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File 129541654346.png - (10.29KB , 785x458 , Chapter 3ish.png )
272793 No. 272793 ID: 1be9bd

Somewhere someone does something yadda yadda...
89 posts omitted. Last 100 shown. Expand all images
>>
No. 276825 ID: 28e94e

>>276806
Excellent plan.
>>
No. 276828 ID: 2dd482

Alternatively we could keep a token force at the rebel capital, enough to put up a bit of resistance and draw in the enemy forces. Then when the enemy is committed we evacuate the troops and drop the nukes.
>>
No. 276847 ID: 16cee5

>>276781

Well, to be fair, laser weaponry is useful (for point defenses) and you can use it for interesting optics-based computer technology. And considering the capacity of Snarren to teleport it is entirely possible we will encounter them in the future.

Can we get a new techline for that?

>>276806
Keep in mind that the radiation will stick around for awhile in the area, and might make it otherwise inhabitable... This will probably result in a hit to dryad morale.

Humans probably won't care. Further, a re-education system needs to be set up for the magical(?) dryad, along with a test run of genetic engineering on a batch.

We want to see if just basic gene-tampering to make them stronger and faster will still allow them to tap into the boost they gain from magic (without nullifying it as magic does).

Tech nullifies magic. If we blanket-bomb the planet with something like microchips, will this suppress their ability to cast?

I seem to be coming up with a ton of ideas for this very, very late...
>>
No. 276852 ID: 2563d4

>>276847
Since their "magic" is just making requests/channeling power of the god who wants to kill us, it's well worth checking with the dryad refugees if they can even still perform any. Get them down the firing range.

...make sure the troops which know which end of the firing range to direct the Dryads too.

>>276806
My name is USAF Brigadier General Jack D. Ripper and I approve of this plan.
>>
No. 276876 ID: 15b51b

>>276806
I would only go with this on the condition that the Dryads and Snarren have actual, meaningful rear area assets that we can attack. If we can actually fuck them up by attacking their camps, baggage trains, and so on, and they can't just move this stuff away faster than we can advance, THEN this plan has some merit.

If we are not absolutely certain that we can conduct a decisive blow of that nature, then we are just pissing in the wind and stringing ourselves out to get our ass kicked.

In the more likely latter case, we should just evacuate everyone, and not wait until they're damn good and ready. Make it absolutely clear to the remaining rebels that the war is lost and we are leaving. They can come along, but they cannot decide not to come along and then change their minds at the last minute.

Make it clear to them that if they choose to take the stubborn route, then we will have no choice but to deploy large numbers of nuclear weapons. Make them understand what this means. If they don't want us to nuke the shit out of everything, then they will cooperate and either leave or surrender. Make it absolutely crystal clear that their options are to either leave, surrender, or endorse a nuclear bombardment. These are their ONLY options. Make them come to a decision at the BEGINNING of the turn.

We have plenty of time to evacuate them all as long as they don't wait until the last minute.

This should hopefully entice them to evacuate in an orderly manner. The troops are to establish a defensive perimeter with wide, clear lanes of fire, to defend the settlement during the evacuation and/or stupid-bullshit. Deploy all our robots such that they can cover the retreat of the troops when we pull them out.

Deploy all spare fusion casters, priority: one per BRIC.

Medina Ridge: What do your elf eyes see?

Build:
1,350 Plasma Carbines (equip light infantry that aren't using rockets and stuff, and use the rest as sidearms for the power suits)
80x Light Plasma Cannons (priority: tanks)
4x Medium Plasma Cannons (give to heavy gunships / use freed up fusion casters on BRICs)
16x Heavy Plasma Cannons (give to all the deployed MBTs that don't have Forge Casters)
7x Nuclear Bombs
26,000 Nondurables
1,000 Durables
Cost:147M, 20C, 217SC, 140U

Shut down all 4 Uranium filters. Send 250 workers and 150 infantry to UC on some freighters (with 2x Frigates escorting) loaded with 2,000 Metal, 500 Ceramics, and 150 SC.
When they get there, they're to build:
5xRES DISTRICT
5xLUX COMPLEX
1xBIODOME
1xMED OUTPOS
1xL WAREHOUSE
5xL DERRICK (3x Metal, 2x SC)
1xM SMELTER
1xL CERAMIST
1xL POWER
4xL LAB
1xFORT
1xTEMP COMMAND
Cost: 7000M, 400C, 128.5SC

They don't have enough Metal, but they can get started, and the ships trading with the Galts should come back loaded with Metal. They're to fly directly to UC to supply the rest of the needed materials.

Send all idle personnel to Irontown's new tenements.
>>
No. 276886 ID: 15b51b

PS: We are not sacrificing our army under any circumstances. If they refuse to cooperate then that's just too bad.
>>
No. 276897 ID: 89fb14

>>276886
well if the problem is to know when to quit, this is somewhat easy. we just leave. taking some with us may actualy put some spies inside our ship, wich we may already have. i still want to know if they can survive leaving the planet anyway.

you know, it would be interesting to see how one of the druids would react to lack of gravity. we should test his body and all, or else we may end up with a lot of useless work to get people that could be better off dead.

but it seems we need to salvage the most of the situation, so here goes nothing:

we should reach all the rebel druids. we should explain we will respect their choice, be they choosing to come with us or not. we hold no anger to them, and if they do choose to come with us, we have nothing against their culture, even to the point if they choose to abandon us later on in a suitable planet, we can make arrangements.

after explaining that we cant spare enought personnel to actualy win in a last stand scenario, we should offer them a last "flip". to those that want to stay, we will give them the biggest grave they can get. a nuke.

i honestly know that they will dislike it, but its unlikely there will be amnesty after all the effort laid. they fought to have lands, to have a better life condition, and how that they are on the end of the rope, these rebels will either become slaves or outright die, with no possibility of ever climbing the social ladder again. even the spies would be either stranded or actualy hoping to go out with a whole ship, wich is unlikely.
>>
No. 276900 ID: 54af1f

>>276876

I endorse this.
>>
No. 276924 ID: 54af1f

Of course all this relies on the Dryads letting us use nukes. If they don't wanna. We shouldn't.
>>
No. 276930 ID: 16cee5

>>276924

"Letting" us nothing. ATTACK WITH DEM NUKES.
>>
No. 276999 ID: 8c3ae7

I'm going with Test's plan, the one that fleshes out this: >>276806

With the further addendum: as we're mass producing plasma weapons, any Breaker weapons not currently in use are to be disassembled and recycled to assist in the cost of the plasma.
>>
No. 277013 ID: ebe5a3

>>276876

Actually, the nuclear bombardment plan is a purely tactical level strike. It is unlikely that they have or need significant logistics trains to support what is effectively a prehistoric army.

Instead, the point of the nukes is to destroy the enemy's army as it is, forcing them to spend valuable time re-amassing the forces needed to launch another offensive.
>>
No. 277105 ID: 15b51b
File 129658297755.png - (9.60KB , 249x220 , 1285044603204.png )
277105

>>277013
Ed confirmed that they have no logistics, no rear areas, and that deploying nukes would completely undermine our efforts here, completely invalidating the most popular present plan.
>>
No. 277114 ID: 16cee5

>>277105

...Why are we having troubles, again, and why aren't they dying due to lack of food and clean water?
>>
No. 277116 ID: c71597

>>277114
Because they have portals and shit. They don't need nearby supply dumps or supply lines because they can bring in shit from the other side of the globe or from another planet.
>>
No. 277128 ID: 28e94e

>>277105
The nukes were never meant to be used on their supply lines, they were intended for the armies themselves.
>>
No. 277151 ID: 54af1f

>>277128
Unfortunately the Dryad Rebels are a bunch of pussies and equally unfortunately we still need them.
>>
No. 277153 ID: bb14e3

Whoops forgot my R&D.
Research MASSIVE LABS followed by IMPROVED MOTORS
>>
No. 277175 ID: 16cee5

>>277153

Gestation tanks are still empty. I thought the whole point was to be able to mass-produce soldiers.
>>
No. 277176 ID: 5f0943

>>277175
There's really no point in putting anything in the gestation tanks right now, since we are going to pack up and leave well before they would be finished.

>>277153
That sounds reasonable, massive labs would be rather useful.
>>
No. 277178 ID: 259738

>>277175
They use Research Points, so we are spending the points on research instead.
>>
No. 277216 ID: 676156

>>277153
What about neural implants? I really want to know what those hidden techs are, and I bet the implants themselves will be phenomenally helpful! Besides, why would we want to research a large building project when we're probably gonna be leaving soon?
>>
No. 277234 ID: 15b51b

>>277128
The plan only works if they have something meaningful for us to attack. If they have no logistics, that means they can just scatter, conduct delaying actions and ambushes, and go around our massed forces.

>>277178
It doesn't technically cost RP in itself, but we don't have enough Professionals to run the cloning tanks AND the large labs, so in practice yeah it costs RP.

>>277216
>What about neural implants? I really want to know what those hidden techs are, and I bet the implants themselves will be phenomenally helpful!
Hopefully, yeah, but they also cost a lot more than Motors and Massive Labs combined. And the implants themselves cost SC, which we don't have a lot of right now.

Also, with the rebels defeated, the enemy must very soon turn its eyes on our planetside colony. Improved Motors might help us defend it. Maybe.
>Besides, why would we want to research a large building project when we're probably gonna be leaving soon?
That's the best time to research a building. We're building all new ones anyway!
>>
No. 277246 ID: 8a3493

im actualy quite wary of leaving with dryads on board. they can literally continue the war from inside our shuttles, trying to flesh out spies now would really help in the case of teleporting dryads.

>>277234
so i was thinking. theres a "about ok" way of using nukes to "win" a skirmish.

we set up a advanced base and do on it everything the dryad hates. when the base becomes under heavy fire, we can evacuate the living personnel and nuke it.

we can even defend it properly with orbital bombing until there are enought forces to justify nuking. problem is the living personnel we cant exchange for a machine of some sort.
>>
No. 277323 ID: 54af1f

Bringing the War into the Desert might be the best thing really. We can use our armour's mobility and firepower way better there.
>>
No. 277359 ID: f9c0e8

>>277234

You're still not getting it. The point of the attack is to....

You know what? Forget it. This is a cinematic game. I was stupid to try to bring operational level planning into this. Plus, I doubt there's the political will to use the weapons anyhow.
>>
No. 278146 ID: 2dd482

NEW PLAN OF ACTION:

evacuate and withdraw all of our soldiers supporting the rebels, leaving only a very small force left in the rebel capital. Have a dropship on constant standby to pick up those troops (hell, have it sitting on the ground at the rebel capital ready to go). When the dyrads attack, the remnant force is to hold out as long as possible and thus draw in as many dyrads and snarren as they can. Once the enemy has committed large numbers of troops in the attack, we extract our troops and then use the nukes ON THE MASSED ENEMY ARMY. Not the rear areas, not their nonexistant supply lines. their core forces that have been committed.

Make the rearguard VOLUNTEER ONLY and really play up the honour and noble sacrifice and all that good stuff to limit the hit on morale. rebel dryads are completely expendable at this point.

Once that is done we focus on packing all our shit up and leaving this planet.
>>
No. 278302 ID: 676156

>>278146
How fiendish. I kind of like this.
>>
No. 278407 ID: 35360e

>>278146
So... exactly the same plan I had for the Anomaly. Only now in a population center.
>>
No. 278448 ID: 2dd482

>>278407
are we still at the anomaly and is that suspected to be the main point of attack?

if so then just replace all instances of "rebel capital" with "anomaly"
>>
No. 278451 ID: 54af1f

Let's not nuke any dryad population centers unless the rebellion backs us.
>>
No. 278494 ID: 676156

>>278451
They'd never back us. It's sort of the point. It's like we're using the dryad rebels as bait and shutting the lid on the whole mess. It's also kind of the most evil option we have. I think it's bad enough that the Splinter dryads would rebel, and maybe even some fanatic humans. Of course, we ultimately control everything that the public hears, so we can make them think whatever.

Let's consider this as a good last resort plan but stick with Test Pattern's idea for the time being.
>>
No. 279393 ID: 930231
File 12969518925.png - (216.79KB , 2440x1588 , Base Report 6.png )
279393

MASSIVE LABS have finished researching. MASSIVE buildings take 5 turns to construct and generally don't have as large of an efficiency boost compared to other size increases, though they all gain secondary beneficial traits.

The Splinters first plasma weapons are produced and sent to the forces at the Rebel Capital. The population is evacuated first to Ryxix, and then to Irontown.

An enemy force tries to muster and assault the base during the evacuation, but according to the doctrine of
>>276806
a surge of five nuclear bombs incinerates the forces as they are building up. The enemy was still spread out enough that only one attack wave was destroyed, but it damaged them enough that there are no further assaults for the remainder of the turn.

The 11250 rebel Dryads were evacuated from their capital, but only 2142 of them have decided to permanently join the Splinter. The remainder of the bewildered Dryads grudgingly accept their current refuge at the airless colony at Irontown, but demand to be returned to the planet as soon as possible. We can of course refuse their request, but doing so would give them a large morale hit as well as the tensions of having the Splinter become nearly 40% Dryad (Currently we have about 15% Dryad population already)

The Occissor scouts Conrix A and B to have a mostly rocky planets containing only metal, with the exception of one life-filled planet with superconductors and slight amounts of uranium. The planet is cold, with ice caps covering a large amount of the surface.
The Medina Ridge is returning to Gretz.
The fleet sent to UC merged with the fleet returning from UB and has begun work on a settlement on the planet. (The settlement and planet both requiring names)


Throughout the month portals have begun to appear across the planet, until the end of the turn in which the number of portals spiked massively in number. Thousands of sites dot the planet.
>>
No. 279394 ID: 46c430

>>279393
Well, I guess the obvious solution for returning the dryads to the planet someplace where they won't get attacked would be the islands. They're small, of course, but they also have few or no portals on them, would likely be easy to hold.
>>
No. 279395 ID: 569ed9

Umm... If I remember correctly we don't have any real way of shutting those down when they're up, do we?
>>
No. 279398 ID: f6360f

>>279394
There are several green islands which have no portals whatsoever and are presumably quite livable. We could drop them there with minimal risk.

Alternately, several coastal regions are either mostly without portals or have only a few. We could use those. But definitely with you on the avoiding conflict concept; once our last few things are wrapped up we get the fuck out of here.

>>279393
Do we have fairly detailed resources scans of the planets that we're considering moving on to? If not, we should get some to determine where to put ourselves and how many sites we'll need.
>>
No. 279401 ID: 46c430

>>279398
No, no coasts. They'd just focus their forces and attack. Again. Use the islands. The desert ones, if nothing else.
>>
No. 279415 ID: c71597

>>279393
What kind of life at Conrix?

And yeah, we can drop of the Dryads who don't want to tag along at the islands.
>>
No. 279437 ID: 54af1f

Ask the Rebel Dryads and Galt if they'd be willing to live together.
>>
No. 279442 ID: 54af1f

Actually, first, try to persuade them to stay, point out the massive portal activity, point out that maybe we can eventually liberate the planet but we need time to build up. Begin collecting as many samples of life as possible (we must have a bunch) and say we can perhaps recreate Gretz life on another planet for them.

Return the rest to an area where they can disperse into the population without being instantly hunted down.
>>
No. 279444 ID: 46c430

>>279437
I don't think there's even a chance of this working out, no offense. It's not the Dryad homeworld so they might not be able to survive on it, there's little land as it's an ocean planet and what's already there is probably already in use... Don't bother.
>>
No. 279448 ID: 46c430

Hmm... Come to think of it, since there are portals on the islands, does that mean there are Dryads living there? Hmm... If there are, politely but firmly round them up (As prisoners, sort of, but let them carry along some personal belongings), and transport them to the mainland, so they can rejoin their people. Send a group along ahead including some of the refugees to inform them that they're delivering displaced dryads, not bombs, too, misunderstandings would be unfortunate. (Plus, I can imagine us getting some positive rep for taking the effort of moving them instead of, y'know, just offing them all. 'cause attacking civvies = Bad.)

I guess we could also simply occupy whatever cities/towns they have on the islands (Again, assuming there are people already there), less trouble in the short run, but likely more trouble in the long run due to saboteurs and underground resistance and having to police everyone and all that bother. So let's just move them if we can.
>>
No. 279451 ID: 46c430

>>279448
Adding on (Sorry for all the posts...)

For security, making sure they don't portal in and invade... We can probably divide responsibility. Have the rebels set up watchtowers, camps over the islands, do patrols, checking for invaders or such, while we have our own camp in/near the city. If invaders are found, the rebel troops call in, and Splinter forces roll out to deal with the problem.

Oh, and for dealing with the dryads already present? Include some dryad (Splinter or rebel) soldiers in the people taking the towns/cities (And the policing force, if we're occupying them), might reduce resistance a little. (And also maybe reduce the likelyhood of 'accidents', I do NOT want some trigger-happy and/or racist idiot to decide to open fire on civilians.) And yeah, send a gunship or dropship or something ahead with a loudspeaker and a diplomat or something on it to tell them what we're gonna do and to ask them to surrender peacefully.
>>
No. 279467 ID: 676156

We call the unnamed planet Hephaestus.

Research: NEURAL. IMPLANTS.
>>
No. 279486 ID: 2dd482

>>279451
>>279448
this is a stupid idea. It's practically a religious war for them. There are 3 large islands without any portal activity on them. We can drop the rebels there and then just turtle up at Ryxix while we wait for the new planet to be ready for colonization and get as much resources as we can carry.

and research NEURAL IMPLANTS
>>
No. 279492 ID: 2dd482

>>279486
thee large GREEN islands. not the desert ones. This is important.
>>
No. 279502 ID: 2a46d0

I like Hephaestus for a planet name. My suggestion for the name of the colony is Thrace.

And yes, do we have scans of this new planet?
>>
No. 279531 ID: 2ee9f4

Let's leave the Dryads on the green islands that have no portal sites so far. If they survive the conflict there, they can traverse water to move to mainland, and if they can't, well, they're to dumb to live.

I'm unsure whether or not we should give them weapons. They might help the Dryads defend themselves, but they might as well become a point of interest for the ruling mage class, if they restore their inflience; the rebels would be killed for having guns, even if they'd pose no threat without them, being isolated on an island. I'd go for not giving them any weaponry.

And it's time to beat feet.
>>
No. 279560 ID: 28e94e

>>279531
I say we give the rebels weapons, that way they have at least some chance at survival.
>>
No. 279569 ID: 9ea6ca

We could leave them with the non-plasma firearms. We should have a large stockpile that we don't need anymore. Assuming plasma carbines have become the new infantry standard and you didn't recycle them all while I wasn't watching.

Speaking of which. Has there been a list of all infantry weapons designed/used to date? It would be really helpful when suggesting new equipment for or soldiers.
>>
No. 279575 ID: aa5626

im seconding giving to the rebels our outdated wesapon surplus. i also liked the idea of sending the surplus rebels to the islands, hopefullly they will be safe and able to make a culture by themselves.

if they accept it, we should give them books about tecnology as well. the sample stuff that will make their life easier, mechanics, electricity, etc.

i think its time to worry with gates to irontown made by spies...
>>
No. 279577 ID: 54af1f

Give the rebels guns if they want them. They'll need them, green Island seems the best drop point.
>>
No. 279591 ID: 1854db

If we leave them weapons, eventually they will run out of ammo. Something to think about.
>>
No. 279663 ID: 9ea6ca

They allowed us to rescue them. So if they refuse to come with us then they must understand that the best we can do is give them guns so they can die on their feet.
>>
No. 279817 ID: 676156

Hey, how about developing some form of mass transit? I bet it'd be more efficient than relying on cars to get our citizens around town.
>>
No. 279867 ID: 1a693f

>>279817
THIS. I keep on forgetting to mention it. Cars are a terrible waste of resources. We don't even have to waste workers on staffing buses or anything- with a fully automated mass-transit only system the entire area can work like clockwork.

I'm split on whether to segregate our living quarters by job, though.
>>
No. 279987 ID: 16cee5

>>279867

You know what would be crazy? A space elevator that could be disassembled. You could set up a train system up and down it and have a "standardized" construction for mass transit and rails.

(Even more awesome: The transit "buses" can be dropped in from orbit)

Segregating based on job is a bad idea. It encourages castes, racism, and also cuts the flow of ideas from one group to the next. Placing people based on where they're going to go for work and the like, however...

E.g., all professionals and non-professionals that handle growing food.
>>
No. 279991 ID: 1a693f

>>279987
That's what I meant, just for efficiencies sake. Or maybe just put the scientist housing next to the research building and then have a bus to the entertainment district.
>>
No. 280117 ID: 9ea6ca

I like the efficiency ideas. Ed will probably condense all of this into some kind of "Advanced Civil Planning" tech if he allows it.

It wouldn't be too hard to implement. We just need to place everything in districts and connect them with public transit. Put critical structures at core of city. Command Center, airport, hospital, etc. Divide housing into clusters spread around the central core and add one entertainment structures to each group. All the structures requiring staff should be grouped up and placed nearby the housing of said staff.

Mass transit in this case could take the form of a bus network. Easily automated. If you follow the pattern I described above you would only need a few bus routes. Each work district would be connected directly to the housing that services it. And housing districts would be connected to each other.

This entirely eliminates the need for personal cars which are inefficient on resources. Only an ambulance or other emergency vehicle would need to be free roaming. If you want to take this one step further, you could orient all of the structures in a donut shape and have one subway loop that connects everything at once. That might be overdoing it though, considering the density improvements of large and massive buildings.
>>
No. 280188 ID: 676156

It might be interesting, too, if we eliminated individual structures and instead built everything as a single building with sub-units, much like a mall. This would be especially useful on Hephaestus, seeing as the atmosphere is unbreathable. Also, artificial sunlight to ward off depression.
>>
No. 280677 ID: 676156

Also, when we're making clones, can't we be more selective with the clone gene sequences, or outright modify them, so as to create, say, more perfect soldiers or scientists? I think we should use our genetic engineering skills more aggressively on humans.
>>
No. 280683 ID: c71597

>>280677
Yes we could. But every small improvement comes with quite a hefty drawback. Which makes it not worth it.
>>
No. 280768 ID: 676156

>>280683
Oh. I didn't know this.
>>
No. 281236 ID: 15b51b

IMO, it'd fit the naming scheme better if the planet was named Thrace, not the colony.

The build plan for the colony was called 'Baikonur.' So I think we should call the colony that. It's all space-ee.

Anyway... Drop the dryads off on the various islands that aren't full of baddies during the time we have left.

Vesuvius, (ugh) Enron, Dotcom, Fannie May: Return to Grezt

In 2 months: Take everyone and everything that isn't nailed down from Ryxix and fly to UC/Thrace/Baikonur. Bring everyone at Irontown who is not currently employed, but leave that colony functioning for now. If there's a spare freighter or two (which isn't necessary to bring everyone else to UC) then leave it stationed at Irontown in case we need to evacuate it. Don't bother deconstructing the buildings at Ryxix. We don't have time for that.

Also leave behind enough SC and dudes to continue refitting the last few ships.

There should be sufficient Flying School capacity for the 600 professionals in training to continue training on the way to UC.

Military: Fortify Ryxix in case we're attacked before we can leave. It'd take 2 turns to build any fixed defenses, so that's pointless. If baddies start teleporting onto the island, begin evacuating.

Build a COMMAND CENTER at IRONTOWN only if there is not one already there.

LABS: Research Improved Motors followed by Mental Implants.

FACTORIES (576 BP):
3x Civilian Dropships
750x Plasma Carbines
80x Light Plasma Cannons
30x Medium Plasma Cannons
8x Heavy Plasma Cannons (distribute all cannons to whatever can support them, preference to vehicles)
25x Starmakers
5x Nuke Bombs
37,000 Nondurables
5,000 Durables
Cost: 704M, 410C, 200SC, 139U, 125Fuel
>>
No. 281241 ID: 61b9b8

>>281236
should we nuke rysis or leave it for the rebels?

im somewhat willing to leave books with tecnology behind. the rebels may not use it now, but who knows, 2 or 3 generations from now we may get a few daring duids that wont mind making new toys.
>>
No. 281249 ID: 9ea6ca

>>281236
Actually, if Ed would allow it. Could we salvage ONLY the portions of our structures that contain superconductors? Most SC would be tied up in things like machinery, which we could pack up and take with us. As opposed to the building itself which would have to be demolished and melted down into ingots, or another transportable form. SC is rare enough that the effort may be worth it. And our supply is going to be cut off until we can get a new colony up and running again.

I'm all for gifting knowledge to the Rebels. Its what got them in trouble in the first place. But we should probably turn Ryxix into a crater like we did last time. The Rebels will not be able to make use of it anyway.
>>
No. 281617 ID: ab9388
File 129773290942.png - (168.05KB , 2162x1582 , Base Report 7.png )
281617

>>281236
The newest settled planet is named 'Thrace', while the budding colony is christened 'Baikonur'.

Due to labs being shut down, research has not been completed on Improved Motors.

Ryxix is abandoned, but not before as much SC-rich machinery is salvaged from the empty buildings. Huge numbers of portals begin appearing on the island where Ryxix was near the end of the 2nd turn, a mere week after the place was abandoned.

They Dryads who do not want to join the Splinter are relocated to an uninhabited island off the coast of the mainland. They have been equipped with plentiful ammunition and a good portion of our outdated equipment. (2000 assault rifles, 40 chainguns, and numerous other equipment such as grenades and radios)

Thus far it appears the Rebels are undetected in their new home.

A fleet of freighters takes the first wave of citizens from Irontown to Baikonur

The Large Orbital Factory's upgrading process is stalled due to Medina Ridge and Occissor being away.

>>280117
An underground mass transit system could be implemented to eliminate the need for automobiles. It would cost 5 RP to develop a transit system. Automobiles consume no fuel and new mass transit hubs must be built for each new cluster of buildings, so such a system will not be more efficient at the time being.

>>280188
Artificial sunlight has always been used, and constructing a single-building base will not be necessary as it will yield no major increases in efficiency.

>>279437
The Dryads are less willing to live with an alien species they do not know at all, than with us. They at least have had plenty exposure to humanity.
>>
No. 281618 ID: ab9388
File 129773307695.png - (66.78KB , 2124x1514 , Baikonur.png )
281618

Also, a map of Baikonur for those of you who want to design the colony. The darker colored regions are mountainous terrain and cannot be built upon (except for Derricks).
>>
No. 281622 ID: 28e94e

>>281618
What are those red dots?
>>
No. 281641 ID: aa4a55

>>281622
Rocks, i think
>>
No. 281710 ID: 54af1f

Super Conductor?

Can we see what's coming out of the portals on our orbital eyes?
>>
No. 281713 ID: 9ea6ca

Sure those are not metal deposits? Then again derrick placement has never really been an issue.

I don't have time to copypaste a city design together. But if you take a shot at it, try to keep the overall shape of the city a line or donut shape. This would be a little more efficient than the haphazard grid we tend to use. Even without a transit system.

>An underground mass transit system could be implemented to eliminate the need for automobiles. It would cost 5 RP to develop a transit system.

Only 5 rp? Go for it! We are in the process of making a new colony so its the perfect time. It might not give us a huge bonus right away but we can expand on it in a multitude of ways.

Expand the system to shift cargo as well as passengers using the same tracks. Attach system to automated underground warehouses. Connect all industrial, agricultural and mining districts together with underground cargo hubs. BAM, efficiency increase.

I mean how great would it be if you could just press a button to order anything you need. And then have it rise out of the ground on an elevator. IRL? A pipe dream. But in a relatively small colony like ours, quite feasible.
>>
No. 281728 ID: 54af1f

So do we have a source of Uranium yet?
>>
No. 281746 ID: 54af1f

Anyway, let's get out while the gettings good. We should evacuate to Thrace ASAP before they try anything else.
>>
No. 281782 ID: 676156

>>281746
They can't reach us in space. We're fine. No rush.

But yeah, I guess there's no need to be in Irontown anymore, huh. Let's leave her behind. Don't destroy it, but do remove anything that would be considered sensitive technology or information. We can always come back to Irontown and make use of its facilities, should we need to. No one's gonna bother it there, and I bet it'd be almost completely undetectable when it's shut down. I bet breakers would have a hard time finding it unless they were specifically searching for it.
>>
No. 281783 ID: 676156

>>281782
And I doubt that the Snarren or the Dryad loyalists are even aware that it exists; when they were bombed by our rail gun, they just saw flak falling from the sky.
>>
No. 281784 ID: 676156

>>281783
And, now that I think about it, breakers would never use our technology, anyway. It's unholy to them. We can leave everything just like it is, except for any intel-bearing documents.
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No. 281816 ID: 3df8ed

>>281782
>They can't reach us in space. We're fine.

you dont say those things out loud.

seriously.

as far as i know, we already have spies on our ship, ready to cast spells that will help them to make portals to our new bases.
>>
No. 281823 ID: 28e94e

>>281816
At which point we can just put on gasmasks and expose the compromised sectors to the toxic atmosphere
>>
No. 281923 ID: 9ea6ca

>>281728
Thrace does have uranium. Ed said "small amounts". So we will probably harvest it at 33% efficiency like last time. Not a big issue since we are leaving the ground war behind. Now we only need a little of it for power.
>>
No. 282374 ID: 676156

By the way, speaking of dryad mage subterfuge, if they did manage to slip us some spies, then there will probably have to be a significant number of them to open up a Snarren portal. They'd have to find an secure an isolated area, like a warehouse. You have to remember, these portals take time to bring up and they're hard to miss. Let's not give them that opportunity, eh? Is there some sort of passive portal scanning tech we can implement here?
>>
No. 282501 ID: a74ca1

>>282374
well, we have a police force already. problem is that we may need to work with time windows lesser that 8 hours. with luck, they will come in very few numbers instead of a small army, giving out small warning like werewolf sigthings for us to beware of.

they could be making portals on their collective sleeping quarters. no amount of police search would work to detect by then, and to watch closely around 250 dryads would already pose a challenge, let alone the nearly 1500 we have. that without counting on the likeliness of legal and moral issues we may get, plus the actual labor required to pull it off.

its like a communist wet dream. they either hotdrop on us at their own peace and pace or we prosecute them for things that very few of them have done, thus making this a lost-er cause.
>>
No. 282569 ID: 676156

>>282501
Fortunately, the Dryad mages seem a little too elitist to actually bother with this kind of subterfuge, and I think they just wanted us off their planet. Of course, that's no reason to think that such a scenario is impossible.

Christ... Keep lots of plasma guns around and hope for the best, I guess.
>>
No. 282570 ID: 259738

>>282569
Just arm all the Dryads. Then if any of them turn out to be mages, the other Dryads will shoot them.
>>
No. 282577 ID: 7e3a39

Aren´t portals and other magic tricks trackable by our radars?

Just put several sensors around the dryad compound and other nearby locations and send in the troops as soon as something comes up. Should the energy be tooo large, simply flood the areal with the planets athmosphere, even magic can´t help against a severe lack of oxygen.
>>
No. 282594 ID: 72b443

>>282570
it could work. give them slug ammo that we can peform forensics on and if shit gets real we can either track the source of danger or it will be restricted to pockets of resistance, easier to spy and watch over.

>>282577
most of our facilities are already concrete and steel. radar will not help inside a city like it did in the forest.
>>
No. 282633 ID: 28e94e

>>282594
All we need to do is install sensors inside their quarters. That shouldn't be too difficult.
>>
No. 282663 ID: 72b443

>>282633
the problem is personnel, we need to get watchers for these sensors.

maybe psycholgists to make sure none of the dryads that we gaved a gun would go postal anyway.
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No. 282682 ID: 54af1f
File 129816413556.png - (79.63KB , 2124x1514 , Baikonur.png )
282682

>>276876
Set up the settlement test already described here at the marked map location.

We can't do a build order till it's done I don't think. We've not got the SC.
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No. 284925 ID: 0aa0e3
File 129886418255.png - (235.35KB , 2800x1590 , Base Report 8.png )
284925

>>281710
>>281641
>>281622
Yeah those are just rocks.

>>281782
Since the order to evacuate has not been given yet, the buildings remain unsalvaged. Reclaiming 50% of the SC used in sensitive equipment will take 1 turn, but just destroying said equipment can be done very quickly.

>>282374
>>282570
>>282663
Any major portal will be easily detectable to us, but smaller portals slipping observation could theoretically be possible. Surveillance has increased on the Dryad population, and the majority are them are given the same traceable sidearms that the other Splinter civilians use and ordered to keep an eye out for any potential magic users. Many doubt the effectiveness of this measure, however.

As for psychiatrists, there is already a large number of them in the Splinter and screening the Dryads should not be a problem. The destruction of Earth and the hardships the citizens of the Splinter faced afterward were hugely traumatic events, and as such the Splinter has developed a very effective and extensive mental healthcare department.

Due to lack of actions to take, the next two turns simply pass by. The buildings are constructed at Baikonur and the ships move around.

Occissor has discovered a Blue Giant star, currently needing of a name. All planets in the system are lifeless and devoid of useful materials.

The activation of the laboratories on Baikonur has allowed us to finish research on IMPROVED MOTORS, improving the effectiveness of all strength implants and power armor. No new techs have been unlocked.

On Gretz, the Rebels continue to evade detection and appear to be well fortified in their new capital. The portals used by the dryads are now bringing forth an old enemy; the Breakers. Most of the forces brought forth from the portals appear to be fast low-altitude aircraft, though there is small amount of space-capable fighters being brought through. Currently they are not going into orbit to engage us, appearing to instead continue to bulk up their forces. The Independence's jammer sytem is concealing our fleet position for now, but it won't be long before they wise up and find us.
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No. 284930 ID: cf244d

>>284925
>All planets in the system are lifeless and devoid of useful materials.
>Totally barren
Name it Chloe!
>>
No. 284948 ID: 676156

NEURAL IMPLANTS.

And have we started settling that volcanic planet yet?
>>
No. 284950 ID: 1854db

Evacuate. We still have no ship-sized weapons which can pierce their shields. Do we? Well, regardless I think we should leave. We don't really have enough firepower even if our weapons work.

Do whatever's necessary to ensure that we complete that job at the orbital factory RIGHT BEFORE we leave.

Re: Recovering SC: Only disassemble the buildings and shit to recover SC if we can do it and leave as soon as the job at the orbital factory is finished.

Research: Plasma Weaponry.
>>
No. 284953 ID: 4e6eaf

>>284930
this
>>
No. 284964 ID: 259738

>>284950
We already researched plasma weaponry, why do you want to research it again?
>>
No. 284973 ID: 1a693f

>>284925
Completing the engine refits is the highest priority. Scrap anything we're leaving behind for the necessary SC.
>>
No. 284983 ID: 1854db

>>284964
Whoops, I was just looking at the last time the tech tree was posted. On hindsight that was pretty dumb as it was like 5 updates ago or something. I'll go for neural implants, why not.
>>
No. 285339 ID: 54af1f

We might need to consider evacuating to another universe soon, but yeah, let's evacuate now while the evacuating is good.
>>
No. 290959 ID: 230559
File 130117265712.png - (205.09KB , 2800x1590 , Base Report 9.png )
290959

NEURAL IMPLANTS is being researched.

The appearance of the Breakers on Gretz has forced the withdrawal of Splinter forces from the star system. IRONTOWN's structures have been stripped of valuable SC, and it's resources and population loaded into the fleet. The fleet is fully loaded and ready for movement orders.

The evacuation has left the populace in poor morale, though since they understand the reason behind this is preventing it from falling lower.

Portals are constantly bringing in more reinforcements, though as of yet they still seem to be unable to pinpoint the location of our fleet under the Cruiser Independence's jammer field.

Since it seems to be suggested that only the Gretz system is to be evacuated, Baikonur continues functioning as normal.

Meanwhile, the Occissor has detected a signal coming from a newly discovered yellow star system, similar to that of the other Anomalies. It is extremely likely we have found the location of The Archive.

>>284973
>>284950
The shipyard cannot finish as it is an upgrade for Medina Ridge and Occissor, neither of which are present at the shipyard.

>>284948
The planet Slag remains untouched.
>>
No. 290961 ID: 230559
File 130117322576.png - (11.49KB , 785x448 , Chapter 3ish Concluded.png )
290961

On board the Infractus,Fleet Admiral Argus Ductor finally succumbs to the immense stress that pervaded his life since he took his role as the leader of the Splinter.

Gravely ill, the Fleet Admiral resigns his post and lets the Advisory Council select the next leader of humanity.
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