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The first six threads:
http://suptg.thisisnotatrueending.com/archive.html?tags=Star Guard

Reinforcements are lifted in, along with mortars and the artillery cannon. The squads move out into the interior of the island towards the far end, planning on going hard and fast and going block by bloody block if need be. The casualties on both sides are enormous from this decision.

The raiders have set up kill zones, blocked off some roads with cars, wired up some areas with TNT, and harass the guardsmen with as much heavy ordinance as possible. The guardsmen, in turn, call out targeted strikes with the artillery, mortar positions where heavy weapons are held, and keep slogging through all but the heaviest of punishment. By the time they make it to the raider base, they've lost more than twenty five guardsmen, and the raiders something more like a hundred people.

Once they're in position, they start heavily shelling the raider settlement with artillery and mortars, and the raiders left in the settlement make a hasty retreat out to sea before they've lost more than fifty more men. Once out there, instead of opening fire with heavy machine guns as they did before, they raise white flags, visible from shore.

While deciding what to do with the raiders, they find about fifty women in various locations around the settlement, all of them kidnapped from coastal towns, held against their will here, and abused in the predictable ways.

Ten more Redbulls are taken in at the naval base, and all ten are Marines, happy to join the Guard.
>>
>>19912279
Population: 206
Food: Above Average
Water: Above Average
Materials: Average
Fuel: Surplus
Test Subjects: Surplus

Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing
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
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
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Half-Completed Airport Fortifications
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)
>>
>>19912285
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. There will be no mercy for rapists, murderers, and thugs.
2. The raiders will be imprisoned, put into a chain gang at the farms, or other such methods of punishment.
3. The raiders will be forgiven with the stipulation they never return to their old ways, a permanent garrison established at the island to guarantee it.
>>
>>19912279
Should we make them docile Reds for punishment?
>>
1. There will be no mercy for rapists, murderers, and thugs.
>>
I vote 2. But making them into bulls, docile bulls.
>>
Last line of the Star Laws: We Will End You. So draw them back on to land, disarm them, hold a trial and based on the testimony of the women, end them.
>>
>>19912302

I feel like even without rage they can be evil, I don't know how complacent salient red can make them without the rage.. anyhow. I say 2, we put them to work. and I also think we should confiscate their boats and finish establishing our base on that island - we didnt fight that hard to just sit around with a half built fortress.
>>
1.

We have to kill them by our own laws, because of the brutality, rape, and possible murder they have committed.
>>
1. Star laws say we will end them. So end them we shall.
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>>19912319
Seconded.
>>
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1.

Also what the fuck are you doing Captcha
>>
>>19912302
>>19912319
>>19912328
>>19912336
>>19912337
>>19912339
>>19912340
>>19912342
Remember to also take a letter.
>>
>>19912328
NO WAIT! We send them to the forest and make them be stung by the bees. We tie ropes around them so we can pull them back.

We dissect the bodies for SCIENCE. What exactly is the venom those bees are carrying? Do they have salients?
>>
Lets E. Pursue new mutations.

Mixing and experimenting with Yellow.
>>
I vote we finish up fortifying the base, get to work on making a few test hell rats.

Not to use mind you, just to be sure we can.
>>
>>19912348

B - fortify the base on the island we just worked our asses off to acquire and confiscate the boats. we can use them to reach the lighthouse community.
>>
>>19912363
Modified 1.
>>
>>19912339
This is me

G. Scavenge for raw materials.
I suggest we do a mass clearing of all the cars and salvageable rubble in the city area for materials.
>>
Oh. Umm fortify the base, but specifically for aircraft purposes and tidal power.
>>
>>19912363

That's cruel and unusual punishment, if we must kill them, we use the poison we developed - if it knocks out a redbull it will kill a human pretty much instantly.
>>
4. Ask the women about their crimes and where they come from.

Put them on military trial for their crimes. Depending on what they did, they will either be shot or imprisoned, where we"ll set up cells/chain gangs.

Those who complete their service are given a right to settlement on the island with a strong garrison, and are not allowed to have any arms.

Those who killed and violently raped should be shot. Those who weren't completely inhuman monsters and only did minor things like theft get what I described.

Construct the cells/chains and their future settlement. Make efforts to rehabilitate them. Make sure to send in further reinforcements to do this.

#1 is a bit extreme, but #2-3 is also too soft.
>>
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>>19912319
>>19912337
>>19912336
agreed on all accounts. Lets pull them in and hold a trail for once. Then we let the bastards hang from the gallows. Or line them up against a wall with an old fashioned firing squad. We'll let the women do the executions if they volunteer.
>>
>>19912347
FUCK! I know right d00d? I have to refresh mine at least once or it won't work.
>>
>>19912405
What if not all of them were terrible? I mean, we should offer #2 and eventually #3 on the island for the ones that weren't that bad.
>>
These guys are too dangerous to allow to live, I don't want us to dedicate resources to babysitting them on a farm or with their own fuckass prison settlement which would probably be a worse punishment than a quick death. We just bring them to shore, and then quickly stab them all with darts. Practically painless, instant death, nothing inhumane like the bees shit, and holding a trial is a waste of time considering we know that they are all pretty much horrible and they killed some of our men. Just give them a quick end.
>>
if we kill all of them no one will surrender to us in the future, I say we put them on trial and kill the worst of them, and then put the survivors to work as a chain gangs.
>>
>>19912293
1. We've drawn our line in the sand. They're way over it.
>>
>>19912444
Thats just because it'll work with only one word typed. The one that's always the same font is needed. You can just mash anything for the other.

The military trial sounds good to me.
>>
>>19912459
This. This is actually the first time people offered to surrender, and it'd be better to have that happen in the future than fight to the last man.
>>
>>19912376
Seconded. So B1
>>
Turn the middle of the island into a farm. Wall it in and have them work the land for their crimes. The more extreme are to be hanged in front of the rest to prove the point. Maybe give them some salient to make them better workers, but not super men.

2 I guess
>>
>>19912453
agreed on killing them all for the above mentioned reasons, disagree on painless death. They don't deserve to have useful sedatives wasted on them when we could use those to save a (potentially) innocent mutant. these guys are murderer's rapists and thieves. string them all up. Its the only fit end for a pirate bad enough to be caught.
>>
>>19912459

This is a post apocalypse environment, I think we should save ourselves the trouble of designating wardens and chains, and food, and living quarters, and time, and effort, and other resources to a group of people that raped, pillaged, and would have murdered us if we weren't bombing the fuck out of them.
>>
>>19912474
For all those who've chosen 2...geld them at the very least.
>>
Guys... They're not in the Star Guard circle of influence. We have no right to just outright KILL them. At the very least we put them on trial, and sentence them individually to either chain-gang, the island, or death.
>>
I'm getting a general B: Finish fortifying the airport vibe. Aside from that, I'll compromise 1 and 2. They'll all be given a short, immediate trial, with the women testifying. Anyone guilty of any of the Star Laws will be executed immediately, anyone not specifically guilty of a Star Law will be put to work in chain gangs on the airport. That sound about right? That's the general vibe I'm getting for what the compromise would be.
>>
>>19912493
We can reach them, they can hurt us, thats enough of an influence for me.
>>
>>19912520
This sounds like a good compromise to me.
>>
Then we do a suicide mission. Have them attack the raiders around the area. Those that survive will be given the island farm.
We just need some explosive collars.
>>
>>19912481

naw, we should set an example for humanity to follow, one of some mercy and decency, let's not commit the brutality of our ancestors when we have a second chance, to start the human culture from scratch.

and also
>>19912459
>>19912470

So you guys are saying that, if we kill them, a memo is faxed to all the other raiders and bandits in the whole area that we dont give chicken shit trials to people that try to kill us, so it isnt worth surrendering. no one is going to know we killed them after a surrender, and even if they did it doesnt really matter. this isnt giving us a rep or anything, there is no twitter here. there is no grapevine of gossip.
>>
>>19912543
Sure.
Let's arm raiders
Good idea
What could go wrong?

Just shoot them, scum like them shouldn't be allowed to live
>>
>>19912559
melee
>>
>>19912493
....why would we worry about something like jurisdiction in a world with no concept of a police organization supported by llawful taxes much less the seperation of law enforcement agencies, thier spheres of influence and abuse of power?

These guys were murderers and raiders, they raped and enslaved. and anyone who ran with them enabled it. They all deserve to die? why don't we have a right to outright kill them anon?

I'm sorry if I sound like a dick who's putting you down but I find your logic here....very strange. Please explain your point of view in detail, I finbd your thought processes intriguing.
>>
>>19912520
This seems like a good idea so long as #2 isn't a lifetime deal. Give varying lengths of service, with a minimum of maybe one year. When they're finished, they can settle on the island but cannot take up arms or be allowed to join the Guard.

Giving them Salient isn't a good diea.

We should ask where the women come from so we can return them and possibly find new settlements that way.
>>
>>19912567
Not the same guy, but those people can either be used as manpower and possibly be rehabilitated.

Also, enabling isn't the same as committing the crime itself. Since it's been 30 years, many were probably BORN into the lifestyle. If we give them what they need (food, clothing, shelter), they won't have as much of an incentive to raid again anyway.

I think alot of it is trying to hold onto Pre-Collapse ways.
>>
I say, kill them all.

Star guard justice is brutal and swift, there is no twitter around! These people are scum!
>>
>>19912567
I agree with you, but there IS a chance that there are a few good apples in with the bad, and the trial will give any a second chance. Not that I'm saying to embrace them with open arms,
>>
>>19912567
They lived rather far away, in an area where they thought there were no other real "good guys." After the end of the world, who would even bother to be a good guy? It's all about survival.

While I don't agree with their choices, I doubt they ever thought there would be any sort of justice in a dead world.

I do agree that they should be punished, just not outright killed without a trial of any sort.
>>
>>19912520
good compromise by the way. methinks we should at least pretend to be Law enforcement agents.
>>
I think the compromise works.
>>19912520
>>I'll compromise 1 and 2. They'll all be given a short, immediate trial, with the women testifying. Anyone guilty of any of the Star Laws will be executed immediately, anyone not specifically guilty of a Star Law will be put to work in chain gangs on the airport.

Those who didn't break our laws will be spared. Those who did will be given the equivalent of a military punishment.
>>
>>19912636
Bit of trivia. For the current situation (we are definitely in a time of war), the military penalty for breaking any of our laws (or rather, their UCMJ equivalents) is "Up to and including summary execution."
>>
Tattoo blue stars to their foreheads and send them into melee with the raiders down south. Explosive collars as a last resort. The post no physical threat to us.
>>
>>19912670
Mhm. Doesn't mean we have to do that, though.
>>
>>19912636
>no theft.
>no enslavement
>no rape.
>no brutality.
<no murder.

Those are our laws. we kind of vowed to "end" anyone who broke them.
>>
>>19912684
That's where the "up to" part of "up to and including" comes in.
>>
100 raiders are brought back to shore, then bound and made to kneel. The commanding officer goes before each of them, one by one, and asks if the freed women have observed them breaking one of the Star Laws. For each one that has, he puts a 9mm slug between their eyes, quick and painless. By the time it's all said and done, only ten of those raiders are still alive, raiders too young to truly be called men, whose only crime so far had been choosing the wrong people to ally themselves with.

Those ten are put to work as forced labor on the island, helping the guardsmen there finish the fortifications on the airport that the raider attack had interrupted, with the stipulation that in some years time they would earn some amount of freedom back. The women are given the option to join the Guard, and forty volunteer immediately, another five volunteering later. The remaining five decide to return to their families at 'The Lighthouse' and depart on one of the raiders' scavenged boats.

Population: 252
Food: Above Average
Water: Above Average
Materials: Average
Fuel: Surplus
Test Subjects: Surplus
>>
>>19912703
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing
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
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)

-----

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.

>None of the prop planes, radio tower, or radar are currently working, but each of the buildings can be repaired in one turn, and one plane can be repaired per turn. There are five prop planes that can be repaired. The jets are basically just scrap.
>>
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>>19912708
Picture related.
>>
>>19912695
judging purely from thier line of business I'd say that every single one is in violation of at least one, probably several star laws. They really don't leave much room ofr interpretation in a case like this, that's how I wrote them.
>>
>>19912688
We should probably denote a lesser penalty for petty theft as opposed to raiding or systematic theft.
>>
>>19912708
Wait OP, did you count B, finish fortifications?
>>
>>19912708
>>19912703

Ok you guys, we didn't spend too much time on the navy base but this airport? I say we really trick it out. Fix up the radio, the planes, the whole nine yards. Let's start by fixing up the radio tower, might even be able to get in touch with the lighthouse or the vault.
>>
>>19912708
Get the repais under way. Use boats to explore in detail upstream. Make an elevator by the falls using water as power. That vault...
>>
>>19912745
Yes. See the Basic fortifications in the defense section.
>>
Oh, and no, the prisoners do not count as part of your population.
>>
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>>19912718
you make Commisar Fury proud OP.

Moving on. I say we iproduce one experimental hellrat to test the effectiveness of our godzilla threshold plan. can we do that? Isolate one rate and inject it with all 3 unmodified salients and observe and later disect it?
>>
Lets fix up the radio tower and monitor the radio waves/try making some sort of contact upon completion, mentioning we're formerly the Star City National Guard.

After we finish repairing shit, we really should work on Salient Yellow. Make Insomnia into an Asset, remove the appetite thing.

Then we can get those warship cannons on our 3 bases.

Then uparmor a helicopter so we have a dedicated gunship.
>>
Map OP?
>>
>>19912746
Agreed. Let's get that radio tower up and running. The radar we can leave for a bit, since we are (theoretically) pretty much the only thing in the air, but we should probably make our second priority arming and armoring a couple of those choppers. That tactical advantage could be important if we come up against another sizable and/or well equipped group of raiders like this.
>>
To be clear
B - fix up the radio
then we can fix the radar
then we can fix up a couple of those planes, or all of them. three choppers and five planes = we run the fucking sky
>>
I think that we should attempt to visit the vault before anyone else gets that idea.

With our boats we can ignore the sheep.
>>
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>>19912792
Ah, right. Here's the updated map, with the raider settlement crossed out. Also, as a fun side note, the Star Guard is quite a bit more than half women. The women taken from the two raider camps and the fact that a lot of the men from that first destroyed village died buying the women and children time to get to safety caused that in large part.
>>
repair, repair it all also lets work on fortifying our bases a bit considering we now have three.
>>
>>19912741
agreed, death for nabbing a truinket is a bit much. we're law enforcement not psychopaths. hard labor to a fine sounds like an acceptable compromise.

and yeah! lets get that airbase tricked out. we can fall back there worst case scenario.

OP injecting some plants with salient yellow is a free action right?
>>
>>19912845
Sure. It won't have much of an effect besides making them start producing caffeine, though.
>>
>>19912836
yeah I was wondering about that for a while now.

anyway when are we going to scourge the city stripping it of all resources and converting the red bulls.
>>
>>19912845
Smart plants might not be the best idea, but lets Science together!
>>
I think we should lessen the penalty for things like petty theft.

Radar + Warship Cannons + Prop Planes + Helicopters would give us a very big advantage in war.

BTW, looking at thread 1, the MegaCorp likely had:

Remnant: Bonus to technology and technology research, bonus to starting weapons, penalty to base population. Must start in urban, military base, science lab, or prison.

Science Lab: Start with extensive underground complex, scientific material to speed research, and experimental surface solar farm, but dangerous things lurking in some deeper labs.

This is assuming NPCs follow the same 'rules' as us.
>>
>>19912861
Above and beyond the base effects that all salients have on plants, that is.
>>
>19912820
This sounds good to me OP
>>
>>19912836
OP, refresh our memory as to the green dot to the southwest? I don't think you actually said what that was.
>>
>>19912865
Nevermind.
>>
>>19912878
It's a raider settlement with horses and wooden buildings, people's heads on the spears around the town's borders.
>>
what about the riding warhounds if I remember correctly bout 2 threads back is was determined to be possible due to the effects of re salient.
>>
Hey OP could you just add a key to the map?
>>
>>19912861
Our science types will love us forever.
And on that note, we should probably add "tweaking SY" to our List of Things To Do.
>>
Can we just do a multi turn an repair everything on the Airbase?
>>
>>19912836
Having a surplus of women is okay. If the population gap gets too big, we can always start a recruitment outpost at the rural community.

BTW guys, after we trick ourselves up, lets take out those Redbull encampments, since doing a contagion won't work.
>>
>>19912888
Hmm. They should probably be our next target, then, military-wise. We'd be both following our mandate and possibly getting us some horses, which would be useful both as draft animals and possibly as mounts.
>>
>>19912901

Yeah, I figured out that if we were going to do it, we'd have to experiment with salient red to make the size increase more extreme, allowing us to make the dogs the size of horses and if we felt like it, turning our own soldiers into goliaths, they'd be 10 feet tall... probably not the most tactful thing to do.. maybe one day though lol. I like the idea of dog mounts though.
>>
>>19912869
cool. Dope up some normal plants and sume red plants with it. We'll get some interesting trade goods out of it.

Lets start repairing stuff at the air base and make it our second home, maybe even abandon our home base and evacuate everyone there since it will be so amazingly defensible to own an island.

also before we go anywhere with megacorp negotians we need A: portable lie detectors installed in our communicomps (facial recognition software) and charisma upgrades. That way we'll be able to squeeze the truth from them.
>>
whats the effects of yellow salient n when r we gonna dose up our guard with it.
>>
Infrastructure Upgrades:
1. Repair Radio Tower
2. Repair Radar
3. Repair prop planes.
4. Expand river towards us.
4A. Make water-powered turbine generator.
4B. Get the power grid set up to support the tribals and rural community.

Misc. Actions:
1. Scouting: Even though we're probably one of the best organized armed forces, we explored very little of the map.
2. Trading
3. Go Redbull curing on the encampments.
4. Get Salient Yellow to turn Insomnia into Less Sleep Needed, remove the large appetite.
5. Make pheromone mutation to be more charismatic.
6. Make a program for facial recognition.

Military Technology Upgrades:
1. Convert our ammo to AP. The good thing is that they'd still be subsonic.
2. Make a new batch of armor that has rifle/knife plate inserts for our vests, helmets and joint protection. Obviously the hulk ones would be upsized, and likely end up being more effective in protection.
3. Create armor for the dogs.
4. Create higher-caliber rifles w/ammo carriers for the Hulks.
5. Create HMGs and mount them on our scout copters.
6. Take the warship cannons off the ship and make ammo for them.
7. Repair/uparmor the Trucks. We can use these to ferry dogs or rats.
8. For the Dolphin, put two full-auto, belt fed HMGs on them, or one HMG and one grenade machine gun.
>>
Immediate, Short Term Goals:
1. Fortify the naval base.
2. Make contact with the Lighthouse.
3. Begin a massive campaign to get those Redbulls cured.
4. Discuss trading or talk with the Megacorp. We shouldn't be confrontational, but ask about the Collapse and how they managed to prepare for it before it happened. Mention that ultimiately we're a military/L.E organization that wishes to stabilize the region and hopefully raise the standard of living of/uplift the common man.
5. Explore.

Possible Confederation/Alliance Setup:
1. So long as nobody commits morally reprehensible acts or goes around conquering, don't get involved in the internal matters of settlements.
2. Raise the standard of living. Get an integrated economy going on between all of us and improve local infrastructure. Try to grow between eachother. Set up trade agreements.
3. Eventually improve the environment in the sense of, "unmake this post-apocalyptic irradiated wasteland full of danger".
>>
>>19912966
Why not just make war horses though?
>>
>>19912908
You could choose repair multiple turns in a row.

>>19912986
>The effects of Salient Yellow are:
>Base (Including toughness and infertility)
>Improved Focus
>Improved Reaction Time
>Improved Coordination
>Severe Insomnia
>Dramatically Increased Appetite
>>
>>19912986
>Base (Including toughness and infertility)
>Improved Focus
>Improved Reaction Time
>Improved Coordination
>Severe Insomnia
>Dramatically Increased Appetite

We may or may not at all. At the very least, not until we remove those last two: They'll result in sleep deprivation and starvation, respectively, otherwise.
>>
>>19913008

we don't have horses yet? we didn't even know there were horses here at all until this thread.. i mean, horses would work fine too but we have to steal them first, plus, horses dont have fangs or claws, and dont follow commands like dogs. horses also cant be used as trackers. it just seemed like an effective use of our dogs yaknow? but i mean, i dont care, just a fun project if we ever need mounts or anything. once our population reaches like 400 we'll probably have to, because our vehicles wont be able to carry everyone in a way that isnt stupid or wasteful like they can now. also, dog mounts would probably be an effective way to get past teh sheep - sheep dont like dogs.
>>
OP does the airport have a nuclear generator or something? I assume the naval base does if our main base did.

I suggest we designate our bases:
Main Base: Alfa
Naval Base: Beta
Airport: Charlie
>>
Introduce ourselves to the lighthouse and that other farming community. Then we need to see about forming some sort of regional confederation.
>>
>>19913039
You mean bravo.
>>
>>19913039
The naval base and airport both have tiny nuclear generators. You misspelled 'Alpha.'

>>19913038
You guys have never bothered to try to trade with the southern farm community for horses.
>>
>>19913038

now that i think about it, the dogs would also be good for reaching the vault because once there, they could protect our bruisers by being able to detect danger inside, see in the dark as well as us with our nightvision goggles, and get us out of their fast if need be...
>>
Weren't we going to give Red Salient 2.0 to the Sheep so we can herd them?
>>
>>19912993
>>19913002
that all sounds about right. props anon.

we'll just repair multile turns. Then we need to set up a steady supply of salient yellow via a culture for the endocrine glands and what not. Once we get it tweaked we'll be able to have intelligence advantages without having to research them massively.

I still want an experimental castrated male hellrat. we can call him faustus.
>>
>>19913065
I did suggest that, And a meat processing facility a the bottom of the water fall.

Massive sheep mounts anyone?
>>
>>19913065
What the fuck are you SMOKING!? Those sheep are already the size of Main Battle Tanks!

Though, it might not be a bad idea to see if we can't round some up and domesticate them. Loading up some of our darts with straight sedative might do the trick, considering their size.
>>
>>19913055
http://upload.wikimedia.org/wikipedia/commons/e/e0/FAA_Phonetic_and_Morse_Chart2.svg

It's actually Alfa in the NATO phonetic alphabet.

Misc Actions
7. Make red salient 2.0 Dire Sheep, herd them in.
8. Find a way to further increase the size of the Dogs, although we should split it between having our regular dogs for scouting and Dire Dogs for mounts.
>>
>>19913058

plus, where we had to leave the vehicles behind last time the dogs would be able to travel right through the forest with us.

the more i think about this, the more i decide dog mounts are the best way to reach that vault but its up to a vote of course. once we fix up this airport we can try and get in contact with the vault and check out the lighthouse and shit, and when we're ready to hit up the vault this is what im
>>
>>19913096
OP gave the impression they would attack us. If you want, we can make Salient Red 2.0-A so their size isn't increased, but they still become docile/lobotomized.
>>
>>19913124
Thats the plan. Make em bigger than elephant and docile, process at waterfall, send down river. Food for everyone!
>>
The closest thing I can see to a consensus is repairing the radio tower. Is that accurate?
>>
wtf, salient red in the sheep? what? no.
they're already hostile to us, they're already as big as fucking elephants. we dont need to make them twice the size of tanks, and we dont need braindead sheep twice the size of tanks. even if the rage effect is removed from salient red, it doesnt make things docile that arent docile naturally. the redbulls we cured are kind people, and without the rage they behave normally. a vicious asshole with salient red, even without the rage is still a vicious asshole

horrible idea
>>
>>19913124
I get the feeling that stimming them up in any way, shape, or form is a BAD IDEA. Tranking them and trying to tame them, on the other hand, may not be.
>>
Updated:

Misc. Actions:
1. Scouting: Even though we're probably one of the best organized armed forces, we explored very little of the map.
2. Trading
3. Go Redbull curing on the encampments.
4. Get Salient Yellow to turn Insomnia into Less Sleep Needed, remove the large appetite.
5. Make pheromone mutation to be more charismatic.
6. Make a program for facial recognition.
7. Make red salient 2.0-A (basically remove Size Increase) Dire Sheep, herd them in.
8. Find a way to further increase the size of the Dogs, although we should split it between having our regular dogs for scouting and Dire Dogs for mounts.
9. Begin adding Short Lifespan & Extreme Appetite to make Red Salient 2.0-B for the Hellrats.
>>
>>19913147
At this point we're just arguing about future projects, so yeah.
>>
>>19913124
>>19913143

the brain damage doesnt make things complacent, it removes their ability to understand abstract thoughts. where did this idea that it makes things docile come from? the redbulls are docile because they dont have tons of fucking adrenaline, not because the chemical MAKES them docile.
>>
>>19913066
I'll second Faustus. Keep him as a prototype in a cage in the lab. Might make a nice conversation starter for new recruits to the science department. For a reason that has more impact in game, having a ready supply of Hellrat Salient for when needed.

Also, with test subjects as a surplus, it wouldn't hurt to redistribute some of the rats into the food supply for a little meat (none raging ones). I don't doubt that people are getting a bit tired of genetically altered tomatoes all of the time.

Also, for a future scavenging mission, maybe someone should keep an eye open for a Jukebox or something else to improve the quality of life at the base.
>>
>>19913147
Yes. Repair the radio tower so we can get some signals.
>>
>>19913167
Have Red Salient 2.0-A a Domesticated/Non-Violent mutation, then?
>>
>OP, am I right in thinking that salient red does not make organisms complacent and docile? the reason the redbulls we've cured are less aggressive is because they no longer have absurd rage chems in their body, not because they lack the ability to become enraged - otherwise they would be horrible soldiers. in which case hitting the sheep with the red would only make them SUPER huge, dumber if at all possible, and not change their instinctual desire to stomp on us at all.
>>
>>19913201
I can answer this one. The docility was a byproduct of the brain damage of the original formula. So yes, you are correct.
>>
So, we've established it's likely every military branch was given some sort of Salient. So far we haven't encountered anything for non-mil salient mutants, though.
>>
>>19913201
You really must hate fun. Because we are having it and you are not.
>>
>>19913175
agreed, lets make some noise.

>>19913173
agreed, operation hell rat may be our godzillah threshold plan but we can learn a lot from it. If we find a fourth salient we can inject him with that too.
>>
>>19913232
Adding traits would be better than giving any Remnants the chance to just take a rats corpse and get the other Salients.
>>
>>19913205
Then we give them the original to cause the damage, then a delayed cure. They will be docile then.
>>
>>19913215
dude chill, unruistle those jimmies. and Kimbo has a point why in god's name do we want to makwe those sheep bigger? the food costs alone boggle the mind.
>>
SCOUT NORTH.

Might be missing something important.
>>
>>19913249
Yeah. I'm really wondering how effectively we could feed them as is. We have a Surplus of Dire Rats and plenty of Dire Plants, though.
>>
>>19913164
Metal and scrap electronics are lifted in to the airport. Mechanics get to work on the radio tower, repairing the electronic systems and getting it structurally sound again. At the end of the month, they flick it on again, and start tuning in. They read a channel where the usual blend of static fades into what sounds like a dial up modem. They read a channel with music and talk radio, sounding almost like it's coming from the megacorp. They read a lot of old, old signals set on repeat somewhere, a lot of them asking for help for decades now.

Finally, though, they pick up some faint signals from around the country. Signals from the Sun City (a fictional city in California) freebooters. Signals from what sounds like a mutant religious community out in Montana called the Spire. Signals from the North West, from an oil platform off the Alaskan coast sending out a constant signal welcoming refugees and wanderers. It seems that Star City isn't the only place that's still alive.

Ten Redbulls are brought in at the naval base, and all of them like the sound of being farmers.

Population: 255
Food: Above Average
Water: Above Average
Materials: Scarce
Fuel: Surplus
Test Subjects: Surplus
>>
>>19913276
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing
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
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)

-----

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.

>You guys now have a high-powered radio transmitter/receiver array. What do you say to anyone who happens to be listening?
>>
>>19913242
faustus is the prototype. we want to see all the negative and positive effects and work on creating a batch of the most psychotic killer rats ever made for when shit realy gets real.faustus will be the father of hellspawn serum, a substance given only to vermin to create an awful monstrosity bent on killing everything nearby.
>>
>>19913262
This is actually a pretty good point. With our scout chopper, we should be able to do aerial scouting as a non-action, considering it takes 2-5 people, including ground crew.
>>
Try to contact the vault first.
>>
So. Since I made up the ideas of the original rat bomb, and mega sheep, Ill make another. Stinger swarm!

Bees operate on pheromones primarily. So we find the different ones for attack or not attack. We spray our troops with the do not attack ones, but we could also spray our enemies with the attack ones. This is another worst case scenario, but it is there. Of course the bees would be Salient first.

>Or can you understand anything other than bang bang cawwadutty?
>>
>>19913272
The forest that surrounds them.
>>
Lets repair the radar so we know whose flying when the MegaCorps start. Besides. We haven't really explored the other directions, so it's possible we're not the only group with aircraft.

OP, what state are we in?

How big are the propeller planes? We could mount HMGs on them at the least, right? Rocket pods, maybe?
>>
Repair the radar.

Lets send a message saying we're the Star Guard, formerly known as the Star City National Guard and try probing for any govt/military/LEO remnants.
>>
Alright, I vote B again, or whatever letter applies to repairing those planes, might as well improve our aircraft fleet yuh, and part of 'getting it running again' should also include putting a gun or two on their, much later missle launchers or bombs or something to make it a proper fighter plane. itll be faster than the helicopters are and probably a bit more fuel efficient too.

As for sending out a signal to anyone listening, we give them the locations of our naval base because our first base has all of our nice shit and no one can reach the island really. and we explain who we are, and throw in that bit with the star laws, bitches love star laws. lets get recruiting over the air yall
>>
>>19913344
>OP, what state are we in?
Somewhere in the Pacific North-West. Oregon, Washington, something like that.

The prop planes have a two-man cockpit and up to six people worth of seating. They're medium-sized hobby craft.
>>
I suggest we research mutagens this turn, starting with evaluating the Salient yellow. Those gold stars should be willing military men, we will take blood samples. There are 15 of them, yes? if we take a pint each, we should be able to get 1cc of yellow and have the golds be back in action in a month of recovery. In addition to that we should explore possible means to improve our fertility further, so as to cause a population boom to occupy our newly acquired bases.
>OP, how slowed is our aging rate? Are those who are blued immune to age itself, not reflect the effects of ages, or simply age much slower, ie 5 years to a man is one month to the blues for developing.
>>
>>19913321
>>>Or can you understand anything other than bang bang cawwadutty?

Hurr. If you're going to act like that, kindly fuck off.

And besides, we have a ton of shit to do right now.
>>
Contact Those no raider non red bull settlements we know of but have not spoken to yet.
>>
>>19913365
Shit, I forgot to include that in the stat block. The fifteen Gold Stars had literal crates of Salient Yellow at the airport. You guys have plenty of raw material there.
>>
>>19913360
We do NOT want to give out our base locations and risk attack.
>>
>>19913374
Im not angry with other ideas, im angry about people being so close minded.
>>
>>19913288
Now I'm just cracking up at the idea of this big, angry, immortal rat in a cage just snarling at scientists as the do their work, trying their best to ignore him.

I suggest trying to respond to any of the distress calls, to see if we can get any sort of reply.
>>
B - Either repair the radar or else build another radio tower back at Alpha so that we can triangulate any signals and better track their location.
Also get to work scavenging those jets at the airfield
>>
>>19913357
You mean, something like
"This is the Star Guard, formerly the Star City National Guard, broadcasting on {frequency} out of the Star City area. Any unit on this frequency, please respond."?
>>
>>19913420
We're low on materials. Big ol' honkin' G.
>>
>>19913321

1. That could go so horribly wrong, you are exactly the kind of person that would be responsible for an apocalyptic situation if these are the ideas you have (however creative and intriguing they are at a glance)
2. I feel like we have other priorities to attend to rather than dedicate alot of time and resources to giant evil bees
3. Bees are not humane at all, we put ourselves out there as a beacon of justice, fairness, and mercy. We would be contradicting our most fundamental core values by unleashing giant evil bees with poison mutant death stingers of evil upon every raider we found.
4. This could go so horribly wrong
>>
>>19913401
You already bitched about how we're all about just 'bombs and bullets' last thread. And just because we don't like an idea or don't want to drop the ton of things we already want to do does NOT make us close-minded.

We literally have at least two years worth of things people want to do.
>>
>>19913429
Yes.
>>
>>19913451
So you didnt read my post eh? Worst cast scenario, future plans. But by all means, keep on shooting.
>>
>>19913459
So, B, Radar? That's the vibe I'm getting, but far from a true consensus.
>>
>>19913394

Yeah exactly, the main base is kept secret, the island is our last bastion, but the naval base is pretty easy to capture for all intents and purposes and isn't very populated and has really, nothing of value there at all since we dedicated no time to building shit there like a lab or shop or anything.. I would like that location disclosed so that people could find us and join us, and if raiders use the intel to attack us we'd be pretty prepared to defend or take back the base if need be.
>>
>>19913475
Typing up a radio message for you, stand by on that.
>>
>>19913386
I am still curios of our age rate. You said in the earliest posts that Salient Blue slows age to such a crawl that all the Guardsmen that were on base originally remember the time before the collapse. If they were young (18-28) are they now in their aproximate 30s? or are they younger, closer to the exact age they were Baptized in the Blue.
>Brethren rlesid
We must become a knightly order in the model of El Cid! (not really)
>>
>>19913452
Atleast 32 months, actually.

Infrastructure Upgrades:
1. Repair Radio Tower
2. Repair Radar
3. Repair prop planes. (5 turns total)
4. Expand river towards us.
4A. Make water-powered turbine generator.
4B. Get the power grid set up to support the tribals and rural community.

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. Get Salient Yellow to turn Insomnia into Less Sleep Needed, remove the large appetite. (atleast 2 months)
5. Make pheromone mutation to be more charismatic.
6. Make a program for facial recognition.
7. Make red salient 2.0-A (basically remove Size Increase) Dire Sheep, herd them in. (2 months atleast)
8. Find a way to further increase the size of the Dogs, although we should split it between having our regular dogs for scouting and Dire Dogs for mounts. (1 month atleast)
9. Begin adding Shortened Lifespan & Extreme Appetite to make Red Salient 2.0-B for the Hellrats. (2 months)
10. Lighthouse Contact

Military Technology Upgrades:
1. Convert our ammo to AP. The good thing is that they'd still be subsonic.
2. Make a new batch of armor that has rifle/knife plate inserts for our vests, helmets and joint protection. Obviously the hulk ones would be upsized, and likely end up being more effective in protection.
3. Create armor for the dogs.
4. Create higher-caliber rifles w/ammo carriers for the Hulks.
5. Create HMGs and mount them on our scout copters.
6. Take the warship cannons off the ship and make ammo for them.
7. Repair/uparmor the Trucks. We can use these to ferry dogs or rats.
8. For the Dolphin, put two full-auto, belt fed HMGs on them, or one HMG and one grenade machine gun.
9. Mount twin-linked HMGs on the prop planes.
>>
>>19913475
Well, radio duty can be handled by only a couple people (H). Salient testing for Hellrat blend can be handled by a small team of scientists over the next few months. Scavenging is the only one that requires serious man power.
>>
>>19913472

Yes, I did read it, and it's pretty stupid. Pheromones aren't exactly easy to get, especially in absurdly large quantities like that, domesticated regular wild bees is really fucking difficult - let alone giant evil mutant bees. creating storage for the bees would take a whole lot of resources and they multiply pretty damn quickly. god knows what effect they would have on our crops or on the crops of the nearby farming community.
bad bad bad.
and lose the damn attitude, yeesh, this condescension and whining you're all about is nauseating...
>>
>>19913516
The age stabilizes somewhere between the mid 20's and early 30's.
>>
>>19913483
Dude. The fact it has no defenses is all the more reason not to disclose it. We can pick up new people at a specified point over telling people where our base is. Just sacrificing this location to everyone is a bad idea.
>>
>>19913360
"This is the Star Guard, formerly the Star City National Guard, broadcasting on {frequency} out of the former Star City area.

We follow and uphold the Star Laws:
Theft will not be tolerated.
Enslavement will not be tolerated.
Rape will not be tolerated.
Brutality will not be tolerated.
Murder will not be tolerated.
Violators in will be dealt with accordingly.

Recruits and, settlers, and peaceful traders are always welcome. Any unit on this frequency, please respond."
>>
>>19913540
Maybe build a small recruitment center where the first raider camp once stood?
>>
OP, we have around 50-60 at Charlie Base, 100~ at Beta and 100~ at Alfa, right?
>>
>>19913582
Something like that, yeah. Make it fortified so it can hold off a skirmish, but that's it.
>>
>>19913540
If we're going to do that, it should probably be a point along the river that we send semi-regular patrols to.
>>
>>19913550
Please ignore my typos.
>>
BTW guys, here is how a possible caravan route would look like. We'd need trucks and tanker boats to do this though. And we'd need an Eastern and Western route.

The benefit of this is that we can get an integrated economy going and we won't need to make a Trade action.
>>
File: 1342489939026.png-(32 KB, 819x460, CaravanRoute.png)
32 KB
Forgot pic
>>
>>19913682
We have trucks, but haven't repaired them yet.
>>
>>19912279
Please stop putting word in my mouth. I didnt talk about storing the bees. And why would they be attacking the nearby farms? I didnt say attack the farms. And we had a good quality lab, we could make plenty of pheromones.

Im just giving out options that are more in line with a future post-apocalyptic scenario.
>>
>>19913682
We haven't made contact with the two southwestern settlements yet. We'd need to do that first.
>>
>>19913691

What do we need to trade for at the moment? Most of the stuff we need we can easily make ourselves, the only thing we might need would be some hi.tech that we cant make ourself, which either the megacorp or the vaultdwellers might sit upon.
>>
>>19913719
>>Im just giving out options that are more in line with a future post-apocalyptic scenario.

Because everything else is just 'cawwadutty' bullshit.
>>
enough with the bees.! guys chill, its just a crazy idea. crazy idea anon, make up more ideas, kimbo come up with more awesome ideas.

I think we can all aprove of faustus and the attemp to create a top secret godzilla threshhold weapon by using him as a test subject.
>>
>>19913726
Well, the idea is that we can A. Receive a 'fee' for when settlements want to trade with eachother, however small. B. Receive materials, food and anything else we may need without expending an action.
>>
>"This is the Star Guard, formerly the Star City National Guard, broadcasting on {frequency} out of the former Star City area.

>We follow and uphold the Star Laws:
Theft will not be tolerated.
Enslavement will not be tolerated.
Rape will not be tolerated.
Brutality will not be tolerated.
Murder will not be tolerated.
Violators in will be dealt with accordingly.

>Recruits, settlers, and peaceful traders are always welcome. Any unit on this frequency, please respond. This message will now repeat."

That's the message that gets broadcast out of Star City. The responses are almost immediate. They aren't very good, either. Blued army remnants and Yellowed air force remnants in coastal cities all over the west cost radio in. Any city that hosted any kind of naval base is currently dealing with some manner of Redbull epidemic. They request assistance or advisement of any kind, and a more general desire to align themselves with the Star Guard, as it sounds like something they can believe in, something they can use as their banner.

The guardsmen also get to work on fixing up the radar dish at the airport. It's not too hard, just time consuming, and by the end of the week it's up and running. Nothing's moving around on it other than birds or weather, but it does, at least, give some rudimentary weather forecasting and should provide early warning in the event of aircraft incoming.
>>
>>19913719

>farms
>plants
>flowers
>POLLEN
>BEES
and if the bees go there they would either ruin crops or harrass the fuck out of farmers. if we dont store the bees wtf do you wanna do? blow a whistle that they can hear hundreds of miles away??
>>
>>19913762
Population: 260
Food: Above Average
Water: Above Average
Materials: None
Fuel: Surplus
Test Subjects: Surplus

Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing
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 Salient Yellow, Radio Tower, Radar Dish
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)
>>
>>19913773
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. Tell the other cities' prospective guardsmen where to go to find the Star Guard for rage cure and modified salients.
2. Ask the other cities for locations and send couriers to bring them samples of rage cure and modified salients.
3. Talk to the other cities' prospective guardsmen, but don't give them a location or send people to them.
4. Just keep looping the signal, don't contact anyone.
>>
>>19913786
TWO so hard. We can start recruiting later.
>>
>>19913736

That was a trend I noticed. Every time something new was discovered it was shooting it. If we didnt find anything it was more walls and better guns. I want people to have fun with the setting, not just go through it in the most typical manner possible. So far it is just guns versus gun, I wanted a little bit more. Sorry.
>>
>>19913762
Send them the formula for red pacification drug.
>>
>>19913806
It's a one of a kind bioengineered retrovirus grown in cultures in a lab here in Star City. Samples need to be hand-delivered for it to spread.
>>
G
2
>>
>>19913786

B2 - fix up a plane and put a gun or two on her
>>
>>19913786

2 all day long.
>>
>>19913762
Send, via computers the schematics on the dart rifle, ammunition and Red Salient 2.0 to all cities that responded regarding a Redbull epidemic.

Give them coordinates to a location several miles away from the naval base on the coast, and tell them to arrive there if they wish to evacuate and rendezvous with us, and to send a message in advance.

Send some soldiers to that point to make it a small recruitment station.
>>
>>19913841
This. It'd help any remnants that can't actually get to us due to a lack of fuel or whatever, and we won't have to risk sending couriers.

If they no longer have handheld computers, tell them to come to the location. If they can't do that, THEN we send couriers.
>>
>>19913786
Combine one and two. If they can't come to us, we can go to them using the planes. We should also produce more of the dart guns, seeing as the Red was given out to so many.
>>
Just keep in mind, guys, the retroviral cultures that are the Rage Cure. They cure itself is something that you can't send schematics/a recipe for.
>>
>>19913773
G2. Focus on the nearest bases, and let the various units we're in contact with know what's up. We don't even need to get their locations over the radio - we can get their units and let them know we're heading to where they were based at the time of the Fall. We can start sending couriers to the further airbases once we have working aircraft.
>>
Option 2, after we know where they are we can try to sort out the logistics of reaching them.

Scavenge materials and break up the old jets if we haven't already.
If trading with multiple settlements would get us more materials from one turn of effort than scavenging then do that otherwise take a turn or two to get us some decent materials.

Also OP what effect would setting up permanent trade caravans have on our situation or is trading always a 1 turn action.
>>
>>19913886
We can't have our scientists upload a schematic on how to make it?

In that case, we can let them pick it up or we send it to them.
>>
>>19913902
You can't make a schematic of a virus. The updated Salients we could send chemecal formulae for (theorhetically) but the virus needs to be cultured from existing virii.
>>
OP, can we bring up the fixed Fertility and fixed Salient Red 2.0? We can offer it to them, and mention we're working on a fixed Salient Yellow.
>>
2, lets go the remote rendevous route. G: lets grab some more materials and focus on making either A: one of the negotations techs, or faustus.
>>
Lets secure a point where people can go to us without it being one of our bases, just in case.

Upload the schematics and chemical formulae of whatever we have. Tell them to come to that point to pick it up. If they cant pick it up, send couriers.
>>
Veteran guardsmen are loaded up on the bikes with supplies, schematics, and samples of the appropriate chemical and biological materials. They go blazing out into the wasteland, each of them en route to a different city along the Pacific coast. They're wished the greatest of luck, and given all of the best gear, from weapons to camouflage cloaks that fly in the wind as they ride, to night vision goggles.

Meanwhile, the rest of the Star Guard makes another scavenging run in the city, picking up as much stuff as they can without too much fuss.

When the riders start arriving back, their reports are depressing. Most of the bases visited were much closer to, or even inside of, their respective cities. As a result, they tended to have few people and poor infrastructure waiting for them. The drivers delivered schematics for machine shops, laboratories, weapons, chemical samples, and biological samples, as well as mutant seeds and templates for turning old speed limit signs into Star Law plates. That was the most they could do, really. Their objectives done, they all then made their way back to base.

This month, some wanderers and refugees managed to find Star Guard patrols, apparently searching them out in order to enlist, having heard the call go out on the rare intact radio.

Population: 270
Food: Above Average
Water: Above Average
Materials: Above Average
Fuel: Surplus
Test Subjects: Surplus
>>
The thing is that some of them won't be able to send couriers, so lets send it to those who can't, asking for a point to be secured so we can drop it off.

Set up a secure point below the Navy base since Redbulls are pretty far away from there.

I think we should work on changing Insomnia to making it so less sleep is required. Then we can remove Heightened Appetite and convert our troops.
>>
>>19914040
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing
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 Salient Yellow, Radio Tower, Radar Dish
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)

-----

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.

>Begin year 9.
>>
Change Insomnia to Less Sleep Required.
>>
>>19914062
Those are two completely different things. You can remove one and add the other, but that will take two turns.
>>
>>19914073
Remove Insomnia, then. Getting Salient Yellow fixed means we can focus on other mutations.
>>
>>19914046
you never did tell me what kind of unholy abominations our yello and yellow red hybrids produced.,

can we start on those negotiation upgrades now? its either that or turning the airbase into "FUCK YOU" 'berg and mounting naval cannons in and around it to guard the shore. We can put a machine shop there and custom make shells for them.
>>
>>19914046
ok lets start removing the drawbacks of our newest salient. the only one i remember is the insomnia. lets get rid of that so our yellow soldiers can get a good nights sleep
>>
>>19914093
For the plants? They get some yellow veins and become caffeinated; the leaves can be made into caffeinated tea that tastes pretty shitty but does the job.
>>
>>19914102
The other is a massively increased appetite.
>>
>>19914118
ok we will work on that next. the blue and the red both have a minor increase, and they do some pretty interesting stuff. so we can probably get rid of that
>>
>>19914073
If we're going to go that route, we'd want to add "less sleep required" first, allowing it to offset the insomnia.

>Actually...OP, is it possible to create a standalone "less sleep required?"

If so, I propose we do that (we'll call it "Sentry") and keep it separate. That sounds like something that's a good baseline for everybody while we may not want to mix R/B/Y for some.

For example, we might consider trying to get volunteers for a 'green' group to specialize as scouts.
>>
If I'm not mistaken, doesn't Blue make it so you require less sleep?
>>
>>19914118
One request I have is giving half-year updates on how the other bases are doing.

Lets remove Insomnia. Then Appetite. Then we can make contact with the two settlements. Deal with the raiders before the rural guys get fucked and THEN solve the Redbull problem.
>>
>>19914154
I agree with your threat assessment, Anon. Though we probably want to take the time to contact the Lighthouse and Coast survivor settlements once we take out the raiders.
>>
The scientists in the lab get to work on the on refining the Salient Yellow. An obvious problem is the insomnia - it was clearly intended as a means of allowing airmen to remain awake for long hours, but the method of execution resulted in insomnia rather than any sort of reduced need for sleep. This bad feature, for it can reasonably be called a truly bad feature, is removed entirely.

More new recruits and cured bulls continue to be recruited.

Population: 280
Food: Above Average
Water: Above Average
Materials: Above Average
Fuel: Surplus
Test Subjects: Above Average
>>
>>19914304
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing
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
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%)

-----

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.
>>
>>19914304
OP, you said before we can use Salient to synthesize the effects of certain drugs as a part of normal operation, right?

If that's the case, we should use the Yellow as a springboard to perfect some kind of no-sleep drug.
>>
>>19914308
I think the general consensus was to work on the "dramatically increased appetite" issue. Looks like another badly implemented feature
>>
E) improve fertility. Administer baby making serum to all non-giants. (Unless of course we want to have our population become giant, which will happen over time due to genetic diffustion and such)
>>
>>19914343
Yeah. Lets fix that appetite. Then go after the raiders. We can send the pamphlets of the Star Laws prior to attacking them so they're more likely to surrender.
>>
Fix the Appetite issue so we can give ourselves Yellow and become Salient Turquoise.

Each year, we can send new tech+salients to the other bases.
>>
>>19914377
Actually...I'm tempted to follow our earlier example, actually. Let's have a squad set up an Observation Post and spy on those raiders a bit while the scientists are cookin' away in their labs, to prepare for next month's assault.
>>
>>19914367
Not wise. A noticeable majority of our population is female; putting most of them out of action via pregnancy at any given time won't end well.
>>
>>19914406
That's a good idea. The first time we took on raiders we managed to cripple them by placing those explosives.

But yeah. Lets remove Appetite.

After that we take on the Raiders. Deal with Redbulls and make Reduced Sleep and Reduced Calorie Intake.
>>
The scientists find that the increased appetite isn't an actual increased need for food, it's an increase in the sensation of hunger caused as a side effect in people subjected to Salient Yellow. They modify the Salient Yellow to now also include the production of a mild appetite suppressant, enough to even it out to normal. Unlike the removal of the insomnia, the fact that this is adding a feature means that the Gold Stars can have their appetites corrected too.

>Unless you guys say otherwise, I'm going to assume that literally every guardsman will now be given the Gold, since it now has no drawbacks. I'll list its benefits in the mutation section from now on. They now have thin red and gold veins among their bold blue veins.

Population: 290
Food: Above Average
Water: Above Average
Materials: Above Average
Fuel: Surplus
Test Subjects: Average
>>
>>19914451
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing
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
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Kevlar Vests, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%), Improved Focus, Improved Reaction, Improved Coordination

-----

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.
>>
>>19914451
Begin scouting the raider fort. On the way, make contact with the farmers and give them some bolt-action rifles for defense.
>>
voting on fixing up the salient yellow so we can start rolling it out to our troops.

Also would be a good idea to briefly check in with anyone who we gave a handheld computer to (+megacorp guys) just to see how everyone is doing, how is the hospital actually dealing with the reds?, how are the docile reds fitting in with the farmers, what generic evil corporation activites is the megacorp doing (Or are they actually altruistic) also can our new radio reach the vault?
>>
>>19914421
It will be a long term solution to the state of too many women folk (not much of an actual problem with getting things done, but rather a problem of PR/ representation by the population at large; after all, if this continues (it will) we might end up looking like a super tribe of blue Amazons).
Also it will fill up our bases with guards and workers in only a few short years!(20*12 is 1440. Sweet holy lord)
>>
>>19914493

ack forgot to refresh, still think we should get on the comms tho
>>
>>19914493
I think we should actually talk to them in the meanwhile. Inquire on their history since its obvious they knew the Collapse from happening. Maybe we can inquire on its cause. Even if it's their own version, they were in the know.

I like >>19914480 since we don't know if there's any other raiders they have to deal with.

OP, does our printer function? Because we could start making copies or write books and give them to the survivor settlements, seeing as how they lack handheld computers.
>>
>>19914493
I'll just answer those now as a non-action. The megacorp is super polite but doesn't have much to talk about if the Guard isn't in the mood to trade. The tribals are using the dart guns to knock out Redbulls and then perform coup de graces. The farm is prospering and the bulls working there are fantastic workers and much-loved parts of the community. If the vault is picking up the signal, it doesn't seem to be responding.
>>
So, by Year 10, I'm thinking we can let the ex-raider kids be set free. Give them the option to join us, or settle somewhere else.

Lets scout that raider fort and make contact with the rural settlement in the west.
>>
>>19914536
What printer?
>>
Try replying periodically to the old distress signals to see if there is any sort of response. Also begin work on Faustus if not already done behind the scenes.
>>
>>19914451
Is armor under C or D?
either way I think we should look into some heavy duty armor for the bulls, imagine if we had some that could stop LMG fire during the fight with the raiders? or vests to protect from explosions. In fact, can we just make an overall armor improvement? I know that might not be on everyone's mind right now, but I feel that that fight showed us that we might have been able to won every fight, but we still have a rather small population of guards(not bulls human/mutant guards) and we need to protect our Boyz a bit better
>>
>>19914572
Faustus is done. He's a mean cuss of a rat, the size of a small dog, as strong as a medium dog, and constantly trying to kill or break through his cage. He's a racket and a nuisance to the scientists in the lab.
>>
>>19914579
I conceed this point. Another vote in favor of improved armor
>>
>>19914579
C.
>>
>>19914555
Hmm...we should probably inform the Tribals that we frown on coup-de-grace'ing the darted Bulls. It's not against the Star Laws (the Redbulls are a legitimate threat) but it's skirting awfully close.
>>
>>19914579
You make a fair point. We probably won't need it for the remaining Raider settlement (which we should be scouting. Is H required, or can we detail a squad and take another action for the month?) but it'd definitely be good to have.
>>
>>19914567
You mentioned we had a 3D printer at the airport. Oh wait, nvm. That was something else.

Lets go through the rural settlement and scout the raiders for any weak points.
>>
So is everyone fine with going C, and having all the guards injected with yellow? Also, have we injected any rats with it to use as a production source as with the other colors? and I also vote for talking to the tribals about killing the reds, maybe offer them some more ammo/ our old vests(if we make new ones and not just improve them, if not, ask them what they want) and in exchange they simply send the docile reds to the farm/ us
>>
More and better armor is manufactured. Stab plates for the vests, protective helmets, thigh and upper arm guards, and, of course, hardened metal groin cups/plates. All of these changes, save the helmet, either fits into the existing armor or is worn under the combat fatigues. The end result are guardsmen, from brawler to hulk to bull, that are much better protected from damage, especially damage to their vitals.

A scouting team is sent to the southern raider base. When they get a better look, they find that these raiders ride horses, use simple rifles and pistols and machetes, and don't appear to have armor of any kind. Their standard operating procedure seems to be to ride out and extort food from undiscovered settlements in the plains and bring the food (and severed heads of those who resist) back to their town with them. These are very much bandits of the old west style.

Population: 300
Food: Above Average
Water: Above Average
Materials: Average
Fuel: Surplus
Test Subjects: Above Average
>>
So, the Asset versions of the Drawbacks are:
Adrenaline Rush: Improved performance during combat.
Increased Intelligence
Reduced Calorie Intake
Reduced Sleeping Time
>>
>>19914714
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing
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
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications, Combat Armor
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%), Improved Focus, Improved Reaction, Improved Coordination

-----

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.
>>
>>19914705
Nobody has voiced an objection to everybody getting Yellow.
I think starting (improved) Yellow production was assumed.
If we offer goods for reds, we'd best do it on a per-head (still attached) basis, and we're treading uncomfortably close to slavery.
>>
>>19914714
They have rifles, pistols and horses.

We have body armor, huge guys, HMMVWs, artillery giant dogs and helicopters. Speaking of, give our dogs Yellow if we didn't already.

While telling them the Star Laws, we could intimidate them into surrendering. They'd know very quick that they can't take us on, and the less blood shed, the better.

Lets send in troops with our HMMVWs and choppers, give them the ultimatum.
>>
>>19914744
No, what he suggested that was in exchange for sparing them, we give them stuff. We can leave a sentry or two to make sure they keep the deal.
>>
I think we're in autosage.

>>19914761
This sounds good. We can open fire on anyone who retreats, take their horses.
>>
>>19914761
This, and offer those who do not want to continue this life of hate and shame a place in the guard as workers and guardians of justice and peace.
>>
>>19914788
We're at 253 posts.
>>
>>19914714
H
Spy on the bandits, discover the settlements they are stealing from, next turn we wipe them out, have our artillery(If it can reach) blast the shit out of them, have our helicopters make a pass, shooting,dropping nades, blasting "Ride of the Valkyrie" , then zerg rush em with some bulls/brawlers backed by ground troops
>>
>>19914802
Actually, yeah. Lets follow them to those other settlements, make the ultimatum before they attack.

Then we can do a multi-community trial where settlers can testify.
>>
Bumpin for OP
>>
How do you view the post count of threads without digging around for it on 4chan.org?

bsamerr are
>>
>>19914793
That's...not likely to end well.
I say we take the settlement. No warning except a verbal one at the commencement of the attack. Accept any surrenders; prisoners will be put on trial, preferably after getting testimony from nearby settlements.
>>
>>19914793
Yeah.

Those young kids from the island raiders are different, but these guys are all bandits.
>>
so lets follow them, learn where they're attacking. Then complete desolation, save those who surrender of course.
>>
File: 1342496471824.png-(38 KB, 819x460, 2.png)
38 KB
A caravan of humvees is dispatched to the raider town. It's announced, in no uncertain terms, that those who surrender will be given a trial, and those who do not will be executed without one. Some try to fight against the Guard or to run, but with the boosted coordination and reflexes, assault rifles with scopes, and high powered sniper rifles, they're dispatched of in extremely short order.

A squad is sent into the town to find the kidnapped women that the Guard has come to expect from a raider town. They're found, freed, and brought to serve as accusers in the trial. The result is that the raiders, all of them, are guilty. Not a single one of them failed to have their fun with the women at least once. Not a single one of them hadn't participated in a raiding party, and thus were all guilty of theft. Many of them had also committed acts of brutality and murder.

Of the original 50 raiders, every single one of the 35 who surrendered was executed. Their bodies were incinerated using their town's wooden buildings to build a mass funeral pyre. In the ashes, a stake was hammered, with a plaque declaring the Star Laws. Every single one of those women joined the Star Guard.

Population: 335
Food: Above Average
Water: Above Average
Materials: Average
Fuel: Surplus
Test Subjects: Plentiful
>>
>>19914942
Mmm. Should probably consider similar exceptions for children. And victims are, as always, victims.
>>
>>19914987
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing
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
Defenses: Reinforced Buildings, Thick Doors with Locks, Watchtower, Chain Link-Reinforced Concrete Wall, Sandbags, Crude Camouflage Cloaks, Trip Wire Grenade Traps, A Bunch of Dogs, Upgraded Combat Hummers, Simple City Bunkers, Three Helicopters, Outer Yard Wall, Basic Airport Fortifications, Combat Armor
Power: Tiny Nuclear Generator
Mutations: Base, Fast Recovery, Normalized Fertility, Strength, Large (20%), Improved Focus, Improved Reaction, Improved Coordination

-----

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 Star Guard is about 75% women. About half of these women are victims of rape, kidnapping, and violence. Another large segment of the Guard are bulls that had been given the Salient Red against their will. I can see why the guard has a thing against bullies.
>>
>>19914999
I think we should ask the new women about the other settlement locations and set up recruiting stations/trade.
>>
Find dem towns
>>
>>19914987
LETS SUPER CHARGE THE HORSIES! Then we can use them to plow our fields without using fuel. Heck if we give them purple they could probably be so large that they could pull our salvage carts and act as massive war mounts. Why make more humvees when we can make our own organic tanks?
>>
>>19915011
This. In the meanwhile, improve the defenses of the airport and naval base.
>>
>>19915038
We're Turquoise now, actually. Making horse breeding stock and armoring them would be good.
>>
>>19915038
Crap, I forgot to add the horses to the notepad I copy/paste from. Fixed.
>>
>>19914999
Let's get to breeding, seriously. Like, I'd like to count that as an action and everything.

He should probably see if we could set up some sort of permanent presence in the farming outpost, by the way. I'm sure the farmers there would be overjoyed to have some female guardsmen watching over them.
>>
File: 1342496876208.png-(38 KB, 819x460, 2.png)
38 KB
>>19915011
>>19915028
This map shows where they approximate the locations to be.
>>
I think that we should improve defenses in the airport, and if possible, navy base.

Then take care of the Redbull encampments so the city is relatively safe. it can also solve our high gender ratio issue. If necessary, we can make more darts/dart guns.
>>
The settlements can wait at this point since we took care of the raiders. Lets go after them redbulls. After that, we can explore up north along the city/wasteland.

Remember what OP said in the first thread? Wastelands are likely to have Vaults and shit like fallout shelters.
>>
>>19915085
This actually would be the perfect time to establish relations with the various settlements. Say, two squads and a cart of trade goods each?

The lighthouse too, except we should probably send just one boat so as to avoid the appearance of aggression. The boats we, er, 'inherited' from the raiders are, after all, armed.

Also, shooting up most of the horses with Purple and starting to breed them so that we have a reliable supply of cavalry mounts is probably a good idea.
>>
File: 1342497200120.jpg-(277 KB, 800x1200, brawler.jpg)
277 KB
For anyone curious, the effects of the various salients mean that the average Brawler looks like this, but with the crazy vein colors and more clothes.
>>
So, I'm seeing a pretty even split between establishing contact with all the survivors, going after the redbull settlements, and fortifying the airport more.
>>
>>19915156
So, Brawlers are pretty much in peak physical fitness without going past that point to be bodybuilders.

Personally, I'd like to extend the river to our base so we can make that generator. But we should get rid of those redbulls first. We can do it from the piece of the river closest to us.
>>
>>19914999
lets contact the settlments. we are the star city guard, and we cant have people in our area not know they can call on us for help
>>
>>19915206
Personally, I would like to reiterate my vote to make contact, and suggest that going after the Redbull camps should be our -next- course of action.
>>
>>19915206

Take out the redbulls first
>>
>>19915153
Why not fly there? They have already seen our helicopter, and know that the boats belonged to raiders. No sense in causing panic, and if we can't fit enough trade supplies on the helicopter, we can tell them about the boats then.
>>
rolled 6 = 6

Rolling for Redbull treatment campaign. We should have more men stay at the base so our population stabilizes. At this rate, we could have very few men, which would be bad for genetic diversity.
>>
>>19915255
This is...actually a fair point. We should probably look for ways to get more men in our ranks.
>>
We must curb the current situation of being mostly fems. It doesn't help our image in the wastes. Though our women's rights should be the first among the settled area (They have the same voting rights (none), same economic oportunities as men(warriors, workers, artisans, scientists), and probalby comparable strength due to our red plans) we must take action to fix this.
E: search for mutagens and chemicals in the Salients that might be combined to make a elixer of fertility. Administer to all willing people; this is non mandatory. We don't want to have a knee jerk reaction against it from the rape victims.
>>
>>19915250
Because the only place to land is ON THEIR CROPS.
>>
>>19915274
Well, recruiting from Redbulls would be good, but they'd all be simple without fixing their brains.

OP, what would be the effect of starting permanent trade caravans?
>>
It looks like hitting the Redbulls is by a small margin most popular. Which population do you want to hit, the one at the broken bridge, the one near the tribals, the one near the naval base, or the one in the middle of it all?

>>19915303
Your Materials would go up by one per turn that you don't work on a project and you would unlock a new letter for Trade.
>>
>>19915331
Ones near the tribals so they can calm their tits. We should have any who don't want to join us deliberately avoid the hospital, and head straight for the farm community in the west.
>>
rolled 51 = 51

>>19915331
I vote the one nearest the tribals. It's nearest our primary base, and it's nearest to a settlement (the tribals).
>>
>>19915289
dude a fertility mutation is just begging for problems. we recruit whoever wants to join n thats that. plus considering the ratio dudes will think sweet being a a guard is awesome look at all those chicks that atta help with recruiting.
>>
>>19915331

Tribal group
>>
can we talk to those damn tribals about executing red bulls while were at it. damn tribals are costing us valuable man power for every bull they kill n dont send our way.
>>
>>19915387
This. While we're at it, post a sentry to make sure. That shit isn't cool.
>>
>>19915362
Either that or the guys end up looking like the gay ones in a fem circle.
I approve of the attack on the Reds near the tribals. Also, send a recruiter over to them to see if any strapping young(or old) men and women want to join the ranks of the immortals.
>>
>>19915406
Easy. Not too heavy, now. Though a polite word about how close they're treading to the Star Laws might be in order.
>>
Hit the one nearest the hospital.
Then spend the next turn breeding (or this one if we can)
Then take efforts to try and get a 50/50 split between male and female.
>>
File: 1342498837917.png-(38 KB, 819x460, 2.png)
38 KB
Squads with rifles and many, many ammo crates of darts are loaded in helicopters, along with many units positioning themselves in buildings on the ground. They surround and fly over the Redbull camp nearest the tribal hospital and open fire, tagging as many Redbulls as possible, especially the ones near the edge who try to escape. The guardsmen's aim is impeccable, owing in large part to both the Gold and the rigorous training the Guard undergoes.

In less than an hour, 200 of the 250 Redbulls that had been at the camp are tagged, the others having escaped. The guardsmen set up some tents where the bulls can line up as they wake up, be given some water and a snack, be asked their name and rank if any, and ask if they would prefer to join the Star Guard or go work and live in a peaceful little farming town. 50 elect to join the Guard, while 150 choose to go join the little farming town. It will put a strain on their food supply for a season, but they have enough of a stockpile saved up owing to the hard work of the bulls that already work there that they'll be able to manage.

I'm going to end it here for tonight, guys. I have to be awake at 6:00 AM GMT-5. I'll archive the thread and answer some questions before I sleep.
>>
>>19915419
true

having a high female ratio is not a problem. the problem is that people THINK its a problem. get used to it were post apoclypse wasteland badass amazons u have to admit that is pretty cool. in fact I need to use that game sometime.
>>
http://suptg.thisisnotatrueending.com/archive.html?tags=Star Guard

Everyone make sure to upvote these threads so they aren't at risk of dropping off the archive.
>>
>>19915516
ah the expression on my players' faces when cant wait.
>>
>>19915516
It's more that if the female population keeps growing faster than the male ones, we"ll be short on genetic diversity, and possibly cause tensions.

This really can be solved by having men stay back at bases though. And targeting men specifically for recruitment. Not turning back on female recruitment, but more actively recruiting for males.
>>
>>19915570
Actually, you're still well within the safe range for genetic diversity. The guard is about 75% female. The bigger issue is that the total breeding population is less than 400 in number. That's less of a big problem when you consider that less than ten years ago in-game the Guard's population was about 25 people, total, and the population has been growing even faster lately.
>>
>>19915604
How many are descendents of the original 25, then?
>>
>>19915481
How is image to the surrounding area? Is the gender ratio effecting it?
How would our population of rape victims respond to a fertility elixir/ gene stimulant?
Is the ratio of our gender the same across line of chemicals (if there are 3 women to every guy for the regulars, are there also 3 women to every guy for the redbulls/Hulks)? if not please please describe briefly
Is our nutrition being adversely effected by our diet of super tomatoes, mutant apples and mutant apple hard cider? If so describe what need (more protein, more minerals, more calcium, more carbs, more fats, etc)
>>
>>19915640
So long as we're not forcing them to fuck or breed, I doubt they'd mind.

One easy solution I can think of is setting up a sperm bank. It's kinda weird, but in exchange for sperm from the male survivors, they get goods. And then we can store that sperm.
>>
>>19915711
I think we'd need to significantly upgrade our medical facilities or absorb the Tribals to do that. Artificial Insemination takes specialized equipment.
>>
>>19915633
How many children have the original 25 fathered/mothered in the past eight years? Well, they're veteran guardsmen and there's the attraction of power. No more than 20-30, though.

>>19915640
They're wearing military gear. Aside from not being bearded and not having a deep voice, there isn't that much of a difference between male and female guardsmen, truth be told, especially as far as appearance is concerned. They've certainly got enough men, at least, that it doesn't seem like a specifically female organization.

Fertility boosting would be responded to on a case by case basis; the women range the typical range expected from rape victims, but with a surprising number in the 'well-adjusted' camp.

The ratios are much closer to 50:50 among cured bulls and men are much more likely to volunteer to become a hulk than women are. The percent of brawlers that's female is closer to 80-85%.

More proteins and fats wouldn't be amiss, but honestly, someone with Blue can survive on much lower quality nutrition. If you guys started trading for meat from the farms or raising your own livestock, that would be sufficient to balance out the Star Guard's diets.
>>
>>19915728
OP should clear it up whether we can do it.

Probably the best candidates wouldn't be the tribals, but the (now much larger) rural community in the east. Like 250 or 350 of them are Redbulls, and they'd probably be more open to the idea.
>>
>>19915729
In light of this, I'm making a mental note to advance hunting and/or domestication attempts on the big fuckoff sheep. The wool would be useful, too.
>>
>>19915729
Oh, and a few of the women rescued from raider settlements are usually already pregnant, which brings in some more genetic diversity from a rather unfortunate place. As a corollary to that, pregnant women can take Salient without risking damage to the fetus; in fact, children who are already mutants at birth tend to have a much easier time developing in the womb and growing up in conditions of poor nutrition or environmental contamination.
>>
>>19915729
In that case I suggest to the future threads to capture us some mega-sheep for mutton and textiles ($$$!). These men and women are warriors and deserve the highest quality diet to keep them in peak fighting condition.
(Am I the only one who thinks we are turning into some kind of post Apocalypse version of the fair folk? we seem to have alien motives(justice and peace), powerful and dangerous technology that most people can't get, and can rip people limb from limb in single combat)
>>
>>19915785
I said absorb the tribals because that's really the only way to gain control of the Hospital without slaughtering them. Which is very much against our alignment.
>>
Well, I'm going to sleep now. Do you guys want me to continue tomorrow, or wait to start a new thread on Friday afternoon/early evening so that I don't burn everybody out?
>>
>>19915838
Heh. You have ogres, the sidhe...
>>
>>19915850
I personally would prefer to keep going tomorrow.
>>
>>19915838
I wasn't until you mentioned it.
>>
Can't we just make a trade agreement with the Tribals for access to the hospital? I'm sure they'd love more food, Dire Sheep fur and (gasp) electricity. Any of the pre-apoc survivors would appreciate some pre-collapse amenities.
>>
>>19915949
Kind of a moot point, honestly. And like I said, it'd probably just be easier - if we really had a hard-on for artificial insemination - to upgrade our medical facilities back at base.
>>
Infrastructure Upgrades:
1. Repair Radio Tower
2. Repair Radar
3. Repair prop planes. (5 turns total)
4. Expand river towards us.
4A. Make water-powered turbine generator.
4B. Get the power grid set up to support the tribals, rural communities and lighthouse.

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. Lighthouse Contact
6. Rural settlement contacts (6 months)

Mutation Upgrades:
1. Pheromones to become more charismatic.
2. Salient Red 2-A to make lobotomized Dire Sheep that won't harm us.
3. Salient Turquoise 2-A to increase the size of our dogs as additional mounts.
4. Shortened Lifepsan (in the hours) & Extreme Appetire for Salient Red 2-B, which we'd use for Hell Rats.
5. Adrenaline rush for improved combat performance.
6. Reduced Sleep for improved productivity.
7. Reduced Calorie Intake so we can eat less food.
8. Improved Intelligence

(cont)
>>
Military Technology Upgrades:
1. Convert our ammo to AP. The good thing is that they'd still be subsonic.
2. Create armor for the dogs and horses. Rifle/stab plate armor inserted in kevelar 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. Take the warship cannons off the ship and make ammo for them.
6. Repair/uparmor the Trucks. We can use these to ferry dogs or rats.
7. For the Dolphin, put two full-auto, belt fed HMGs on them, or one HMG and one grenade machine gun.
8. Mount twin-linked HMGs on the prop planes and repair them.
9. Put the naval warship cannons on our bases and produce ammo for them.

Immediate, Short Term Goals:
1. Fortify the naval base. (another 1 or 2 months)
2. Make contact with the Lighthouse.
3. Begin a massive campaign to get those Redbulls cured.
4. Set up a sperm bank or have some females volunteer to get fucked.
5. Make contact with the other settlements.
6. Get the trucks repaired, horses uparmored and start a permanent trade caravan. We could probe the Megacorps to see if they'd be interested in such a service in exchange for tech. Actually, we need to ask what they'd be looking for in general from us.
7. Fortify the airport.
8. Get those cannons in our bases and make ammo. Cannibalize the warships except for any salvageable electronics.
>>
Possible Confederation/Alliance Setup:
1. So long as nobody commits morally reprehensible acts or goes around conquering, don't get involved in the internal matters of settlements.
2. Raise the standard of living. Get an integrated economy going on between all of us and improve local infrastructure. Try to grow between eachother. Set up trade agreements.
3. Eventually improve the environment in the sense of, "unmake this post-apocalyptic irradiated wasteland full of danger".
4. Do not indirectly or directly subvert the independence of a fellow settlement.
>>
OOPS. Remove #1 and 2. And #3 since it's a military thing. For infrastructure.

Add a Misc action to get the Tribals to cut that shit out.
>>
OP if you're still here, can you give us any ideas on how to figure these MegaCorps guys out? Any kind of pointers?
>>
>>19915992
>4. Set up a sperm bank or have some females volunteer to get fucked.
What's wrong with a little good, old-fashioned romance?
>>
>>19916167
He's out for the night.
>>19916443
Nothing whatsoever.
>>
Right now, we're kinda killing everyone. How about this guys,? Chain-link labor for imprisonment and a prison to hold inmates. We can set up a few apartments for people we put on 'parole'. If they behave well for a year, they can leave the island or stay.

One benefit of this is that we can get extra manpower. Considering the fact they'd have to fight armed, armored supersoldiers, riots aren't really an issue to deal with.

We should also set up a garrison near or at one of the rural settlements, since all of our bases are so far away from them. Considering the fact we're soon to reach 400 people, this shouldn't be hard to do. Just something like 50 people,

Sentences: Halve sentences for minors. Death becomes 50yrs imprisonment for minors.
Murder: Death
Repeat Rapists: Surgical castration, 50yrs imprisonment.
Rapists: 25 years imprisonment.
Enslavement: 10 years.
Brutality/Assault: 2-10 years depending on intensity.
Theft/Robbery/Burglary: 1-5 years.
>>
>>19916806
Ok rape is bad and all, but you honestly think its worse then slavery? I like the thief stuff and minors stuff, but this is not a grand civilization, this is the the crap after it. Everything ends in death, it's the only way to stop the scum, as messed up as it sounds
>>
Sentences: Halve sentences for minors. Death becomes 50yrs imprisonment for minors. Max sentence is 20 years for minors.
Murder: Death
Enslavement: 50 years.
Repeat Rapists: Surgical castration, 50yrs imprisonment.
Rapists: 25 years imprisonment.
Brutality/Assault: 2-10 years depending on intensity.
Theft/Robbery/Burglary: 1-5 years.

Better?
>>
>>19916956
First off, we've been dealing with Raider bands. Gangs on steroids. Individual cases haven't been much of an issue thus far.

Second: Gelding for rape, execution for murder. Period.
Theft, brutality, and enslavement are a little less cut and dry, and therefore should be evaluated on a case by case basis.
>>
>>19917082
Well so far we've been doing quick trials. I think these sentences can be done based on testimony from settlers/captives.

Sentences: Halve sentences for minors. Death becomes 50yrs imprisonment for minors. Max sentence is 20 years for minors, except for Murder.
Murder: Death
Enslavement: 50 years.
Repeat Rapists: Gelding, 50yrs imprisonment.
Rapists: Gelding, 25 years imprisonment.
Brutality/Assault: 2-10 years depending on intensity.
Theft/Robbery/Burglary: 1-5 years.

What do you guys think about talking to the MegaCorps? OP isn't going to throw us any leads, and we may as well ask what they're interested in. I think at the least, they'd be interested in the trade caravan thing.

Assuming the Redbull purges go exactly like the other ones:
-200 will remain within the general area.
-600 more will be cured, 150 will want to join us. We can send 450 to the other rural settlements or the Lighthouse since the one in the east is starting to experience a strain on food supplies.
-Two months spent rounding up the remnants should make the city completely safe.

I don't think we really need to travel west at this point unless OP can confirm if there are any other nearby islands based on our old maps.

East will show us what's beyond the mountains, and who the hell knows what's there?

South will possibly show a post-collapse city, and likely more bandits.

North leads the wasteland and the rest of the city. That means possibly more redbulls, but definitely Vaults and fallout shelters. Possibly one or two other Remnants. Killbots, or atleast robots may also be there.


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