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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1461798010251.png (2.54 MB,2664x1217,2664:1217,1387639979141.png)

f124ea No.26734

Dice rollRolled 41, 40, 89, 17, 35, 80, 74 = 376 (7d100)

Old thread got too full. so time for thread 3!

Last thread: http://8ch.net/builders/res/23968.html

>>26119

The Nu Bellum are completed, Powerarmored supersoldiers to do your bidding.

3/5 Bioproducer, Nu Bellum Design, +2 territory

Nu Bellum

Recruit: 1F, 1M, 0.5 E

Upkeep: 1F, 0.5 E 0.5 M

Attack: 3

Defence: 3.5

>>26121

The armies replenish to be able to withstand the inevitable massive assault that will come with all the bodies that went into the field.

6/10 Stabilization field, +3 armored children, +2 DD-children

>>26122

The scientists and engineers working on the pylons made breakthroughs after breakthroughs and in ways that nobody is entirely certain of all Dimensional distortions simply fail near your pylons which now are all over the nation. It also seems that creatures that need the DD to survive tend to rapidly die within the fields.

+1 territory, [DD-negating Field pylons]: NO dd-tech works in your territories at all and the same is true 2 territories around your nation.

>>26123

The fortress keeps rolling along. Claiming more land for the Warmar.

+3 territory, 4/6 construction module,

>>26124

(the psi-mecha is not a tech)

Ever so slowly the mastery of the moon progresses.

+1 territory (planet), 10/14 Passive moon expansion,

>>26125

Hear the tune of the greatest nation in the world! ONLY ASHKARI COULD PRODUCE THESE TUNES! What do you mean he comes from the Draxians? SLANDER!

3/4 propaganda, 3/7 Missile lab.

>>26126

The smarter bolds start to intermingle with the Warbolds slowly. Bringing their intelligence up slowly while also keeping groups of "pure" brainbolds around to help atleast put their society on the same intelligence level as their cousins the cutebolds.

BOLDIER BOLDS: Replace the "EXTREMELY primitive" perk with the "primitive" perk.

4/10 Bolds gonna bold, +12 stickpokers

>>26149

The Ulema are ever ready to spread the word of the Zetism. All shall come to accept the truth eventually. They set off to far off lands.

3/6 artillery, 5/7 terrace Farms, +2 Zetism spread attempts (name which nations)

>>26152

With a massive clash the hurried buzzards and Bob fight the DD-creatures. Their swarm of small creatures put up a fight but the vehicles are doing fairly poorly and Bob easily take them down supported by the buzzards.

9/20 Gungnir, +3 buzzards (need more energy to recruit more), -2 Buzzards. -15 Energon for Bob. (wreckage of vehicles litter the oceanfloor)

>>26171

the goings of the world continues and the ascendant continues as always.

1/4 Construction nanites, war factories 8/10, 1/6 teleportation gates, Upgraded military research complex 1/10, +1 territory.

>>26173

The blocky woods break a lot. which makes bolds sad. But it stops sharp things

2/4 shields, farm animals 2/4

____________________________
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

f124ea No.26735

Dice rollRolled 84, 10, 80, 62 = 236 (4d100)

1.2. Finish the DD stabilization field (6/10)

3. Build more DD Children

4. Resume progress on Nuclear Fission (4/6)

Name: The Flowering Empire

Colour: Red

Fluff/background: In our oldest memories we lived deep within the forests we grew. Greeting the sun with raised faces, and the moon with the the deep breaths of our slumber. We learned how to mold ourselves and our children, creating tools out of our bodies. Roots became feet to travel or drills to dig and turn the earth. Branches became hands to grasp or axes to cut down the trees around us. That was indeed long ago where was no difference between all of Floran. Now each child is born to a task and made specifically for that task. We have harvested our home forest almost completely, changing it from a peaceful forest into a city. We have expanded into the wider world.

Territory : 56

Fertile: 12 (7)

Metal: 7 (3.5)

Oil: 9

Energy: 9 (4.5)

Progress :

Nucleur Fission (4/6)

Tech:

Genetics, Average

Nucleur Fission Weak,

Plasma Weaponry Weak

DD-Space understanding,

DD resistance Excellent,

DD-Weapons weak

Bonuses:

Metallic Bark : +4

Guiding Nursery : +5 to all tasks

Cultivator children: select a resource field and use 4 successes to add +1 to it

Armies:

Armored Child: 3

DD Child : 3

Designs

Armored Child Design

Recruitment: F2 M1

Upkeep: F1 M0.5

Attack: 2

Defense: 2.5

Move: 1

DD-Children Design.

Cost: F1, M1, E1

Upkeep: F1,M0.5 E1.5

Attack: 4

Defence: 5

Move:2

Bonus: Enhanced resistance to DD-effects. -50% attack and defence vs hardened targets (tanks etc)

Perks :

Your people are molded for their task and give an +5 bonus to all tasks.

Every 5 F also gives a free M

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

f124ea No.26736

Dice rollRolled 70, 24, 12, 3 = 109 (4d100)

>>26734

Name: Ban Sarai Ascendancy

Colour: Grey

Fluff/background: This world was once proud, warm and beautiful. Now it is cold, torn and broken by those who had no place on it at all. We are the Ban Sarai, true heirs to these lands. Long have or songs sustained it. Now few as we are, we will assemble a choir, to sings the songs of Genesis once more. So that the world may once more be whole and unified, while the errant cacophonies of those that do not belong are drowned out.

To do this we have gathered in number, something not done for a long time. Spires of crystal and steel are erected, new songs are sung, aural training has begun, and resonance breakers are crafted. WE Ban Sarai are once again collected. We will be ready. We will bring this world back from the brink.

Fertile: 8 (1)

Metal: 5 (3)-2 for generators

Oil: 10 (6) -2 for generators

Energy: 10 (8) +10 for generators

Territory: 44

Tech:Sonic emitters good, sonic shaping average, sonic flight Average, crystalic resonance growth average, resonance rifles average,Choral tower design,[DD-SPACE UNDERSTANDING], [DD-WEAPONS WEAK], [DD-RESISTANCE Good], Banshee fighter/bomber (debuffer),AA Weak, Missiles Weak, Airplanes Average, Energy Absorbing Crystal Lattice Average,Energy efficient Crystal circuitry Average, Sonic Sheilds(3/4)

Bonuses:

PERK: The Choire: Every sonic unit in an army gives +0.2 to attack and defense to every other sonic unit in that army

Armies: 3 Standard Infantry, 2 Choral towers, 4 Banshees

Structures: Crystalline Chorus Institute +1progress on sonic or crystal tech +15 to research rolls involving them; 2 Crystaline Oil generators:-1 O, -1 M, +5 E; [DD-negating Field pylons]: NO dd-tech works in your territories at all and the same is true 2 territories around your nation.

Choral Tower

Recruit: 1F, 1M, 2 E

Upkeep: 1F, 1E

Attack: 0

Defence: 3

Move: 0

Bonus: Gives 0.3 Defence to all other sonic units nearby.

Banshee flier

Recruit: M1, E2

Upkeep: F:0.5 E2.5, 0:0.5

Attack:3

Defence:1

Move: 8

Bonus: Sonic Screech: Reduces enemy attack by 0.2 and defence by 0.3 to a maximum of 60% of each stat

DD Resistance

Future design: Halcyon Dropship (0/???)

Recruit 1F 1 M 2E

Upkeep .5 F .5 M 2E

Attack .5

Defense .5

Move 12

Bonus: Transport; 3 carrying capacity

Free: +1 to sonic shields

Free+ 1 territory

Free +1 to Sonic shield bringing them up to weak.

1. Make Banshees, up to our limit resources limit of 2

2. Expand

3. Research Sonic Shielding more in depth. Our song can now defend us but that defense is weak. No longer.

+15 from Crystalline Chorus Technical institute

4. Begin applying Energy Efficient Crystal Circuitry to all our designs that use Energy. Starting with the Banshee, then the Choral tower, then hypothetical designs.

+15 from Crystalline Chorus Technical institute

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

f124ea No.26739

Dice rollRolled 40, 56, 55, 13 = 164 (4d100)

———–

Name: The Peoples

——–

Fluff/background: The peoples are a wandering band of sentient creatures of light. They are translucent and manipulate objects with psionics and resonance. They are generally peaceful and keep to themselves. Why they are here is truly a mystery, must as usual – they do not parlay or talk to other races very much and are generally haughty. The People do not seem to care very much for this world – it is too hostile, and the other races are disagreeable even by the standards of The Peoples.

Resources

—-

Fertile: 12

Metal: 9 [-.05; -4.5]

Oil: 13 [Converted to 7E]

Energy:13 [ -8]

Industry: 8

Territory {Planet}: 31

Territory {Moon}: 3

——–——–

Bonuses:

——–——–

- +2 Static Defence Expertise,

- +5 tunneling, Radiation Shielding

—–

Tech:

—-

- Psionics [Weak]

- Glowtown Knowledge: II [-5 charge/turn

- Psi-amps [Weak]

- Psi-explosives [Weak]

- Psi-flight [Weak]

- Psi-matrixes [Weak]

- DD-Space Understanding [Weak]

- DD-Weapons [Weak]

- DD-Resistance [Weak]

- Psi-Matrices [Weak]

- Psionic Mass-drivers [Average]

- Orbital Launch [Weak]

- Psi-Mecha [Space Capable]

———–

Armies: {Stats: http://pastebin.com/ShgvhSFB}

——–

- 3 Psi Turrets [Upkeep: E2, M0.5]

- 1 Standard Fixed Defense [F2/E4]

- 1 Standard Infantry [F1]

- 1 Psi-Mecha [Lumia-Class] [E4]

———

Unique Buildings:

———

[Glowtown Monument]: 20 charge; weakly defended + [Armored Glowtown Dome/Pit];

[Mine] +1 M

[Orbital launch facility]: +15 to space construction rolls, +1T

———

Perk:

——

[Psionic] Your race is innately psionic. psionics is their lifeforce and what's keeping them together. This makes them resistant to a lot, though highly vulnerable to other things.

In Progress:

>>Unknown deposit {Lunar He3}

>> [1/7 He3 extractor]

Actions

1. Congress continues to rubber stamp more resources for the satellites. The latest design seems to have promise. [Mass-driver satellite design 4/10]

2. The lunar facility materials arrive and construction begins without incident. [Build research facility: Lunar/Space]

3. The People keep on the expansion facilities. [10/14 passive moon expansion]

4. Drilling restarts and the extractor housing is sunk into the lunar soil. [1/7 He3 extractor]

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f124ea No.26741

Dice rollRolled 87, 21, 76, 28 = 212 (4d100)

>>26734

Name: Ascendant

Colour: Blue

Fluff/background: This world is strange, as we Ascendant have found. We are a race of mammalian organisms with short growing fur. Our long snout and powerful eyes give good eyesight and smell. Our dental patterns allow us to eat almost anything. Yet nature has shown we are weak, if not for our mind. When there are beasts that grow larger than many trees and plants that can uproot themselves, our minds were all we had.

We developed technology. When Vorgoth hunted us we made spears and fire to hold them back, then bows to hunt them. We learned all we could of the world and put it to use. Bows to crossbows, to muskets, to rifles, to machine guns and missiles. Followed them were one disaster after another that we overcome. Now is the age of digitization, where the 3D printers print parts for cars and scientists still debate which energy source to put stock in, nuclear or wind and solar. To us the love of technology and being the 'highest tech' you could has led to much prosperity. It is an old way of life, but one we will not give up. Oh the irony.

Fertile: 11 [3]

Metal: 13 [3]

Oil: 9

Energy: 9

Territory: 41

Tech: 3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/3 Genetics, Nanites (Average) 1/7, DD-Space understanding, DD-weapons [weak], DD-resistance (Average) 4/7 next, Orbital Launch (Weak), Plasma (Weak), Space structures (Weak), AA (Weak) 2/5 next, Airplanes (Average), Jets (Average), Computers (Weak), Weaponized Nanites (Weak), Counter intel (Weak), Plasma Weapons (Average), [Teleportation understanding]. Heavy plasma (Weak), Teleporter gates (Weak). Powerarmor (Average), Submarine (Average)

Bonuses:

+1 research.

[Zetism Minority 2]

Perks: Each tech level requires 1 less success. so 3/5/7/9/11 instead of 4/6/8/10/12

Armies: 3 standard infantry

Designs:

-Railgun Anti-Infantry {Shredder} Tank

Recruitment: F:1 M1.5 O1 E1

Upkeep: F0.5 M1 O1 E1.5

Attack: 4.5

Defence: 3

Move: 3

Bonus:

Anti-Infantry: +50% damage vs infantry.

DD Resistance

[Project Vivisect Ultra]: Anti-nanite Nanites. Can combat other nanites with a massive bonus.

Hydra missile:

Recruit: 0.5M 1E 1 O

Upkeep: 0.5M 1E

Attack: 3

Bonus: rolls 1-10 and 90-99 cause intresting results with 100 being VERY intresting.

[nanite]

Buildings: [Capital missile batteries]

[Military research complex, Weapons research get +20]

[Board of civil and DD-research: Allows 1 free progress in a civil or dd-tech per turn]

[1 extra capitol]

1/6 Jet Interceptor desing

3/5 Icbm design, 7/10 War factories, Escort ship design 1/6

1. Continue working on the Construction nanites 1/4 (1/3 if a technology, and a +1)

2. War factories */10

3. Continue working on teleportation gates technology 1/5 +1

4. Continue upgrading the military research complex 1/10

Free: +1 research to Anti-espionage, now 4/5

Free: +1 territory towards the metal in the eastern province.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

f124ea No.26742

>>26741

war factories at 8/10

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f124ea No.26745

Dice rollRolled 67, 97, 29, 43, 93, 74, 5, 10, 99, 44, 60, 69 = 690 (12d100)

>>26734

Name: Chamber 204-B

Colour: Purple

Fluff/background:

Somebody had to play the swarm, so I did it. Are you happy now?

Territory: 76

Fertile: 11

Metal: 5

Oil: 3

Energy: 3

Perk: You engineer new strands instead of teching mostly. Changing yourself is easier and all other tech a lot harder.

+ [Hyperagressiveness]: Every turn that you CAN attack another player you have to attack that player (you do not have to attack with the entire swarm, but atleast 1 unit to each player you can reach if you have it)

Tech:

+ Bio-Engineering (Good)

+ Camouflage (Average)

+ Aquatic Adaption (Weak)

+ Emergency Adaption (Average)

+ Regeneration (Weak)

+ Sharpened Limbs (Weak)

+ Toxic gas emission (Weak)

+ Psi Resistance (Weak)

Unit Types: http://pastebin.com/C3yMSwUa

Bonuses:

+ Passive Expansion (+2 Territories a turn)

+ Tunnel Society

+ GENETIC CONSUMING: When killing and eating enemy lifeforms you absorb beneficial genetric traits.

Armies:

+ 4 204-D

+ 5 204-C

Reduced Upkeep 2/30

Regeneration 1/6

Sharpened Limbs 1/6

Toxic-Gas Emission 5/6

Psi-gene 1/8

Mutation Chamber 5/12

Enhance Tunnel Systems 1/6

9/15 D-warrior brood-chamber(produce 3 D-warriors per turn)

1-6. Continue construction of the Brood Chambers.

9/15 D-warrior brood-chamber(produce 3 D-warriors per turn)

7. Complete developement of the toxic gas.

Toxic-Gas Emission 5/6

8-10. The toxic gas continued to further evolve according to the predestined plan of encountering advanced hostiles, gaining additional corrosive properties to quickly destroy any advanced equipment within range.

Aggression:

Since I missed a turn I probably have to send 2 units to attack this turn. So ima go with 2 204-D Warriors.

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f124ea No.26747

Dice rollRolled 42, 77, 8, 47 = 174 (4d100)

1/2 - Continue spreading the good word of Zetsim in the selected countries.

>+22

3 - Gårdar 5/7

>+2

4 - Artilleri 3/6

>+2

>>26734

Name: Hemedkhel Amirate

Colour: Brown

Fluff/background:

From before history, the people known as the Hemedkhel formed part of a landed, nomadic society that inhabits the region known as the Hemed. Though they are the largest party of this humanoid race, they are far from its sole member. There are seven formally recognized -khel, or clans, each with dozens of familial tribes, -zai, linked by heritage. Some form villages in the mountains and foothills of the area, etching out a semi-sedentary life of pastoralism and farming. Many others wander the steppes and deserts in close-knit nomadic groups, based around herd animals and material goods.

While other nations have consolidated central power and long since industrialized, the Hemedkhel have formed a somewhat anachronistic state: retaining a tribal, semi-nomadic, decentralized political system while adopting (and often adapting) outside technology to their use. One would think these seemingly backwards desert nomads would easily be wiped out by any passing army. But the -khel have three important assets:

First is the terrain, hard to navigate and even harder to control by invaders. The rough, steep mountains and the arid, impassable deserts make for poor civilization-building, allowing the nomads to attack and ambush enemy units before retreating to rougher terrain, and yielding little obvious value to make it worth conquering.

Second is the culture, one of solidarity and exceptionalism; the Hemedkhel see their land as the font of both learning and civilization, recalling ancient kingdoms and even older texts that speak to the region's previous glories. They are distrustful of outsiders and, thanks to their geographical isolation, culturally distinct even from their immediate neighbors. This apparent unity and disdain for organized government makes the people as volatile as the terrain for foreign invaders.

Third, the region's location and less-obvious resources. As a peninsula bordering the central waterways and the prosperous lands of the -Bolds and imperials, Hemed has strategic value as well as economic importance. Even despite the lack of a centralized market, products and resources produced by Hemedkhel artisans and workers are traded for luxury goods and commodities from around the world. The Hemed also holds a great bounty of that ever-needed resource: oil. By controlling the trade of oil through their waterways, and the production of oil on land, the Hemedkhel hold an important share in the world's most ubiquitous market.

All these factors make the Hemedkhel strong, but internal strength is no longer enough. The empires of the world are spreading, and soon their eyes will turn to the Land of Mountains. When that happens, its people will be ready to defend their tribes and their culture. And soon, the hordes of the Chosen warriors will ride across the heartlands, striking fear into every capitol in the world. The Hemedkhel may be underestimated, but they will not be ignored.

Fertile: 3 (1.5)

Metal: 5

Oil: 8 (1)

Energy: 8 (1)

Territory: 15

Tech: Lasers average, Spying average, DD-resistance average, Artillery weak

MILITARY:

>Standard Jezzailiers

Recruitment: F:1 M1

Upkeep: F1

Attack: 1

Defence: 2

Move: 1

>Khumat Fighter Planes

Recruitment: F:1 M:1 O:1 E:1

Upkeep: F:0.5 O:1 E:1

Attack: 3

Defence:1.5

Move: 6

Perk:

Hardened Guerillas: get a +1 defence bonus to all infantry.

Fanatical extremists: Can spread their creed to other nations and instigate uprisings and such. +20 to those actions

Economic Centers: +2 to all rolls

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

f124ea No.26757

Dice rollRolled 85, 36, 88, 41 = 250 (4d100)

Colour: Maroon

Fluff/background: An unholy alliance of corrupt politicians running a faux meritocratic elected dictatorship and military industrial interests flexing their power to move and shake the nation in the direction that suits them best. The average citizen is patriotic, healthy, and thoroughly indoctrinated into believing that life in Ashkari is the best life that Ashkari democracy is the best democracy, and all everyone else be they ayy or mutant is just plain wrong. Why couldn't everyone be like the Ashkari? Aren't they the best? All the speeches, parades, and films say they're the best. We should make them like us.

Fertile: 2

Metal: 3.5

Oil: 6

Energy: 4.8

Territory: 30

Tech: Tech: Tanks average, Airplanes average, missiles superior, radar average, coilguns weak, bombers average, ships weak, AT weak.

Bonuses: Moreroes Doctrine - you can set up distant banana-republics on resources. the distance away from your core provinces you can set it up is the average diameter of your core provinces x2

[Missile Factory]: Produces 2 Balistic missiles per turn

Armies: 2 Infantry Battalions (UK: 2F) 14 Ballistic Rockets (UK: 1.4E) 2 Jet Fighters (Upkeep: F:0:5 M:0.5 O:1) 2 Tanks (Upkeep 1F .5M 1O)

1. We could probably take that Draxian and give him citizenship as a Skari if he keeps writing these sick ass tunes. Being Skari is like, totally a spirit thing. It's not about where you're born it's about what you feel, man! [Propaganda 3/4]

2-3. Carrier missile pls

pls [3/9]

4. Keep working on that missile lab 3/7.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.

f124ea No.26761

Dice rollRolled 18, 24, 23, 32 = 97 (4d100)

>Name: The Warmar Ascendant Republic

>Colour: Grey

>Fluff/background:

>The Warmar Ascednant Republic arose from the ashes of the former War State, having undergone a peoples revolution. A loyal member state of the Ascendants, and fiercely militaristic much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.

>Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.

>Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic War Rifleman is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.

>This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.

>Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.

>Fertile: 11 [6] (1 Mobile Fortress, 2 Sapper Tank, 2 Combat Engineers)

>Metal: 9 [7] (1 Mobile Fortress, 2 Sapper Tank)

>Oil: 9 [8] (1 Mobile Fortress, 2 Sapper Tank)

>Energy: 3

>Territory: 83

>Tech:

3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/3 Genetics, Nanites (Average) 1/7, DD-Space understanding, DD-weapons [weak], DD-resistance (Average) 4/7 next, Orbital Launch (Weak), Plasma (Weak), Space structures (Weak), AA (Weak) 2/5 next, Airplanes (Average), Jets (Average), Computers (Weak), Weaponized Nanites (Weak), Counter intel (Weak), Plasma Weapons (Average), [Teleportation understanding]. Heavy plasma (Weak), Teleporter gates (Weak). Powerarmor (Average), Submarine (Average)

>RAPID EXPANSION POLICY: +1 territory each successful expansion

>Bonuses:

>Armies:

>2 Combat Engineers

>2 Sapper Tank

>MOBILE FORTRESS SUPERUNIT

>Upkeep: M 3, F2, O 3

>Attack: 16

>Defence: 16

>Move: 3

>Bonus:

>[Guns of The Mobile Fortress : any combat roll within 10 territories get a bonus of 20 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]

>Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.

>[Guns of Fortress Capital Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]

Troop Movement: Move the Mobile Fortress onto the landbridge east of it

1-2. Finish up the Mobile Fortress Construction Module 4/6

3-4. Research: Government Construction Directive. Our economy is stimulated and gains a bonus whenever constructions (especially massive constructions) are undertaken.

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