lower fuel use) is the ability to explore the mountains.

I'm not opposed to the idea I'd just rather we explore and secure more of what we already have.

F - Explore factory
>>
>>19941946
But the Corp wanted them in exchange for High-tech stuff that we can't produce and/or find anywhere else.
We should play nice with them, they could be a very, very useful ally
>>
>>19941952
Explore the factory.

Let's do this. Get some hella-sick robots.
>>
OP! Can we get a sitrep from our out-of-region fellow guards and find out if any of the other airbases have working runways that are safe to use?

>That should be a non-action, right? Since all it really needs is a radioman, and our one-armed Guardsman from way back when isn't really useful for patrolling or manual labor.
>>
Pills for megacorp
>>
rolled 10 = 10

>>19941946
thats what the pills are right? no age, no poison, no rads. all the positive effects without the combat advantages. Or did I read the corps requests wrong?
>>
>>19941961
They wanted the SALIENT WHITE pills, which I said we already have on order. Not anti-aging.
>>
>>19941990
Pretty much what you said, if I remember correctly
>>
Lets not mess with the things in the north until we can put them down.

How you ask?

With fucking CANNONS!

Just messing ;p

Keep working on the salient pills
>>
>>19941990
They want just the environmental resistance.
>>
>>19941975
Sure. The retroviral cultures are helping out in the regions to which they were brought, but many of those Guard bases are not nearly so safe and developed as the one in Star City is now. Most of the cities with Gold Star airbases have intact runways.
>>
First things first, take care of the megocorp order, theyve been on hold for a couple of minths now, not to mention the years in front of that, theyre probably getting a bit stir crazy
>>
>>19942027
Are the runways safe for us to land on? If they are, then fixing up a plane and visiting our Gold Star brethren is a viable strategy.
>>
I'm more than willing to support planes once we get a 3d printer from the megacorp.

OP how many more turns of work before we get the salient pills finished?
>>
the effects are anti-rads, anti- disease. There is nasty withdrawal though.
>The one drawback, as shown in rat test subjects, is that taking the pills for many days in a row causes the body to start building up a dependence on the chemicals in their system. A week is enough to cause a nasty withdrawal once stopped. A month is enough to risk serious, permanent damage unless weaned off of it slowly.

The scientists are willing to call it a mixed success and list the recommended consumption pattern as three days of taking it followed by one of detoxing.
>>
>>19942072
Well, starting with a base of the Normalized Fertility Blue, you would need to then remove Toughness and No Aging, so two turns of work.
>>
>>19942100

Why not use salient blue classic as a base?

I know they might consider it an attempt to poison them but would it work?
>>
>>19942078
Would another turn working on them fix that? If not then we should tell the Megacorp in advance.

>>19942072
We've already researched it, so only one more turn to mass produce. But if we can I think we should try to get rid of the addition aspect. It may have it's uses but that's basically holding the people we get addicted to it hostage, which is pretty close to enslavement.
>>
Well we dont nessicarily need to remove the no aging, keep it as a bonus, just remove toughness
>>
>>19942122
Yes. If you did that, the Salient White Pills would double as a potent contraceptive.
>>
>>19942130
I doubt it. But yes, we should warn the corp about the addictiveness.

We have not researched it fully - we simply researched the feasibility of a Salient variant in pill form. We still have to produce the White variant and then pillform it.
>>
>>19942170
Balls, this is me, lost my trip posting in not-this-thread.
>>
>>19942130

I think it was already said in the last thread that the pills were as good as they were going to get.

Yes we should tell them about the effects and the recommended dose schedule.
>>
>>19942170
The megacorp hasn't done anything or given us any reason to view them with hostility. We shouldn't give them a pill that will obviously end in us having either total control over them (controlling the source) and/or making them essentially infertile.
>>
>>19942191
>>19942170

Should we do this or not then?
>>
>>19942195
We know we can reverse the infertility effect, we did it ourselves earlier on. And I don't think OP said the addiction was irremovable.
>>
>>19942211

Yeah actually i agree, i'm the guy that originally proposed the idea.
In retrospect it really would go against the star laws.
>>
>>19942222
I suppose that depends on whether you think the megacorp would look at the contraceptive as an added bonus or an act of sabotage.
>>
Can't they just produce copies of the pills anyway? I don't think we're going to be able to hold that over them.

Let's get that lie detector thing going.
>>
If we trade pills with the megacorp, we should expect that they will reverse-engineer them, so we better get something really useful, like a 3d-printer with some blueprints.

As for everyone saying that they have been playing straight so far, it is because we have them by the balls. The suits are stuck in ther precious tower and cant get out without our help.

We cannot count on beeing in such a good position once we allow them moblity, I say that we wait with the trading, even if it is something extremely useful like the 3d-printer, until we have a hang off how we are going to exploit the item.
>>
All right. Vote to spend the turns to produce Salient White.
>>
We could market it as a two in one package. Or say they are two different pills and sell them at different rates.
CAPITALISM!
FORWARD THE PILLS SCIENCE GUY!
>>
>>19942273
+1
>>
Check out the factory

Also, reposting this: http://mibbit.com/?channel=%23starguard&server=rizon.mibbit.org
>>
>>19942272
Jesus, you're paranoid. They're playing it straight because they have no reason not to. They'll profit FAR MORE by playing by the Star Laws than by dicking people over.

Mostly because the only penalty we have is "destroy."
>>
Voting for salient pills and a timeskip until there done.
We should certainly trade for the 3d printer and blueprints so we can make more printers and put them at each base we have.
>>
>>19942271
>>Can't they just produce copies of the pills anyway? I don't think we're going to be able to hold that over them.

This. They obviously have, or at least the means of making copies. So we may as well tell them how to make the Salient White pills (with no infertility) if we don't want to hold it over them.

How about we explore the factory or the other remnant? Or even the Vault?
>>
>>19942335
This. They obviously have, or at least the means of making copies. So we may as well tell them how to make the Salient White pills (with no infertility) if we don't want to hold it over them.

Contract. See last thread.
>>
>>19942325
On that note, are they offering AutoCad software? It's a bitch to use, but it's WYSIWYG and can produce basic schematics for a 3d Printer.
>>
>>19942273

Another vote from me.
>>
The Guard spends the turn working towards producing a product that can be easily marketed to the corporation. The scientists remove the segments that keep people young, like the parts that toggle the production of telomerase. They're one step closer to having a Blue formula that can be used to make the environmental protection pills.

Population: 560
Food: Plentiful
Water: Above Average
Materials: Surplus
Fuel: Surplus
Test Subjects: Above Average
>>
>>19942365
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing, Recycler

Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts, Heavy Machine Guns

Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Surplus Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills, Speed Boats, Surplus Modified Salient Yellow, Radio Tower, Radar Dish, Salient Pills

Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Surplus Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications, Combat Armor, Surplus Horses, Naval Wall

Power: Tiny Nuclear Generator

Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%), Improved Focus, Improved Reaction, Improved Coordination, Alpha Pheromones

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.
>>
>>19942273
agreed, lets do this.
>>
>>19942321

it is not paranoia if you're right.

This is a game of power, laws and political power grows out of the muzzle of a gun. The megacorp is an entity that might rival us in every way except for numbers.

If their only goal is profit, like 1700th century mercantilism, then genocide and slavery is not off the list of options.
>>
>>19942365
Spend a second turn developing Salient White.
>>
>>19942386

This I agree
>>
By the way, OP, what is our government? Is it just Colonel Whitcomb calling the shots? If so is he viewed as hero and competent commander, or merely the boss upstairs?
Are there officers in line should Whitcomb die? Would they be accepted by their peers and troops?

Are we in some kind of communist collective thing right now, where people are given their rations, then go off the job they're most competent at? Or do we have some kind of script for the troops to buy things they want like a knife made in the machine shop, or extra food from the granary?
>>
>>19942365
I thought we were going to keep the anti-aging bonus? That would make the corporate fellas quite happy.
Can we put the effect back in as a non-action?
>>
Misc. Actions:
1. Scouting: Even though we're probably one of the best organized armed forces, we explored very little of the map. (3-5 months)
2. Trading
3. Go Redbull curing on the encampments. (4 known locations/4 months))
4. Make a program for facial recognition.
5. Try to appease the tribals and try to get them out of the hospital to somewhere without Redbulls.
6. By the start of the next year, send new salient samples and any schematics/tech to our allied bases.
7. Contact the other Remnants.

Mutation Upgrades:
1. Salient Red 2-A to make lobotomized Dire Sheep that won't harm us.
2. Salient Turquoise 2-A to increase the size of our dogs as additional mounts. Leave say, 25% of the dogs in their current size for scout purposes.
3. Shortened Lifepsan (in the hours) & Extreme Appetire for Salient Red 2-B, which we'd use for Hell Rats.
4. Adrenaline rush for improved combat performance.
5. Reduced Sleep for improved productivity.
6. Reduced Calorie Intake so we can eat less food.
7. Improved Intelligence.
8. Improved eyesight
9. Improved running speed/stamina (this will benefit us greatly)

Military Technology Upgrades:
1. Convert our ammo to AP. The good thing is that they'd still be subsonic. (This is if we want to fight Redbulls).
2. Create armor for the dogs and horses. Rifle/stab plate armor inserted in kevlar would be ideal.
3. Create higher-caliber rifles w/ammo carriers for the Hulks.
4. Create HMGs and mount them on our scout copters.
5. Repair/uparmor the Trucks. We can use these to ferry dogs or rats.
6. For the Dolphin, put two full-auto, belt fed HMGs on them, or one HMG and one grenade machine gun.
7. Mount twin-linked HMGs on the prop planes and repair them.
8. Put the naval warship cannons on our bases and produce ammo for them.
9. Develop flamethrowers to combat bees for when we want to go to the mountains or forest.
>>
>>19942424

I think the idea was to only give them as little as possible.
Especially since the pills are addictive.
>>
>>19942418
Pretty sure we still stick to a military command. So if the colonel dies, the spot becomes open.

How about we tell the MegaCorps about what we want to trade before manufacturing the Pills? We may end up wasting a month otherwise.

Lets get the lie detector app done so we can also effectively interact with the other remnants.
>>
Consesus on IRC says keep working on the pills.
>>
>>19942418
I think the Star Guard is, and has been for the past 29 years, a military operation with a leadership structure closely resembling the current US hierarchy.
I'm very much against introducing democracy, communism or ANY other political movements into our movement.
>>
>>19942424
They asked for "just the environmental resistances." The anti-aging effects would be more expensive, and still addictive to boot.
>>
>>19942468
The current working proposal on IRC is to trade them a month's supply at a time for a set number of people, and make it an ongoing transaction.
>>
>>19942499
>>19942468

But why are we trying to fuck them over? Maybe people here don't like corporations in general, but these guys have done absolutely nothing to draw our ire. Even more importantly, they have no reason to.
>>
>>19942558
WE're not trying to fuck them over. We're trying to maintain a trade advantage, something they clearly stated up front that they understand and even expect from us.
>>
>>19942418
It's the Colonel on top and chain of command has been preserved.
>>
>>19942558
Whilst we don't dislike them, we don't trust them, as we haven't interacted with them much. Also, as we know from resident evil, corporations are evil and secret agendas.

Whilst they would enjoy the age stuff, it is one more thing they will reverse engineer from the pill that they wouldn't buy from us later when we do eventually make them into pills for profit.

We are trying to out profit the megacorp in essence.
>>
>>19942365
Also, As a Non-Action: give half of our horses Salient Purple.
>>
>>19942648
You guys already have.
>>
we can make youth drugs later. Lets just finish up salient white and have done with it. when we REALLY want something from the corps we'll develop some antiaging drugs and offer them immortality in a pill.
>>
>>19942648
Agreed. Then Hulks could travel fast without having to cram into the humvees or copters. In broken ground they could even be faster, so long as they don't break their leg (which they would recover from in a week or less due to that weird water we found in the first 6 months)
>>
rolled 8 = 8

F: Lets visit the factory!
>>
rolled 26 = 26

>>19942648
My bad. Thought that didn't make it in.

All right. Again, let's finish one thing before starting another. Continue work on the SW.
>>
OP get in the IRC chat on rizon. #StarGuard

If only so we can ask you shit more immediately
>>
rolled 7 = 7

I have changed my mind, lets fix salient white first.
>>
File: 1342656022535.jpg-(22 KB, 921x1266, Blue-pills.jpg)
22 KB
The lab boys finish prepping the diluted Salient Blue, stripping out the various chemicals that cause a systemic increase in toughness. The base batch for a line of environmental-resistance pills is prepared. Trade could begin with the corporation next turn, unless the Guard decides to do another full battery of clinical trials in rats with the finalized pills before trading.

Population: 570
Food: Plentiful
Water: Above Average
Materials: Surplus
Fuel: Surplus
Test Subjects: Average
>>
>>19942787
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing, Recycler

Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts, Heavy Machine Guns

Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Surplus Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills, Speed Boats, Surplus Modified Salient Yellow, Radio Tower, Radar Dish, Salient Pills

Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Surplus Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications, Combat Armor, Surplus Horses, Naval Wall

Power: Tiny Nuclear Generator

Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%), Improved Focus, Improved Reaction, Improved Coordination, Alpha Pheromones

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

>In case anyone's wondering, these pills are actually exceptionally difficult to synthesize unless you have actual salient to work off of in the production phase.
>>
rolled 15 = 15

>>19942792
I think that puts most folks' concerns to rest, OP.

Vote we do the trials. Nasty surprises are BAD.
>>
>>19942813
Second.
>>
>>19942838
thirded (?)
>>
>>19942813
agreed, after that, lie detectors, then we can go into the talks with the Opaque Inc. fully prepared for any shenanigans.
>>
>>19942813
you have my vote
>(and my bow)
>>
>>19942813

Another second.
>>
>>19942853
Just so you're aware, the facial recognition software will require you to point the camera at them and look at the screen. It's far from subtle or covert.
>>
rolled 28 = 28

>>19942792
OP, trade objectives question. Does the corp offer an AutoCad program? That could be used to make basic 3d Printer schematics (and I mean do mean basic. And pain-in-the-ass time consuming).
>>
>>19942853
my problem with the lie thing is that they are on the computers. Even if we can make them, they would have to be trained on the guy we're talking to the entire time, raising their suspicions significantly. At least it would if I was them.
I suppose we could explain it away as making a recording of the deal (which we are also doing with the computer anyways)
>>
>>19942869

Good, I mean, they can't possibly be naive to think we trust them.
>>
>>19942869
pfft, like that's a big deal. I honestly think the corps will respect us that much more for developing something like that. They might ask for it as a trade good. It'll also make field interrogations way easier.

The uses are endless.
>>
>>19942869
Would another month allow us to make it more subtle?
>>
>>19942894
Computer-aided design software comes with the 3d printer.
>>
>>19942915
No, the limit is the computing hardware you have access to. It would run on something with the design and interface scheme of a smart phone.
>>
rolled 69 = 69

>>19942909
Neg. So far, we've both negotiated in good faith. Let's not blow that.
>>
screw the lie detector
lets just get on with this.
Pills testing,
then use the 3d printer to help build a hydro powered generator.
then planes
>>
>>19942957
>>19942862
>>19942856
>>19942853
>>19942848
>>19942838
>>19942813
the votes are in OP. We want more testing
>>
I say we get hydro generator parts, construction equipment parts and a 3d printer with as many schematics
>>
rolled 78 = 78

>>19942918
Good to know.
>>
Extensive testing is done on the rats, to fully explore the effects of the pills. The results are actually extremely promising. While subjects still build up a physiological dependency on the pills, now that they no longer retard aging nor make the subject more robust, the process is more gradual to to a smaller extent. By the scientists' estimates, the pill should be safe to take indefinitely with the only side effects being a headache-filled couple days of withdrawal once it's stopped and veins ever so slightly bluer than normal while in use. The withdrawal effects are very much like a caffeine headache, or a bad hangover at worst.

They're willing to call it a rousing success.

Population: 570
Food: Plentiful
Water: Above Average
Materials: Surplus
Fuel: Surplus
Test Subjects: Below Average
>>
>>19943105
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing, Recycler

Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts, Heavy Machine Guns

Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Surplus Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills, Speed Boats, Surplus Modified Salient Yellow, Radio Tower, Radar Dish, Salient Pills, Environment Pills

Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Surplus Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications, Combat Armor, Surplus Horses, Naval Wall

Power: Tiny Nuclear Generator

Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%), Improved Focus, Improved Reaction, Improved Coordination, Alpha Pheromones

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

>The pills are circular, flat, blue, blue tablets about the size of someone's pinky finger nail.
>>
Welp lets get to trading then and then back to our other projects, were we able to Purple our horses as a non action?
>>
>>19943111
Oh, and one tablet lasts one person for approximately twenty-four hours, depending on one's metabolism. As such, the recommended dosage is one every twelve hours, just in case. Thought I should mention that, so that everyone's on the same page.
>>
>>19943136
Yes.
>>
well lets trade for some cool stuff. contact the corps, tell them we SCIENCED up some blue pills and are willing to supply them with Enduripills.
>>
Factory and spend a non-action telling them about the pills. We can start the trade talks without trading.

3D printer + schematics is highest priority. Parts for a generator and construction equipment is a secondary priority. Hydroponic farming is a tertiary priority.
>>
rolled 49 = 49

>>19943105
My vote, pending further discussion, is to trade with the Corp. Our first priority out of that trade is a 3d Printer of at least mid-range. Any current information they may have on the Vaults, other Tower, or Factory would be a nice bonus.
>>
Items we should Trade for in order of importance:
3d printer
Schematics
Construction equipment
hydropower equipment
Anything else

I'm guessing we just give the OP a list like the one above and he decides how good a trade we make. Remember the alpha pheremones and make certain the actual terms of the trade take place in person. also take enough forces that they can't rip us off but not enough to be threatening.

Then repair a plane or build a hydro generator
>>
>>19943139
OP, a point brought up on the IRC channel. Can we contact the corp and initiate negotiations as a non-action, or is that a full turn?
>>
rolled 20 = 20

Tell the corp that we have the goods and are interested in 3d-printers.

Visit the factory with a scouting party while negotiations are starting
>>
>>19943200
That's a proper turn. All you can really do in terms of the corp as a non-action is asking basic questions/giving basic information.
>>
>>19943105
Great. Let's contact the corporation and get some trade goodies.

Just an argument in favour of the corporation. If they really were the kind of 'Profit-at-all-costs up to and including child slavery and genocide' I really doubt they would have been holed up in their outpost all these years. We more obvious problems to deal with, like what seems to be a raider CITY to the south.
>>
>>19943220
Just checking. My vote remains to trade.
>>
Spend a non-action asking about Vaults and whether they even want the pills.

Get to the factory.
>>
>>19943229
More likely an entire domain. We'll want to secure our backyard and build up strength before dealing with them.
>>
>>19943246
They asked us for the pills.
>>
rolled 70 = 70

>>19943229

They have not had the means to leave because of radioactivity.
>>
Non action: tell them we've got the pills almost read

Action: visit the god damn factory, finally!
>>
Why don't we go check out the tower next turn?
I just want to know why they are yellow

wasn't the airport yellow before we encountered it or is that just a coincidence.
>>
>>19943263
Exactly. If they were really the evil corporation out to make a profit, then they would have probably be totally fine with experimenting on human subjects (passing survivors or even their own less essential employees) until they found a method of resistance.

If people still don't think we can someway trust them, we can at least agree to trust them to not be stupid and do something hostile towards us.
>>
>>19943301
I think its a color for non-remnants and non-survivors.
>>
rolled 61 = 61

>>19943318

Saying that they have not done that, because they have not yet succeeded is no proof.

I think we should have a cold war stance towards them, trust but verify everything. Always assume that they are potential enemies and do not get dependent on them
>>
lets just trade with the corps and get our swag from them, after that we can deal with the raider kingdom and work on slaying thier king with the jawbone of an ass.
>>
>>19943360
That's not a cold war stance.

I just don't understand why were are so much more distrustful of these remnants than anyone else we have met. Is it only because they are a corporation?
>>
>>19943371
>after that we can deal with the raider kingdom and work on slaying thier king with the jawbone of an ass.
I wholeheartedly approve of this plan.
>>
>>19943301
It keeps being answered time and time again. Geez. Read the older threads as for WHY we don't trust them wholeheartedly.

Gonna have to go for factory.
>>
Factory and open up trade talks with the megacorp
>>
rolled 85 = 85

>>19943375

No, it is because they are powerful. They have a hi-tech advantage and probably a production/trade advantage too. Raiders are a nuisance, these guys could be REAL trouble
>>
>>19943419
Or a powerful ally. The problem is, we can't be100% sure which, and some people are playing it a bit TOO safe.
>>
>>19943419
So what, the answer is to isolate every corporate/remnant group we find and/or wipe them out? I thought we were the good guys.
>>
rolled 97 = 97

>>19943437

I would rather assume malice and have them work towards earning our trust, than get stabbed in the back.
>>
>>19943446
Noone said that. And there's still the other two remnants.
>>
>>19943451
They can't gain our trust if we don't give them opportunities. This is their first opportunity.
>>
>>19943451
But without overtures on our part that will just alienate them. It's almost like a self-fulfilling prophecy.
>>
>>19943437

"NO we cant EVER give them a helicopter or form of air travel!! WHO KNOWS WHAT SINISTER PLOTS THEY WILL BEGIN WITH THE AID OF AN UNARMORED HELICOPTER WITHOUT GUNS ATTACHED??!?!>>
>certainly not attacking guys with mortars, a howitzer, five planes, and two more helicopters all with guns and huge practically bulletproof soldiers who have knife sharp reflexes, the physique of the juggernaut, and heal like wolverine and outnumber them somewhere around 20 to one i bet.
>>
File: 1342659507274.jpg-(483 KB, 1414x2550, 1341309176396.jpg)
483 KB
The Guard gets in contact with Opaque Industries (I liked the nickname) and offers them a large supply run of the little blue environmental resistance pills in exchange for a 3d printer. They try to haggle a bit, but when it's clear that the Guard has their eyes set on that specific item, the corporation agrees to the trade. When the products have exchanged hands, the 3d printer is plugged in at the main base and the schematics for all current Star Guard equipment is programmed into it.

The corporation gets back in contact with the Guard shortly thereafter to levy their compliments and satisfaction regarding the product. They would be interested in setting up a trade deal in the future, supplying processed material slugs for the fabricator in exchange for more shipments of the pills. What's more, they would like permission, if possible, to have the option to trade surplus pills to wasteland settlements on the Star City Trade Route.

Population: 580
Food: Plentiful
Water: Above Average
Materials: Surplus
Fuel: Surplus
Test Subjects: Average
>>
rolled 13 = 13

>>19943446

I have spoken for trading with them in the chatroom too, I just dont see why people are so interested in getting them mobile for something we dont urgently need.

And yes, keeping higher standing forces isolated is pretty neat. Atleast they cannot do any harm that way.

Most arguments so far is that they must be benevolent because they have not done anything shitty so far. Aslong as they are stuck they cannot do anything and in their position, be they evil or not. they will do anything to get free.
>>
only way to figure out the corps is totrade with them and then watch thier actions. in the meantime a raider KINGDOM could be trouble. genghis khan came really colse to ocnquering the world. These guys may be brutal assholes but that doesn't mean they're stupid.

if we wanna learn about the corps we have to give them rope to hang themselves with and hope they don't hang US with it. risk nothing gain nothing. Don't have to trust 'em just hgave to watch them.
>>
>>19943519
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing, Recycler

Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts, Heavy Machine Guns

Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Surplus Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills, Speed Boats, Surplus Modified Salient Yellow, Radio Tower, Radar Dish, Salient Pills, Environment Pills, 3d Fabricator

Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Surplus Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications, Combat Armor, Surplus Horses, Naval Wall

Power: Tiny Nuclear Generator

Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%), Improved Focus, Improved Reaction, Improved Coordination, Alpha Pheromones
>>
>>19943519
I see no problem. Next action gents?
>>
>>19943526
A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

-----

1. Agree to future trade, agree to let them offload their surplus.
2. Agree to future trade, do not agree to let them offload their surplus.
3. Do not agree to future trade, agree to let them offload their surplus.
4. Do not agree to future trade, do not agree to let them unload their surplus.

>If you agree to future trade, it would mean +1 materials on material collection phases. If you agree to let them offload their surplus, they would put the pills on the trade route, guaranteeing that the farms have a supply of the blue pills and netting a profit in the process.
>>
>>19943519
YES.
THAT'S FINE.
NOW WE VISIT THE FACTORY.
>>
Yes thats fine - letting them make a profit keeps them sweet just make sure they don't mark up the price too high for any surplus we give them.

Either fix up the planes or factory next.

I vote for explore the factory.
>>
>>19943519
That is an eminently reasonable offer-slash-request, I believe.

Now I believe that popular opinion makes our next action scouting/contacting the Factory, yes?
>>
rolled 13 = 13

I see no problem letting them sell the pills, now that the rabbit is out of the hat.
>>
>>19943532
H1.
Let's go check out that factory. Btw, its been several months since we cut off the southern raiders supply of slaves, has the squad we left behind reported anything yet?

This deal gains us a fair bit. Has the infertility aspect been fixed yet? Because if they intend on selling of the surplus to the communities (which is fine) then we need to fix that quickly. So agree, so long as we have fixed the infertility aspect.
>>
Guys what about the Stem Cell stuff? We need that too.
>>
I think letting the megacorps offload thier surplus (with the added stiuplation that they must explain any and all side effects and main effects for that matter, of thier product ) enduripills.

Also lets explore that factory and try to at least turn the owners into our employees.

oh and one of my names got used. SWEET.
>>
>>19943519
F1 or H1. I'm willing to let them sell their excess stocks of Rad-X, but we really should either explore over the mountains or set up sherriff's offices in the southern farms for protection if the southern city that bought slaves comes to to see what's going on, and improve our relations especially if the villagers see their brothers and sisters from the Guard working to protect them.
>>
1. Agree to future trade, agree to let them offload their surplus.

We have no real reason/desire to sell any, and it means they"ll depend on us for manufacturing for the moment.

Lets visit the factory.
>>
Oh, by the way, guys. You're currently at the threshold of what your tiny nuclear generator can handle. You can't build any other electricity-requiring things at the main base anymore until you expand your power supply somehow.
>>
rolled 39 = 39

F and 1:

Explore the factory.


Agree to future trade, agree to let them offload their surplus.
>>
>>19943647
TIME TO RAID A VAULT! Actually, we have all this land around us, that is presumably flat. Let's build a windfarm somewhere, and some solar panels. It seems to be viable if only because we have so much god damn empty land. Otherwise it'd be pointless.
>>
>>19943647
anyone wanna do my tidal generator fortress pipedream?
>>
Okay, sounds like consensus is F1, yeah? I'll start writing.
>>
>>19943647
Do you not know how nuclear power works?
>>
>>19943669
Nah. Hit two birds with one stone. Set up a new base by the river/forest to set up a power grid (which the tidal generator cannot do) and logging camp
>>
Visit this "factory"
Apparently I missed a few threads, Last I knew we had like, 100 or so population lol.
I'm glad My scout choppers idea is still holding strong.
>>
https://docs.google.com/document/d/18FL-o0ptZ_wF9BCb8xeEN9BW8nrqQyNGUoCciTpKtd4/edit

I'm keeping the Actions list here instead of reposting them twice every day.

I put the ones that are nice,but not of immediate concern in their own list.
>>
>>19943532
B. Wind farms and Solar arrays.
1. Shit, nigga. Dat's fine, do whateva.
>>
>>19943689
A hydrodynamic turbine is powered by steam from the nuclear material core. There's a finite amount of torque that can be provided, hence a finite amount of wattage per hour that can be provided. The one at the base is at that limit; it will run for ages, but it only has so much potential output in a given period of time.
>>
>>19943689

I always assumed it was an RTG
>>
BORING
>>
>>19943701
http://suptg.thisisnotatrueending.com/archive.html?tags=Star Guard
We've had about two threads per evening since Friday. Feel free to take a bit to get caught up.
>>
visit tha factory,

then we can work on the pwoer.
>>
>>19943695
Seconding this.
>>
>>19943695
isn't the river generator the tidal generator? whatever the hwole plan was to build a generator by the river, turn it into a fortress, post a garison there and extend a powergrid from it, a dual logging operation meshes with that perfectly.
>>
>>19943765
The other alternative was setting up a tidal generator at the airport, but it wouldnt let us set up a power grid.
>>
Scouting patrols are sent out to the factory, the one that appears active, with smoke billowing out of its stacks. When they arrive, they find it surrounded by a low concrete wall and a high chain link fence with privacy fabric netting the fence. White smoke billows out of the chimney stacks, and the sound of rushing water and the hum of turbines can be heard from within, suggesting that there's some kind of power generation going on here. As the squads approach the front gate, a PA system crackles to life within.

"Please do not enter the compound, Star Guard. We have broken no Star Laws, are in need of no protection, and are not interested in trade. We recommend that you return to your base to continue your normal operations. For your own safety, we urge you not to investigate the lake, as it is home to aggressive, carnivorous fish of unusual size. That is all."

Then the PA system turns back off and doesn't respond to anything the guardsmen say.

Population: 590
Food: Plentiful
Water: Above Average
Materials: Surplus
Fuel: Surplus
Test Subjects: Above Average
>>
>>19943817
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing, Recycler

Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts, Heavy Machine Guns

Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Surplus Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills, Speed Boats, Surplus Modified Salient Yellow, Radio Tower, Radar Dish, Salient Pills, Environment Pills, 3d Fabricator

Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Surplus Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications, Combat Armor, Surplus Horses, Naval Wall

Power: Tiny Nuclear Generator

Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%), Improved Focus, Improved Reaction, Improved Coordination, Alpha Pheromones

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

-----

1. Enter the factory compound.
2. Leave the factory compound alone.
>>
>>19943824
Enter it. BY FORCE!
>>
Why dont we just set up one there anyway so the airfield has ample power? And we still need to rid the airport of it's across the ruined bridge Red camp dont we? The Corp will surely appreciate it too since we're getting rid of all the major red threats near them on top of being able to use those cured reds to rebuild the bridge. Then there's easier shipping to the Airfield.
>>
>>19943824
Leave a note saying :"We'll take care of the fish for you." then go about our merry way.
>>
2- robots, totally calling it.
Maybe leave a portable computer outside just incase they feel like chatting

Anyway i vote we build the power generator/lumber mill and then get to work on a power grid for the friendly settlements
>>
Set up a new base by the river/forest to act as a logging camp and give out extra space for the generator we"ll be placing there.

Tell the rural settlements and lighthouse our plans of setting up a powergrid, in addition to giving them some knowledge to build things.

What is the MegaCorps trading with the settlements for?
>>
Yeah, just leave them a portable computer. Even if they don't want to talk, insist that it's necessary for the security of the region.
>>
>>19943824
Time to send them a letter.

'The Star Guard wants to help, not just people one by one, but ALL of humanity, and this city must all be brought into the fold of cooperation if we are to survive, not just in the now, but our children generations down the line. We want to help you and all of Star City, and gain the manufacturing power of this factory. We can assist the surrounding farming communities and those survivors still in the city thicket with your machinery. We still have people who knew what this factory was, before the fall. Be here with us, For Star City's Rise.
>>
>>19943868
Food and cotton, mostly. Wood too. Reports also suggest that corporate security operators have been stripping the blocks surrounding their tower for literally anything remotely scrappable and bringing it into their power.
>>
rolled 11 = 11

>>19943907

They are either robots or stuck-up assburgers fags.

Lets ignore them for now
>>
CANNONS!

WE NEED THEM NOW!

FEAR THE UNKNOWN!

FEAR IT OR BE DESTROYED BY IT!

DOOM!
>>
OP do the ingame factions play by the same starting rules we do.
I think this was asked in the last thread but i can't find it
>>
>>19943817
No point going in and we do need that power. So how about that tidal generator?
>>
Hydro-electric generator/logging camp base please
>>
>>19943907
Oh right, and 1.
>>19943913
Just have some Star Guard idle around those areas, chat and mingle with the corporate mercs if they can. Offer some food, some of our apple booze, a hand lifting if they need it (Hulks can lift up or demolish whats needed) And they might appreciate the female company.

Strictly as a social call, no business or nothing needed.
They ask why, take a seat, take a swig of spirits. Lookings not illegal in our laws.
>>
>>19943936
More or less. Some of them started earlier or later than you guys did, but aside from that, yeah.
>>
Lets set up a river generator and logging camp and turn it into a fortress so we can spread power to the region.

lets also leave a communicomp with the factory folk/robots just incase. we can buzz them with helicopters later to try and fuigure them out at some point.

robots makes the most sense.

well also have to deal with the mongols at some point so when we're done with infrastructure lets start on those guys. We have a city to kill.

>chiverm artillery
captcha wants howizters, howitzers everywhere.
>>
>>19943970
Do you want to start with the logging camp, the generator, or the fortress they're going to be inside of?
>>
>>19943965

So if you don't mind me asking what would the factory go under as a starting location ;)
>>
>>19943977
Fortress. We need to secure our spot.
>>
logging
then fortress (easier mats since less stuff needs transporting)
then power
then power grid
>>
Logging to save up material when we do the power and fortress bit.
>>
>>19943989
I can't tell you for the same type of reason that I can't tell you what's in the wooden tower in the fortress or the vaults. Sorry.
>>
generator, then lumber camp (can run electric saw mill), then fortress.
>>
>>19944004
agreed, lets have snipers and machine gunners guarding our loggers.
>>
>>19944020
Out of curiosity, what would we get from a Fixed Rage (like an adrenaline rush thing that's for combat), improved Eyesight/Senses and Speed/Stamina?
>>
>>19944047
You mean a rage that works the way the designers intended but failed to implement? Situationally boosted strength and toughness. It would only work when adrenaline is firing, so it wouldn't work if you got ambushed.
>>
My vote is for B2, Build a lumber mill. The factory folks are entitled to their isolationism.

It wouldn't hurt to keep a squad stationed in the area for observational purposes, though.
>>
Okay, it's clear that people want to build the lumber generator fortress, but not clear which of those three they want to start with. Everyone vote for one and roll 1d100. I'll look at the first five to determine which one it is.
>>
rolled 30 = 30

Lumber mill.
>>
rolled 57 = 57

>>19944101
start with da fort
>>
rolled 19 = 19

Fortress
>>
rolled 60 = 60

Lumber
>>
rolled 67 = 67

Generator first to power our tools and the saw mill
>>
>>19944101
Good idea, but it shouldnt be too much to have some, a few squads be in the city watching for reds. After all, there's stlll a large red compound near the megacorp, and their mercs might not be enough.

Which is also a good excuse to mingle with them while they scavange
>>
>>19944169
There we go, starting with working on a generator. Typing.
>>
rolled 59 = 59

>>19944169
A basic water-wheel powered mill can be upgraded to an electric mill with a generator.
>>
>>19944172
The megacorps are across the river.
>>
>>19944062
What about speed/stamina?
>>
>>19944224
Toughness and stamina are synonymous for these purposes and raw speed would be enhanced by virtue of being stronger and therefore able to get moving faster.
>>
if the factory folk are robots afraid of genocide they're entitled to thier privacy. If they're conquerer's building mechs they aren't I just wanna know which is which.

In the mean time lets finish Fort:Endurance and work on developing a tank, an honest to god tank so we can really curbstomp genghis khan and his slave city.
>>
File: 1342663714047.png-(56 KB, 819x460, 2.png)
56 KB
The schematics for parts for a simple, modular, easily-expandable, easily-repairable hydro-electric generator are programmed into the 3d printer. In a stunning amount of time, the fins and axles and tubing and sockets and rotors are all produced. They're transported to the river right at the edge of the forest where they're assembled, generating quite a bit of raw power.

Population: 600
Food: Plentiful
Water: Above Average
Materials: Surplus
Fuel: Surplus
Test Subjects: Plentiful
>>
File: 1342663755834.jpg-(137 KB, 900x590, hydro-electric-power.jpg)
137 KB
>>19944328
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing, Recycler

Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts, Heavy Machine Guns

Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Surplus Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills, Speed Boats, Surplus Modified Salient Yellow, Radio Tower, Radar Dish, Salient Pills, Environment Pills, 3d Fabricator

Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Surplus Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications, Combat Armor, Surplus Horses, Naval Wall

Power: Tiny Nuclear Generator, Hydro-Electric Generator

Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%), Improved Focus, Improved Reaction, Improved Coordination, Alpha Pheromones

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.
>>
rolled 97 = 97

>>19944328
Next matter of business is the lumber mill itself, methinks. B.
>>
Lumber mill.

Send a scouting party to the Remnants building up north
>>
hard to argue with that roll.

B: lumber mill for our fortress (which we should name.)
>>
File: 1342664114181.jpg-(63 KB, 640x518, Guardium-ls_UGV_semi-auto(...).jpg)
63 KB
Trot, get in the IRC chat.

Something tells me we shouldn't try to fuck with robots if their infantry will likely be my pic, and anything heavy will likely be equivalent to main battle tanks (which we can't even scratch)

BTW guys, just saying we don't know the true capabilities of any remnants so far. So lets not get overconfident on our military power. We could easily be just above the tribals.

Lets get an electric lumber mill going
>>
>>19944385

You know the best way to solve overconfidence?

CANNONS!

just saying.

Also voting for lumbermill then fortress and a timeskip until it's finished
>>
Make a bradley ifv
>>
rolled 94 = 94

>>19944421
Seconded. We all know that's what we're going to do, barring major decision-requiring events at the end of the first month.
>>
also OP how easy would it be for someone to tap our comm? Are the channels used for troop movements decently encrypted.
also did we leave a note like the one in alongside a computer:
>>19943907
>>
Out of curiosity, on the talk radio, is the Star Guard ever brought up? What seems to be the MegaCorps public perception of us?
>>
ok i keep seeing things about the irc chat, but i have no idea how to get in this. well someone please tell me?
>>
>>19944511
http://mibbit.com/?channel=%23starguard&server=rizon.mibbit.org

It's IRC.rizon.net #Starguard if you have an IRC client. OP and trot should join
>>
>>19944481
Yes. I should have mentioned that. And it's decently encrypted.

>>19944488
They're brought up sometimes, mostly in the as-neutral-as-possible sort of tone that that BBC uses to report on things.
>>
>>19944522
Dammit OP, type faster!
>>
>>19944427
bradly's aren't all all that good. I think if we're going the tanky route we should homebrew something, like we did with the scout helo.
>>
The 3d printer is used to produce the electric motor and the saw chain that will be used in the lumber mill. The men head out and build a basic mill out of brick and mortar that will allow for the easy processing of logs into planks and columns. Near the end of the month, the Guard gets a communication from Opaque Industries.

"While out agents were out scouting the city, we ran across three tribals executing some tranquilized Salient Red mutants. Knowing the weight you lend to the Star Laws, our agents detained them and confiscated the darts they were using to disable their victims. We'll hold them at our tower for you to collect or for us to release at your command, and humbly ask for permission to begin culturing our own stock of the retrovirus present in the darts, for our agents to use in the event of encountering any Salient Red mutants. If you allow us to, we will of course begin making sure it's sold in all towns on the Star City Trade Route as well."

Population: 610
Food: Plentiful
Water: Above Average
Materials: Above Average
Fuel: Surplus
Test Subjects: Surplus
>>
>>19944613
Like I said on the chat, building a Bradley is on the low-end of Military Shit To Do

We could armor all of our animals, get those cannons up and running, arm our choppers or even build a chinook over a single IFV All of those outweigh it.
>>
>>19944625
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing, Recycler, Saw Mill

Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts, Heavy Machine Guns

Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Surplus Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills, Speed Boats, Surplus Modified Salient Yellow, Radio Tower, Radar Dish, Salient Pills, Environment Pills, 3d Fabricator

Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Surplus Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications, Combat Armor, Surplus Horses, Naval Wall

Power: Tiny Nuclear Generator, Hydro-Electric Generator

Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%), Improved Focus, Improved Reaction, Improved Coordination, Alpha Pheromones
>>
>>19944635
A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

-----

1. Collect the tribals, allow Opaque to produce Rage Cure.
2. Collect the tribals, do not allow Opaque to produce Rage Cure.
3. Have the tribals released, allow Opaque to produce Rage Cure.
4. Have the tribals released, do not allow Opaque to produce Rage Cure.
>>
When it comes to a mill, it can be powered by a car engine. My uncle actually built one ages ago, and it's entirely powered by an old tractor engine hooked up to a bunch of belts and a saw blade. With the ruined city, I doubt parts are in short supply.
>>
>>19944625
LET IT BE SO. THE GREAT RECKONING OF THE TRIBALS HAS COME! AND THE SKY SHALL BE AS BLACK AS SACKCLOTH, AND THE MOON SHALL BE AS BLOOD.
Send them the final ultimatum: stop this now or we will go trail of tears on their ass
>>
1 - make sure that anyone the sell it to understands about the redbulls being innocent. also make sure no excessive price gouging

Keep working on fortifying lubermill
>>
1 but inexchange for distribution see if we can get some goods from them. also when we get tribals execute them as an example to the tribe.
>>
>>19944675
if we find out their doing it again there WILL be hell to pay.
>>
rolled 94 = 94

>>19944642
B1. Fortify the lumber encampment.

More cured Reds can only be a good thing; fill them in on the options we've been giving the cured Reds, and suggest they do the same.
>>
>>19944385
my PS3 hates all IRC clients and freezes until I close the window. sorry bro it sounds like you're having some amazing conversations.

>>19944522
interesting, wonder what people will think of us when we start expanding our powrgrid to compliant towns.
>>
1 - make sure to try and get something out of it

B - Finish lumber fortress
>>
rolled 21 = 21

>>19944662
They are rightfully enraged though. While the Redbulls are handy folk that are merely gentle giants when vaccinated, they still slaughtered and forced people to become like them as well.
We really should collect the tribals and return them to their tribe and give them a chance to diplomance this shit out.

We are the Star Guard, not tyrannists.
>>
Strike three, hospital tribals. You're out.
>>
2. Collect the tribals, do not allow Opaque to produce Rage Cure.

We'd essentially be telling them to sell weapons. But then we didnt tell them not to do that.

Also, lets ask the MegaCorps about Vaults
>>
Am I the only one who's had enough of this BS? I say we lay down the (Star) law and execute those tribals for murders and get our forces ready to raid the hospital. If the tribals won't listen to reason they can walk the wastes. this isn't them not knowing better, this is them doing whatever the fuck they want because they think there will be no consequences or that they aren't thinking at all and are just consumed with hate. Those tribals don't deserve the hospital.

Also Opaque Inc. gets to produce the cure. Lord knows they'll probably put it to way better use.
>>
Lets fortify the base.

Take the tribals, goto the hospital. Tell them they can either be relocated to an island with no Redbulls, or we"ll put the Star Law on all of their warriors.
>>
>>19944662
>>19944662
I vote for a public execution of the three perps the Opaque security guys caught will be sufficient to deter the rest of the tribals
>>
rolled 47 = 47

>>19944764
We do need to lay down the law. The question is, do we want to take it to the Hospital? The women and children are largely innocent, and any fighting there is going to hurt and kill them too, plus then we'll need to find something to do with them.
>>
1 and make sure they send the cured ones our way, as far as the tribals go this is bullshit we gave them two warnings when they provoked the attack we move on to executions now
>>
>>19944764
Not all of them targeted them. Theres still women and children.

So I think we should force them to the Lighthouse, where there are no Redbulls. They lose a home, but they get to be rid of them.
>>
rolled 71 = 71

>>19944812
Somehow, I don't think the Lighthouse survivors would be happy about that.
>>
To expand. bring the three tribals and execute them in view of the hospital, with a great showing of force. Show them we WIll hold them accountable for their actions.
>>
>>19944779
The Star Laws are not pick and choose as to who follows them, everyone under our jurisdiction follows them (its not like theyre nuanced and irrational) and those who break them face the consequences, They were murdering those cured Redbulls so they face the consequence of murder.
>>
>>19944764
You mean the nice, irradiated wasteland where they"ll all die?

Lets show a HUGE show of force and give them two options:
1. Kill all tribals caught doing this. After the second time they're caught, we"ll attack the hospital.
2. They can be moved to the light house where there are no redbulls, nobody dies.
>>
>>19944792
we'll offer to relocate them and build them thier own town, on the cravan route WAY THE FUCK AWAY from the redbulls. They don't take that offer they get forced out. that's my only sensible solution to this mess.

Sometimes you just can't win and the only option available hurts someone. I say we make ythe stubborn revenge fucks pay this time around. They can keep the wife and kids out of this, all they have to do is give us the hospital and settle in a nice fortified town.

that we will watche like a hawk.
>>
>>19944838
This. Right here. If warriors are caught killing tranqued Redbulls again, we're going to take the hospital.
>>
Also, lets make it clear that by killing redbulls, they're breaking Star Laws and interfering with our internal matters.
>>
Lets not go soft. Those three warriors get executed by our laws.
>>
I think its agreed that we shoot the bastards and bury them in a shallow grave.

Lets send the Opaque Security forces a gift package for a job well done. Apple liquor and some snack cakes maybe?
>>
>>19944998
Agreed. Very much agreed.
>>
>>19944920
Or its possibly a false flag trick by Opague.
Lets all these tribals once we collect them
>>
>>19945015
This is a possibility. Lets not kill them immediately. Get this shit sorted out.
>>
>>19945015
okay point, delayed execution.

lets lock them up at the HQ and have them guarded by hulks.

We'll develop lie deytectors and interrorgate them. MAybe a polygraph. THEN if they are guilty we'll kill them.

sound good?
>>
>>19945040
And the fact they still need to stand at whatever trial we give them.
The 'bulls they tranquilized could've been trying to kill them, so it could be taken as self-defense.
>>
Main base is irradiated. Airport or river base would be better.
>>
>>19945058
A point: The tribals told us point blank that they intended to continue killing tranqued bulls. If it's a false-flag operation, it's not a very well thought out one.

But yes, a trial is probably indicated.
>>
The three hunters are picked up by a convoy of guardsmen. They thank the agents waiting there for them and give them permission to start producing their own supply of Rage Cure. The hunters are driven to the tribal camp. The guardsmen declare that they're guilty of murder, that killing bulls that have been cured and disabled is murder, and that the penalty for murder is death. The hunters freely admit what they did, refusing to accept that it was wrong, and are executed, the onlookers' jaws grimly set at the sight.

The Guard then declares that if the tribe is unwilling to accept that they cannot coup de grace the bulls, they will be relocated to the farmable southern plains along the trade route. They will be given sufficient raw materials, tools, and seeds to begin a life there. Their other option is to live in the city and not execute bulls. They choose to be relocated.

Meanwhile, a barricade of concrete topped with barbed wire is erected around the lumber camp.

Population: 625
Food: Plentiful
Water: Above Average
Materials: Below Average
Fuel: Surplus
Test Subjects: Surplus
>>
>>19945071
It was only self defense up until they killed a tranquilized bull.
>>
>>19945124
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing, Recycler, Saw Mill

Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts, Heavy Machine Guns

Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Surplus Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills, Speed Boats, Surplus Modified Salient Yellow, Radio Tower, Radar Dish, Salient Pills, Environment Pills, 3d Fabricator

Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Surplus Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications, Combat Armor, Surplus Horses, Naval Wall, Lumber Wall

Power: Tiny Nuclear Generator, Hydro-Electric Generator

Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%), Improved Focus, Improved Reaction, Improved Coordination, Alpha Pheromones

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.
>>
File: 1342667570923.png-(57 KB, 819x460, 2.png)
57 KB
>>19945139
>>
Loot the hospital since there may be knowledge/equipment to make stem cells. At the least, we'd get new medical equipment.
>>
Well lets move them on out, provide a small patrol and some help shifting supplies over there
>>
>>19945124
lets Occupy the Hospital!
It's a huge fortified facility afterall.
Then scavenge for raw materials/the correct materials and make a large solar farm on the roof of said hospital.
>>
>>19944839
No, we can move the women and children but the warriors and chief have broken outlaws repeatedly.
They will be made an example of so that people know we do not play around when people break our rules
>>
LOOT THE FUCK OUTTA THAT HOSPITAL
>>
>>19945139
Let's take care of that redbull camp by the airport and start work on repairing the bridge there. Having a proper ground connection between all of our bases would probably be quite helpful.
>>
>>19945149
Mark the new settlement, OP? Also, it would probably be wise to check the hospital for resources or equipment the Tribals didn't use or take with them and set it up as an outpost. It is, after all, a hardened structure.
>>
>>19945149
I dont see the new settlement OP.

Loot the hospital
>>
>>19945179
Its partially justifiable homicide built off of years of terror, loss, and hardship. Hell, we dont even know how the hell these tribals managed to EAT.
let em go.
Nor can we send a group of women and children off while killing all of their men, thats just, cruel in its own right.
>>
I say we occupy the hospital now that those tribal dicks are living south of the border aye? we loot the shit their, and we move troops in. its central, inside the city allowing for alot more reds to be tagged more easily - and safely. plus we already fortified it, why not put that work to use? i say we continue to expand.
>>
>>19945208
I did. It's the coastal settlement below the other coastal settlement.
>>
>>19945240
Your trip changed, OP. And thanks, I missed that.
>>
>>19945179
>>19945173
A: lets occupy that hospital. If anything that doesn't invole Opaque tech is gonna cure brain damage its the hospital.

also I'm willing to let the tribals go if they just leave the fucking city and settle down on some farmable land. I only ever wanted the hospital.

I say we watche the stubborn fucks like a hawk though. First time they twitch wrong we howitzer them.
>>
>>19945189

Naww, as an island it is our safest bastion. We connect it to land and it is attackable, as it stands - no one can fuck with that base even if they find it they'd have to have planes or choppers - which we already have and have more of - or theyd need boats which we also have. its safest without a bridge and building a bridge would cost alot of material, or at least one that can support humvees. why waste that much material on making it less safe?
>>
>>19945266
Accidentally capitalized a letter. I drop the trip whenever I post in not-this-thread because I enjoy being anonymous.
>>
>>19945183
Lets loot!
>>
>>19945279
have to agree with Kimbo on the no bridge point. Star Island makes for an excellent fall baclk point if... I dunno, the robots overcome the mainland. No reason to lose an excellent natural defence.
>>
We should see about setting up a quarry and mine if possible so that our resources are well and truly solid in case of anything happening

I say we the tribals one last chance to not kill the redbulls then we wipe out their warriors and chief and relocate the survivors

Thank the corp boys but don't trust them still, mention we found the robot base and they mentioned to keep away from the lake

If we are lucky then having them know they are there means they will do the fighting for us

Maybe we should look into EMP weaponry while we are at it
>>
I say we loot the hospital, fix some planes, and do recon on the slaver city to the south, especially since we keep expanding southward.
>>
>>19945238
We can sort out their women and children to be safe but regardless how justified you may think it was these guys murdered the bulls after using tech we gave them so that they could rehab them and send them our way

If we don't enforce our laws visibly and completely people are going to stop taking the seriously and when that happens the entire system we are setting up breaks down

We won't be doing wholesale slaughter of men above 12 years old but any warriors and the chief who lead them in their willfull disobedience of our laws must be made an example of
>>
>>19945332
We dont actually know if they're bots, and they're probably EMP proof.
>>
The Guard searches through the hospital, intent on seeing what secrets it holds. In it they find a decent supply of medicines, like antibiotics and pain killers and coagulants, a number of generic low-grade cybernetic prostheses, a top-of-the-line medical laboratory, better than the one at the main base, hospital beds, wheel chairs, a mostly-intact server room/computer lab, and a surgical theatre with proper surgical tools.

The question, then, is whether to move guardsmen into the hospital and try to get it power or whether to take everything that's not nailed down to somewhere that already has power.

Population: 635
Food: Plentiful
Water: Above Average
Materials: Below Average
Fuel: Surplus
Test Subjects: Surplus
>>
>>19945460
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing, Recycler, Saw Mill

Weapons: Suppressed Pistols, Upgraded Scoped Suppressed Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles, Mortars, One Artillery Cannon, Cure Darts, Tranq Darts, Heavy Machine Guns

Technology: Handheld Computers, Professional Chemistry Suite, Surplus Modified Salient Blue, Surplus Modified Salient Red, Ammunition Press, Alcohol Still, Ten Motorcycles, Carts, Tanker Carts, Professional Medical Suite, Maximum-Security Specimen Storage, Night Vision Goggles, Rage Cure, Scout Helicopter, Large Biofuel Stills, Speed Boats, Surplus Modified Salient Yellow, Radio Tower, Radar Dish, Salient Pills, Environment Pills, 3d Fabricator

Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, Surplus Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications, Combat Armor, Surplus Horses, Naval Wall, Lumber Wall

Power: Tiny Nuclear Generator, Hydro-Electric Generator

Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%), Improved Focus, Improved Reaction, Improved Coordination, Alpha Pheromones
>>
>>19945474
A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

-----

1. Loot the hospital.
2. Move guardsmen into the hospital.

>End Year 10
>>
Occupy and fortify the hospital, hopefully we can build a bridge south so that we can have a nice trading route from the southern farms to the hospital.

Then we can deal with the bulls to the east of the hospital.

captcha says: physician idozim
Huh, I didn't know doctors really liked Invader Zim
>>
>>19945474
I'm going to try to squish down or remove a lot of those from the list now. It's getting too damn big.
>>
>>19945460
I say we power up the hospital, we've put a decent amount of resources into it already, it'd be a waste to abandon it now.
>>
power up hospital
>>
We cant move the most important stuff without risking it, I say we move into the hospital and then hook it up to the grid well soon be building.
>>
>>19945481
H seek an area for placing a mine / quarry

2 we are moving in to that hospital and relocating the tribals. The warriors that have been killing the redbulls and their chief are to be executed for willfully and repeatedly ignoring our laws
>>
>>19945490
Split it up by base?

OP can we make a retrocure for brain damage now?

OP can we pretty much take everything from the hospital?

Lets get that power grid going and spread schematics to the settlements.
>>
>>19945524
They were already relocated. Thats why theres no pink there.
>>
>>19945481
H2. Set up shop, and go try and make contact with the Northern Vault.
>>
>>19945537
You can start trying to make a stem cell treatment as soon as you have the medical lab powered up.
>>
>>19945574
Occupy, set up power there.
>>
thier warriors and chieftan...you mean all of them? We may have to put up with soe shit from the arrogant little tyrant but lets just move them and keep an eye on him. I may have advocated genocide and a trail of tears scenario but I only threw it out there as a last resort.

A: first lets finish our fortress around the logging camp and hydrogenerator. B: lets extend the power grid to the hospital, C: then we'll set up a mine and quarry so we can do...stuff to the wasteland.

With any luck Opaque Ind. miight prove to be a bro teir mercantile group.
>>
>>19945556
Ah I missed that
Either way we set up in the hospital now
>>
Why the hell do you guys still care about the tribals? We settled them, they took relocation by choice. We don't need to go after them further.
>>
>>19945598
See:
>>19945124
The lumber mill has a generator and a wall. The tribals have been relocated.
>>
>>19945574
Good point. All right, let's get that power grid going. Connect our main base and the Hospital at a minimum.
>>
>>19945598
I am not considering it lightly but they knew our laws and the consequences they were protected and assisted by us and then they refused to hold their end of the bargain

If we don't maintain a strong reputation for enforcing our laws then things will start to break down in a more widespread fashion since people will think those laws are just lip service and we are just a bigger band of raiders who prefer not to burn everything
>>
Occupy hospital.

Set up power grid across the settlements, hospital and main base. Along the way, give the settlers tech schematics like alcohol/biofuel stills, a machine shop and medical center.
>>
Just making sure you guys realize this, but getting power from the river to the hospital will take many turns of laying lines and building power transformers.
>>
>>19945643
We warned them. And then we gave them probably more leeway than we should have. And then we took action. We were still nicer than we should probably have been, but we're trying to avoid becoming tyrants.
>>
>>19945661
How many is "many"?
>>
>>19945661
Would it be easier setting up a new generator there, then?

Is the generator connected to HQ?
>>
Wouldn't a hospital have its own generator? Most modern-day ones do, though they're often diesel powered (if I recall correctly). Perhaps we could just get the one at the hospital working again?
>>
>>19945685
No. Currently there are no power lines anywhere at all. What kind of generator would you be trying to set up at the hospital? A gas-powered one or something? 'Generator' is just vague enough for me to not be able to work with it.

>>19945679
It would take about two turns to get the lumber camp connected to the main base, then another three from the main base to the hospital.
>>
>>19945713
Mind addressing this point OP?
>>
>>19945713
Yes, there actually is a broken diesel generator which can provide backup-level power to the hospital. It would take one turn to get it up and running and properly tuned and some fuel stockpiled there and all that.
>>
>>19945716
Can we start doing multiple-turn actions in one go?

Alot of us just want a complete powergrid covering the hospital and settlements.
>>
>>19945716
We have plenty of biodiesel so we could build an industrial sized generator to power the hospital while we build the power lines then keep it on hand in case our power lines are cut

We don't want to lose power to something as important as a hospital after all
>>
>>19945616
HUUURRR!

Whelp, in that case lets build a set of power lines from our unnamed fortress (fort braincell?) and power up the hospital.
>>
>>19945751
Ya can't we do this? I think we have plenty of people to have the cables be a passive thing
>>
>>19945751
okay I approve of this, how about this guys? We do a multi turn action. First we build a monstrously powerful biofuel diesal generator for our hospital, then we hook up all of our trading route sttlements with power from the grid as well as the hospital. Get some motherfuckin' culture up in here.
>>
>>19945678
And as much as I hope that's the end of the situation wait until we get another report that they are killing any bulls that wander by.

We were nice for long enough and they ignored that. They won't stop until a serious consequence is given for their actions
>>
lets see if any of the smaller settlements would help lend manpower to build the grid faster.

but for this turn fix up the generator at the hospital
>>
Definitely power up the hospital and move in some star babies, an improved medical lab means we can turn that place into a recovery station for travelers and star guardsmen, and once we cure brain damage we can help bulls there. It can also probably safely room somewhere around a couple hundred people or actually, in the middle of a city... a future city (with more population than our own) im willing to bet it has enough room for 400 people minimum. Will be a good place to have for research, taking care of people, and keeping an eye on the city.
>>
>>19945809
This. We"ll spend a non-action to get them to help us while we set it up down south.
>>
>>19945797
+If they do it again we'll just kill the chieftan's whole family and make it clear that we'll do the same to the next headman if they keep fucking with us. since I'm pretty sure 90%s of thise (red) bullshit comes from him. sound good?
>>
Kimbo, IIRC there were atleast 200 tribals, so yeah.

OP, lets spend those multi-turns because we've been moving really slow despite this thread having people agreeing the most and arguing the least out of the other threads
>>
Point, folks: We can't do a tunskip because we have insufficient materials. Therefore, Scavenge (G)
>>
>>19945837
We gave them the opportunity to be away from Redbulls, and showed them we're willing to enforce our laws. I can't see them doing anything for a while.
>>
>>19945837
If that solves it then sure
I am just not sold that it will regretfully
>>
The generator down in the basement of the hospital is repaired and souped up, upgraded from backup to a primary source of power. Fuel from the main base is stockpiled here to keep it operational. The power brings most of the hospital to life, the only thing in serious need of repair being the hospital's computer systems, which are essential for more delicate or precise work. The cost in fuel is exorbitant but, according to many, well worth it to have a functional hospital.

Population: 645
Food: Plentiful
Water: Above Average
Materials: Below Average
Fuel: Surplus
Test Subjects: Surplus
>>
>>19945895
Architecture: Mess Hall, Small Armory, Barracks, Water Pipeway, Professional Laboratory,

Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing, Recycler, Saw Mill

Weapons: Pistols, Assault Rifles, Grenades, Lots of Ammo, High-powered Anti-material Rifles,

Mortars, Artillery Cannon, Darts, Machine Guns

Technology: Handheld Computers, Professional Laboratory Suite, Ammunition Press, Alcohol

Still, Motorcycles, Carts, Night Vision Goggles, Rage Cure, Large Biofuel Stills, Boats,

Radio Tower, Radar Dish, Salient Pills 3d Fabricator

Defenses: Reinforced Buildings, Watchtower, Chain Link-Reinforced Concrete Wall, Trip Wire

Grenade Traps, Dogs, Hummers, Simple City Bunkers, Helicopters, Basic Airport Fortifications,

Combat Armor, Horses, Naval Wall, Lumber Wall, Hospital Fortifications

Power: Tiny Nuclear Generator, Hydro-Electric Generator, Diesel Generator

Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large, Focus, Reaction,

Coordination, Alpha Pheromones

-----

A. Scavenge for food.
B. Try to improve the base.
C. Try to improve weapons.
D. Research technology.
E. Pursue new mutations.
F. Explore in a direction.
G. Scavenge for raw materials.
H. Your choice.

>Now that you're consuming a ton of fuel per turn, it's going back to the old system of fuel going down one in a turn where vehicles are used and going up one in a turn when they aren't.
>>
>>19945902
Get working on the power grid with local areas assisting if they want power
Have our scientists look for a good site for a quarry/mine by going over our old records
>>
okay G: lets scavenge for materials. OP tell us when we have enough materials for the turn skip, or just turnskip till we have enough metrials for the turnskip.

saying turnskip is fun.
>>
>>19945895
Hmm. We need to repair the computers before going to work on the stem cells, yes? Let's do so.
>>
>>19945949

Agreed G
>>
>>19945957
Revising due to momentary prioritization failure. G, Scavenge.
>>
>>19945837
No. It was the medical lab we needed.

Ask the settlers to aid us setting up powerlines along their own settlements.

Scavenge for materials so we can do a multi-turn action, getting the Power Grid going from our hospital to the settlements.
>>
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>>19945949
I'm not going to give you guys the option to move multiple turns in a row, there are side-events upcoming, good ones and bad ones, that will require the continuing of the month-by-month style. Also, here's a map showing distances and labeling colours and stuff.
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>>19945991
I would imagine that stem cell research would qualify as precise work. OP, clarification?
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>>19946009
It does. The medical lab's higher functions can't really be accessed without serious computing power.
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>>19945998
Hospital should be labelled as a Guard outpost, yes?
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>>19946025
Yeah, I fixed it in the normal version.
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>>19945949

This shit, I's agree wif it
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>>19946059
Except he's disallowing turnskipping on account of Random Encounter Table, which is fair.

So it's simple salvaging then.
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OP can we save turns by having the settlers help us set up the powerlines along their side?

Anyway, since bad shit may be coming up, lets up-armor our animals.
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>>19946094
Barding armor for the horses would be nice, but we have bigger fish, and the dogs would only be hampered by armor.

....although we could put a statement of intrest about the barding armor out on the trade route.
>>
I say we gather materials so we can start setting up a power grid.
with multiple bases and the logging mill and all this other shit i bet we can scavenge quite alot of shit in a month..
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Okay lets rally the stetlers into helping us build the powerlines once we have the materials. That way we can expand the power lines to all of the settlements and build in telephone/graph lines for communication. Whichever's easiest for the townspeaople to maintain.

once we have power stations we can build sherif's offices in the town and leave twelve star guard in their to arbitrate on matters of law.
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The projects that the guard has in the works are numerous, costly, and take lots of time to complete. The order of business at the moment, it seems, it collecting raw materials from the lumber yard, from Opaque Ltd., from the trade routes, and from scavenging in the cities. The material collected by the end of the month is not insignificant, and it looks like it's time for work to get underway on starting to build power lines.

That is, until explosions star rocking through the night as grenade trip wire traps all around the base start being set off. An explosion goes off near the fuel refining tanks, and they go up in a firey blast, illuminating the base with ghostly shadows and spewing out smoke that would have choked people made of less hardy stuff.

Just as suddenly as whatever the attack was started, it ends, the explosions around the base stopping, and the guardsmen managing to shovel sand and dirt onto the fire enough to quench the now-ruined fuel stills. When the guardsmen go out to see what remained at the grenade traps, all they found were craters, scrap metal, shrapnel, and the occasional odd metal block.

That morning, a message comes through, saying, "We're ready to receive you at the factory now. We could use your help dealing with The Hungry Ones."

And that's where I'm ending it for the night, on account of being tired, a touch under the weather, and needing to get up at 5:00 AM. I'll archive this thread, then I'm out. You may begin your wild and panicked speculation at your leisure.
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>>19946222
http://suptg.thisisnotatrueending.com/archive.html?tags=Star Guard
Remember to vote the threads up.
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....did the factory folk just activate our grenade tripwirse to leave us a note?
>>
Its possible that the attack and the message from the factory are unrelated.

good night all
>>
>factory is full of robots
>how stupid are we for putting GRENADES NEXT TO THE FUEL STILL WTF IS THAT OP

anyways.
We have to rebuild the fuel still immediately and get it back to epic level. Hell, we should be able to get it back to super epic refined level using the materials we just got and the 3d printer and our super machine shop. I wish we were able to use those materials for our goddamned power grid but that will come in time. When this restarts - we repair our fuel stills to the max and tell the robutts that they're going to have to wait. If they needed our help they should have fucking called not tried to sneak in, unless the fuckers that tried to break in were hungry ones. They obviously know about our shit.
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>>19946387
There were not grenades next to the fuel still. The explosions from traps were outside of the wall. The explosion from inside the wall was not from the Guard's traps. I seem to have not been clear on that. Sorry. I'm literally falling asleep at my keyboard. I'll fix that post for the OP of tomorrow's thread.
>>
>>19946387
Yeah we could make it better than before and faster given out better manufacturing capabilities

I don't think we should go near the factory without some heavy "fuck you robot" weaponry though
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>>19946429
Like what? They're probably EMP-proof if they survived a nuclear apocalypse, and we have no anti-armor or anti-air rockets/missiles.
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>>19946416

Wait fuck that noise. We're going to find out what did that and RAPE THEM. You know who probably has an idea of who broke in? Opaque Inc. They seem to know alot and as far as I can tell they are bro tier and can help us rebuild this world, even if it's just so they can one day rule over its economy... We should message them about it.
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>>19946471
or pissed off tribals.
or pissed off raider remnants
or old slaver customers.
>>
>>19946459

Well consiering our troops are about as bulletproof and strong as any robot with our mutations we're not outdone in melee combat. For weaponry? we have guns that can punch holes in concrete, and mortars. More of those things will be fine I think.
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>>19946471
Whelp, there go our vehicles and/or the generator until we rebuild the fuel still. At least we have cavalry horses!
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>>19946459
We have anti material sniper rifles so how about we make some anti material LMG's and send them out

And the main manufacturing base may be EMP shielded but the robots they create may not be
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>>19946509

No no, I'm saying Opaque inc can help us get to the bottom of who did it. If Opaque wanted us dead (which they dont because we are an asset to them clearly) they would have done it correctly. Whoever did this would also have to have an 'odd hunk of metal' that is bomb proof. and not have bones or arms that we could scavenge up. Has to be robots man - but we need intel on these robots.
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>>19946524
That should be our first order of business really

Repair and reinforce our base to prevent that happening again then go play with the robots and fishes
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>fuck you robot weaponry
>anti tank rifles
>fully automatic antitank rifles that we developed to kill redbulls.
>we can always develop those rocket laucnher sthat I always wanted for our armed dolphins.

Something blew up our fuel still. Maybe it was a remnant that's a loyt less benevolent than Opaque Ltd. So far all I've seen them do is ask us for something, and then ask for the right to sell something they're buying from us, and to develop a rage cure so that they can recruit red bulls and heavy labour.

which is what we're doing, until I get definite proof of evil I'm considering Opaque Ltd. for bro tier, provided they cooperate with out nation building project. they don't have to house a sheriff's office, just help out with things like the power grid.
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>>19946580
Yeah I am not going to trust them yet but they are making an effort which is good.
Give them a little more time to prove they are trustable and we could give them a salient blue that has the infertility fixed as a trade
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>>19946580

Agreed, they're really cool. They even ask before creating cultures of shit and before selling materials of ours. That's damn fine courtesy. A dickass business would just get to work rather than ask for permission. Maybe they're afraid of us. Maybe they see us as an opportunity to create an economy which they can then manipulate. who knows. I certainly don't care because I'm quite sure that any nefarious activity on their part is in no way detrimental to us or directly detrimental to any of those we protect.
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>>19946658
>>19946624
clearly we should consult our maps on the factory (pretty sure its yet another "building in progress" I'd make fun of OP but I've resorted to that myself and there's no way around it because crap like that happens in RL to intelligence services) then we study that metal, then we give it to Opaque Inc. From there we go down to the factory and fix whatever problem is going on down there. having the capacity to make tanks would be balls awesome.
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>>19946709

First things first baby, we gotta get them fuel stills back up to bitchin status. Then we study that metal, if it isnt some super AI that Opaque could use to make a robo army and take over the world (like any profitable business would do, its in their nature however cool they've been with us, to dominate) then in that case we hand it off to the bastards and see if they know about it. Then depending on the threat we send in regular troops... or we build ourselves something bigger than humvees - basically tanks or something to that effect.

One day I want us to have 2 super tanks that have the warship cannons for guns and can hold a crew of like 30 people with tons of machine guns and can run over smaller cars and motorcycles, delivering justice and badassery to all in its terrible wake.
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>>19946779
>One day I want us to have 2 super tanks that have the warship cannons for guns and can hold a crew of like 30 people with tons of machine guns and can run over smaller cars and motorcycles, delivering justice and badassery to all in its terrible wake.
That's 40k levels of simultaneous badass and absolutely retardation right there.
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>>19946799

I mean, why the fuck not? that's a plan for the far future of course. but once we haven't got any real pressing matters we can make those glorious bastards and never worry about any sort of trouble ever. idunno, its overkill to be totally honest but it wont bite us in the nuts like 'operation hellrat' would and it isnt as totally god damn super retarded as 'operation stinger swarm'.
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>>19946837
Mostly because increasing size and caliber after a certain point don't actually make tanks better in combat, they just make their weapons too powerful to use without collateral damage and make them easier to hit with an RPG. That's why all of the WWII megatank projects failed really, really hard and haven't been attempted again since. Because as cool as a battleship for land sounds (really fucking cool) it's also really retarded.
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>>19946837
http://suptg.thisisnotatrueending.com/archive/19939112/ kimbo, OP will be in around noon or so, be in this thread tommorow.

once we have no pressing plans I honestly think we should spend half a year building a nuclear powered death tank. I'd honestly fucking love to use a nuclear powered death tank to crush the raider city. Can you imagine the look on thier faces?

I doubt it'll happen but it'd be pretty fucnkin' sweet.
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>>19946924
I agree there.

But it needs the sort of resources we won't have for a while
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>>19947039
end game goal, like project fuck the world. OP said that there are artillery sized energy weapons, once we have the resources for those we can build a death tank.
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>>19946531
>anti-material LMG

That is the most retarded thing I read.

Heavy machine guns and anti-material rifles use the same heavy calibers unless it's like 20mm.

>>One day I want us to have 2 super tanks that have the warship cannons for guns and can hold a crew of like 30 people with tons of machine guns and can run over smaller cars and motorcycles, delivering justice and badassery to all in its terrible wake.

This is so retarded it isn't funny. How the hell people go from being against getting warship cannons working to LOL NUCLEAR BANEBLADE XDD is beyond me.

Hopefully OP will let us head to the factory as a number option and let rebuild in the same month.

And really? The MegaCorps are bro-tier? We still don't know anything about them. All we see is them gathering more materials.

Finally, why is everyone saying they're robots when we have absolutely zero proof?
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>>19947182
>a bloo bloo bloo people aren't gun aspies and sticking to reality

Go back to /k/ fag
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>>19947182
Probably because it's the same people who were obsessing over the naval cannons?
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>>19947361
u mad

>>19947404
I wanted naval guns but abandoned the idea of putting them at the airport the moment OP told us how many turns it'd take to do.
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OP needs to clear up how we didn't spot them with nightvision or how they got past our patrols.
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>>19947544
Possibilities: Infiltrators, optic camouflage, artillery/mortars/rockets.


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