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File: 1342579216409.jpg-(31 KB, 349x523, ChildSoldier.jpg)
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The first eight threads:
http://suptg.thisisnotatrueending.com/archive.html?tags=star+guard

A dozen five man squads are sent down to the slaver town. They're armed with camouflage cloaks, night vision goggles, and tranquilizer rifles. They all open fire on everyone in the settlement from a half-mile away, intending to sort out the guilty from the innocent once they're all unconscious. After a half hour of shooting everyone outside and everyone who so much as pokes a head outside, the guard moves into the town, relying on the cover of darkness, body armor, inhuman toughness, and superhuman coordination and reflexes to steamroll the remaining people in there.

When it's all said and done, there are fifty grown men suspected as raiders, a hundred boys suspected of being brainwashed child soldiers, seventy five women of various ages, and twenty five young girls waiting in iron cages. The women and girls aren't in good condition, bearing physical scars from small burns and lashes and emotional ones from the expected sort of abuse.

The men and boys are lined up, still unconscious, and testimony from the women is used to determine which are the drugged and brainwashed sons and brothers and which are true slavers, just to be sure. The boys are bound into a sort of chain gang so that they can be walked back home when they wake up, where the laborious process of deprogramming will begin. A bullet is placed in each raider's head, their town torn down and used as a funeral pyre, and the Star Laws placed in the ashes.

When the women, girls, and boys are brought around, town to town, and returned to their families, the majority of the adult women who had been freed as well as many brothers, spouses, and so on volunteer for the Guard. All in all, the guard swells by over a hundred volunteers this month.
>>
>>19930293
Population: 525
Food: Above Average
Water: Above Average
Materials: Scarce
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, Recycler

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

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

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

Power: Tiny Nuclear Generator

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

-----

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.
>>
>>19930293
All right. I think our next course of action should be to get that trade route up and running. Objections?
>>
Perhaps we can persuade (bribe/pay) a mega-corp employee to infiltrate the facility for us. They know our strength, and would likely see this as an avenue to use opening up to buying their wares and services. This information is invaluable.
>>
WE SHOULD FINALLY FIX A FUCKING PLANE YOU GUYS. I WANT TO SCOUT OUT THE MOUNTAINS AND THE VALLEY OK. IM SICK OF PUTTING THIS OFF.
>>
>>19930363
Where the fuck did this come from? No, seriously. Who wants to infiltrate what facility?
>>
>>19930296
Did we leave a squad behind to check out the southerners who might come up to investigate?

Anyway, set up trade with the farming communities. That will give us a bonus to our scavenging for resources. Then we can expand our living quarters and work on the other projects we were looking at.
>>
Lets send 75 of them to the airport, 25 to the naval base.

Put some scouts to follow any people who come to investigate what happened to the raider fort. We can follow them up until the city is in sight.

Lets make that pheromone mutation.
>>
>>19930375
Can you calm the fuck down? Every second post is either greentext or capslocks with you. Let's focus on the immediate area before we start expanding our horizons with a scout plane. For instance the North is relatively unexplored, and we still have that mountain vault to check out.
>>
Scouts to track anyone who comes to the fort.

Lets send choppers up north.
>>
>>19930405
Agreed. Let's deal with what we've already explored before expanding our area of responsibility any further.
>>
whoops, we took care of it already. In that case we should get us some mega-sheep. They will provide us with protein and fat to our vegetarian diet, and we can use their skin and wool in the textile industry for trading.
>>
>>19930405

deep breathes
>please dont let this thread become 80% arguments of whether we should have blue tattoos or black tattoos and should we meet one settlement or another and other trivial shit.
>>
>>19930385
+1 to this, we have a lot more people so we need to fix up out base to comfortably support that, however obviously our materials are low so the trade route thing would open that up again.
I do think scouting is important though, having a clearer picture of whats going on around us, there could be unknown dangers out there that we would be better off prepared for.
>>
>>19930435
We'd need some badass pens to keep those sheep in, assuming you don't mean hunting, which means scavving first and then building the enclosure. The trade route should come before we do any more scavving, to improve our yield. Thus, I suggest we start with the trade route.
>>
>>19930462
This. We have a black spot dangerously close to our base, and much of the city is still unexplored.
>>
>>19930375
Chill kibo, breathe an you'll be fine. why bother to explore the mountains anyway its just snow, radiation and lethal mutated sheep.

Lets set up some trade routes and get more mutant retirement centers going in the farming settlements.
>>
>>19930471
I think the idea was lobotomizing the sheep with a modified salient, then herding them down the waterfall. We'd need to make a permanent settlement to do that, though.
>>
>>19930471
Your argument is persuasive.
A) Trade route
B) Scavaging
C) Pens for mega-sheep
D) Aquire mega-sheep. Atempt to capture the majority of the population, then leave the rest for hunting
>>
Explore north. Have recon to track anyone that goes near the fort.
>>
I'm reading a split between establishing a trade route and exploring to the north. Everybody roll for one of the two. I'll consider the first five posts.
>>
rolled 51 = 51

Explore north.
>>
>>19930446
>I fucking hate trivial useless arguments
>I WANT A PLANE

Just chill bro. The tattoo marks thing was only side dialogue.

>>19930501
In addition to this, since we're not really using the horses (as in, at all) we should trade them to the farmers. It will help out with their caravans and such.
>>
trade route
>>
rolled 83 = 83

I know it's not one of the first two, but I'd like to see that factory since they're clearly remnants.
>>
rolled 64 = 64

>>19930528
Trade route
>>
trade
>>
rolled 60 = 60

>>19930528
Trade route.
>>
rolled 70 = 70

>>19930542
We"ll need armor for our horses before we use them. As cool as warhound mounts are, I don't want to spend a turn.

We can spend that turn making armor for our dogs and horses instead.

ROLLING FOR NORTH
>>
rolled 58 = 58

Trade time!
>>
rolled 38 = 38

>>19930551
dice+1d100
is what you're trying to type.
>>
>>19930546
Not counting this one because it's not one of the two options.

>>19930562
Am counting this one. Updating map.
>>
>>19930542
The farmers already have horses, but it's a good thought.

Incidentally, can we Purple up some of our horses as a non-action, OP? Y'know, so that we can reliably ride 'em?
>>
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>>19930542
We shouldn't give away our horses. I say we should buff them up and use them as war mounts for our heavies, or alternaive transportation if our humvees can't support us. The ones that aren't used by the Hulks and the Bulls could still be used as war mounts like pic related.
>OP what is our gender ratio at this point? And is it possible for a Hulk to have children with a Brawler
>>
>>19930610
Yes. You could hook them up with Gold too, but I'm not sure if you want horses with sharp reflexes and hyperfocus. Horses are skittish enough as it is.
>>
>>19930562

But why not just utilise more armoured vehicles then instead of ramping up our horses? I don't really see the advantage they have over our vehicles, and the farmers would greatly appreciate them.
>>
>>19930621
That...could be problematic if the mother is the Brawler.
>>
>>19930621
The gender ratio is something like two females to every male. Hulks/bulls can have children with brawlers, but it's not recommended for the brawler to be the female. The boosted recovery and inherent toughness is such that the birthing almost never kills or causes permanent injury, but holy fucking hell does giving birth to a larger-than-average baby hurt.
>>
>>19930628
Cavalry can navigate broken terrain faster than our HMMWVs can, and the horses should be able to make it through the forest and up into the mountains as well.

>>19930627
And this would be why I specifically mentioned Purple.
>>
rolled 19 = 19

>>19930634
agreed male brawler on hulk or bull female pairings only.

I was born via cesarean section but that doesn't mean its wise to foce birth methods like that.

I figure most of our female hulks are rape victims anyway.
>>
>>19930658
All right, I officially propose that, as a non-action, we Purple up...say, half our horses. For use as cavalry mounts and possibly possibly trade.
>>
>>19930628
Armored vehicles are great, but we don't have a factory to make more than once a month.
>>
>>19930692
agreed
>>
rolled 59 = 59

OP, is it possible to make drugs/pills that simulate even a lesser effect of the Salients? Things like "slow down your aging" would be a pretty valuable trading offer to the MegaCorps since we wouldn't have to give up any Salients. Or any other settlement, really.
>>
rolled 94 = 94

>>19930692
Fine, lets give one or two the farmers as breeding stiock, if they are breeding stock make sure they're mares, for aformentioned reasons.
>>
>>19930738
No. Just no. No blue or yellow to anyone. We can give non-rage horses, but not purple.
>>
>>19930738
Remember how we got so much Salient Red?

We extracted it from rats.

Lets not do this. Tech spreading is fine, but not this.
>>
>>19930752
We're using the V2 Red to make the Purple, remember? The Rage and Brain Damage issues have been dealt with in the V2
>>
I assume by trade he meant the muscle to pull our trading caravans
>>
>>19930772
V2 Red is fine.

Just not any Blue or Yellow.
>>
>>19930788
Nope. Trot said to give them Purples for breeding stock, which is a terrible idea.
>>
rolled 48 = 48

>>19930752
>>19930766
would you please unclench your anuses? These are farming communities not scientific labs. I swear to christ you think the megacorps is gonna swoop in with liberty prime.

fine we'll give the farmers some non-rage horses.

But I only agree to this if we start on the charisma upgrade and lie dtector fuck the factory and fuck everything that doesn't involve a trade route. lets learn about the mega corps so you'll all stop shivering with terror.
>>
rolled 72 = 72

>>19930798
its a great idea assuming you aren't cringing in terror from the megacorp or vault dwellers of factory dudes.

I'd stop being so hostile but everyone wants to do everything BUT make the projects that will let us find out about the megacorps so we can put them on our friend or enemy list.
>>
File: 1342581717833.png-(51 KB, 819x460, 2.png)
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The north is scouted by helicopter. A few new Redbull camps are noted in the city. A pair of doors like the ones in the mounts are noted attached to a concrete slab in the middle of nowhere in the wasteland. In the northern part of a forest is a tall wooden tower, easily thirteen stories high. A tall, gleaming building, like the megacorporate one, is spotted in the northern part of the city.

Population: 540
Food: Above Average
Water: Above Average
Materials: Scarce
Fuel: Surplus
Test Subjects: Surplus
>>
>>19930809
So.

1. See what we discovered up North
2. Trade Routes
3. Scavenge Materials (that should put us at Average or Above Average)
4. Which project do we get on first?
>>
>>19930837
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing, Recycler

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

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

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

Power: Tiny Nuclear Generator

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

-----

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.

>End Year 9
>>
>>19930828
Yes, because we have everything to gain by giving Blue Salient to a bunch of medieval farmers who'd easily trade away a Purple horse for a flashlight or whatever.
>>
rolled 45 = 45

>>19930840
scavenge materials, then the lie detector. I want this megacorps contreversy out of the way so we can all stop freaking out over them.
>>
>>19930851
What is with your strong fixation on giving away Blue and Yellow?

And whaddya know, there's more than a single Remnants we have to worry about.

>>19930837
Where is the new building OP?

Lets send boots on the ground to the Vault.
>>
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>>19930882
Shit, here's the actual updated map.
>>
Investigate the Vault.
>>
>>19930851
Set up the Trade Route first. That will give us a bonus to our scavenge.
>>
rolled 47 = 47

>>19930850
Less WORDDS WORDS WORDS WORDS prrotect the saliant by holding onto it for dear life WORDS WORDS WORDS.

More research lie detector and alpha pheremone so we can figure out the megacorps.

Less snark, more useful action, I realize I have invalidated my action by using snark but I will gladly accept snark in turn if we just start trying to figure out the megacorps. WHO WE CAN ONLY UNDERSTAND BY TRADING WITH THEM,
>>
I say we develop the pheromones so we can give a better first impression on anyone we come across. And the lie detector.
>>
rolled 74 = 74

I can approve of setting up a trade route, for the stated reasons.

I can't approve of investigating the vault. We leave that alone for now.
I can also approve of checking out the second remnant group.

[insert alpha pheremone and lie detector rant here]
>>
>>19930938
Forgot to take out the roll thing.

Making pheromones would be a good idea.
>>
>>19930902
Why do we need that shit jsut to talk to the megacorp?

We literally have done NOTHING involving them since we first made contact, and they have done NOTHING to make us suspect them. is it so hard to believe that they just want to make a fucking profit using their superior means, and aren't trying to dick everybody over with their complete and utter lack of interference with anyone else?

Don't you think SOMEONE would have said SOMETHING if they were as evil as you paranoid fucks think they are?
>>
>>19930891
OP, the raider fort isn't X'd yet.

Pheromones seem like one of the things we need to get out of the way.
>>
Was any activity seen at the forest tower OP? Smoke, people, etc?
>>
>>19930938
Let's get that bloody trade route going already.
>>
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>>19930964
Shit, good catch.

>>19930972
No smoke, and the tree cover was too dense to see if there were people.
>>
>>19930960
OP has well established that the MegaCorps remnant is an enigma, and any MegaCorps we come across will act like pre-modern corporations. That means they"ll kill scores of people for a small profit or want to change the world. We don't know if they're bad or good. That's the problem.

Don't have to be a dick about this.
>>
We don't need to investigate the Megacorp remnant, either of them. They aren't going anywhere or doing anything. But for now, we should hold on to our advantage granted by the Blue and Yellow, because it is an advantage,
>>
>>19930989
Can we spend a non-action asking the MegaCorps down south what they'd want in return for trading, and whether they'd be interested in taking part of a future Caravan service we"ll be setting up?

This isn't us trading, mind you.
>>
>>19931014
Yes, and you would get some quick, simple answers if you did that.
>>
In the interests of dealing with ANY remnants groups its best we get the alpha pheremones. (also gives that extra OOMPH you need when dealing with peaceful post collapse groups.) and a lie detector unit to help us ascertain the true motives of ANY group.

We'll use it on the first group we come across and figure out what they're about. OP also says we can build a more effective lie detector but it basically consists of a chair and some sensors and well.

I want something that doesn't involve "come into our base and sit in this special chair."
>>
>>19930989
So where is the Redbull farm?
>>
You know something, there are a hell of a lot of farming villages in the southern area and we do have a lot of manpower, so why don't we talk to them and see if they'd like us to build a bunch of sherriff's offices in their village, which will be staffed by 3-5 Star Guard or roving patrols between the villages. It would be nice to show the local farming communities that we are there to help and protect them.

Also, in Star City, was Oliver Queen a famous individual before the nukes hit. If he was we could be standing on a goldmine. Heheheh.
>>
>>19931037
It's the settlement closest to the river bridge.
>>
>>19931031
Lets do that.

>>19931037
It's the farm to the east. There's 250 or 350 of them there, in addition to normal humans.

I say we develop them pheromones
>>
>>19931042
Heh, no, the nukes weren't Parallax.
>>
>>19930990
You assume they'll kill scores of people for small profit. But you're forgetting that we're the Star Guard. We're the law. We're the beacon that everyone rallies around. If they fuck us over, they have only succeeded in fucking themselves over, because everyone is now their enemy. As businessmen, they will want, more than anyone else, to gain our trust.

We have the upper hand here. Not them. If they want to reform the economy, good. If they want to enslave the wasteland for their own profit, we're here to stop them.

There is nothing they can do, and nothing they would want to do against us.
>>
>>19931014
you sire, get props for asking a simple, direct answer.

one reason we're all pissed about remnant one is they basically clammed the fuck up when we asked them stuff.

Lets ask the remnants (the ones we haven't met) what they think. once we have that done lets get the lie detector and pheremones and accompany each caravan with a guard and negotiator to cut down on any attempts to cheat merchants.
>>
So, I see a couple of posts about a trade route, a couple of other posts with suggestions, and a whole bunch of discussion. Is the trade route the closest thing to a consensus?
>>
Can you put a legend on the map? I can't remember what all the dots mean.
>>
>>19931056
Yeah, I see your point. We really do not know what they're capable of. All we know is that they have devices/technology we don't have, some slick looking security guards and their own radio stations.

And that these MegaCorporate remnant buildings were built to prepare for the Collapse. OOC, we know that it's possible they have an underground complex if their NPC profile is "Science Lab+Urban Remnants"

It"ll take only two turns to make a lie detector and pheromone mutation.

Lets make them pheromones.
>>
>>19931072
I think so yeah.

>>19931042
are you me? I wanted to do this and was so butthurt over stymied animal and plant trades I forgot about it.

We should set up small star guard posts in our trading partner's towns.
>>
>>19931072
I think the concensus is trade routes, the rest is ideas for the future.
>>
>>19931091
Pink is survivors.

Red is Redbulls.

Purple is vaults.

Green is raiders.

Burgundy is remnants.

Blue is Star Guard.

Yellow/Orange is other.
>>
>>19931057
>one reason we're all pissed about remnant one is they basically clammed the fuck up when we asked them stuff.

Of course they did. We're the mutants with the giant guns and the helicopters that tore through the redbulls like a knife through butter.

If you were a guy in a suit, you would be suspicious of us too.

They had no idea what we could do, or what we WOULD do.
>>
>>19931072
I approve.
>OP what percentage of our people are bulls or Hulks? Have the bull's children (have they been having children?) been at intelligent as expected?
>>
>>19931072
It's split between visiting the vault (minority), making pheromones and setting up trade.

Setting up the trade caravan is economically the better choice.

Make it now? We get materials for this turn and the turn we make pheromones.

Make them later? We get only one month of materials.
>>
>>19931123
The Red Salient V2 is what the scientists made on the base. That's why they aren't simple-minded. OP has established any off-spring wouldn't be brain damaged.

Changing my vote to a trade caravan, using horses+wagons.
>>
>>19931121
I've never contested that its a sensible, in thier situation its what I would do.

The thing is its also what an idealistic corporation looking to create a vital trading hub would do.

Its also what an enclave of corrupt business men who want to wipe oput all oppsition so they can control everything with an iron fist would do.

We don't know who they are because they won't tell us who they are and we can't trade with them because that will strengthen thier position and we can't afford to do anything like that until we know the consequences of our actions.

eesh.

lets trade with the towns, set up an anual trade caravan and talk to the unknown remnants groups. hopefully they'll be more transperant.

I'm calling the mega corp Opaque Inc. now.
>>
One thing I find interesting is that the MegaCorps in the south don't know about the one up north.
>>
>>19931238
perhaps if we put both of them into the trade route they will compete with each other, preventing the potential monopoly on technology they would provide by themselves
>>
>>19931272
Maybe. We can leave them alone for now though. Same with the vaults.

I'd rather we set up our battleship cannons before letting them get a foothold.

This way? We can destroy either of them since both are easily within range.

Getting the rural settlements up to 20th century tech via generator and schematics would also make it harder for them to monopolize.
>>
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The Star Guard finally reestablishes contact with the megacorporate remnant. They ask what, if anything, they would be interested in trading for, and whether they would be interested in being put on a caravan route around the Star City territory. They respond quite eagerly in favor of a trade route. What they say they want in particular is as follows:

"We are aware of the Salient project that the US armed forces were conducting before the Collapse. We're interested in it. Specifically, we're interested in Salient Blue. We understand that you would likely be hesitant to part with what is effectively a proprietary technology for you, one which we understand you have likely put much research and work into refining. As such, what we would want is a version of Salient Blue reduced to the point that it only provides its environmental resistances against radiation, disease, and poison. If we had that, we would be able to operate out in the open on a much wider scale, offering products and services to all of Star City. If you are willing to trade us this simplified strain of Salient Blue, we would be willing to pay a fair price and then some."

A trade route is established, occasional patrols by Star Guard bikers and helicopters making sure it's safe and clear.

Population: 550
Food: Above Average
Water: Above Average
Materials: Scarce
Fuel: Surplus
Test Subjects: Surplus
>>
>>19931310
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing, Recycler

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

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

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

Power: Tiny Nuclear Generator

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

-----

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.

>I marked the trade route in case you guys ever decide you want to build roads or something.
>>
>>19931272
Before we can really consider that, we would need to make contact with the North Tower.

That, however, is a matter for later. Let's establish a trade route between the settlements for now, Scavenge next turn.
>>
>>19931310
>Food: Above Average
That should actually be Plentiful from now on. Fixing it in my notepad document.
>>
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I propose this trade route after we contact the northern business men. The black dashes represent land trade via horses and wagons, the red sea trade facilitated by the coastal settlement's wooden ships.
>>
>>19931295
good point, we won't divert he river we'll build a fortress next to it and lay down power lines and lead those up to the towns. we can tax the towns for the power. They get electricity we get scrap.

its a long term plan but I believe its worth it.
>>
>>19931310
actually.....that's a pretty fucking reasonable and harmless request. on the surface anyway

lets get our pheremones and lie detector and demand full disclosure as part of the payment. I'm all for passing out a better standard of living but not to his majesty's east india empire company.
>>
>>19931310
OP. Can we make drugs based off salient blue? This is such an important question.

We can give them what they want without actually giving up a Salient.
>>
>>19931310
Free poison and rad resist?

We should be giving that out anyway.
>>
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>>19931328
re edited based off OP's trade pic
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>>19931368
The scientists aren't sure. They would need to spend a turn just doing science to know whether or not the theory is even sound, and another turn after that manufacturing if it is. You would also need to base it on a specific strain, with the specific things you wanted having been added or removed.
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>>19931385
Lets do it, then.

Give the the traits they want (disease/poison/radiation resistance)
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>>19931385
Do it.

If we can't, we should make the corp agree that we will be the sole supplier of their Salient, and that they will be unable to attempt to reproduce or modify it in any way without our express approval.
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>>19931385
lets research it. Imagine if we could trade a youth drug to the corps? They'd have everything they wanted and none of the saliant to experiment on. Just the drugs, granted they could probably reverse engineer it but we have to give them something.
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>>19931368
HAHAHAHA!

That in ingenious. If they don't want the drugs, it's pretty clear they want a Salient template to fuck with.
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>>19931408
I doubt they'll agree, but at the very least they'll appreciate our reasoning.

I bet ya they'll start stockpiling it the picosecond our backs are turned.
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Considering our large population is it feasible to have an extra dedicated action, for example enable us to always do research as well as another action on the list?
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>>19931385
make it happen. We want to have rad resistance, disease resistance, and if possible reduced physical appearance of the blue (don't want anyone to impersonate us now). The drug should a temporary thing, lasting 6 months or less, so that they depend on us for a valuable trade good.
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>>19931408
>>If we can't, we should make the corp agree that we will be the sole supplier of their Salient, and that they will be unable to attempt to reproduce or modify it in any way without our express approval.

How can we guarantee this?

And, guys. I think we now know we can take our times with the MegaCorps to a small extent.
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>>19931408
That's actually pretty reasonable, provided we word it right. And being a corporate entity, they're likely to consider a supply contract as valuable. Not, admittedly, as valuable as a de facto manufacturing license (giving them samples and letting them make their own) but valuable none the less.
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>>19931433
We're pretty much making a drug to simulate specific traits. It wouldn't have the blue veins AFAIK.

Radiation/disease resistance is good.
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>>19931432
No. I've mentioned this in previous threads, but it's hard enough for me just to keep track of everything as this is. Sorry. I know it kind of breaks immersion, but, well, there it is.
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>>19931437
How can we guarantee this?

They seem to recognize the old rule of law, in their own way. They would likely honor a contract simply due to the fact that being caught in breach of a contract would break trust with us, and breaking trust with us breaks trust with everyone else.

TL;DR: we can't, but we're the Star Guard, If they fuck us, we fuck them.
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Okay, so, I'm feeling a 'see if making salient pills is viable' is the consensus, yeah?
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Guys, take a moment to consider this.

Right now, they aren't willing to explore outside. We can take our time. IF we make the drug, they could acquire Salient Red. Granted, this would still be several months to get what they'd want.

I think that after we make the drugs (if we go with it), we work on the pheromones.

Also, lets ask if they know anything about Vaults.

And whether they'd even be interested in a drug before we make this.
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>>19931477
yes.

If it turns out to work, ask if they'd be interested in it.
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>>19931454
No prob I figured you would say such.

Is there a limit on the types of tech the corp has or could produce for us and if so can we get a list? The only thing that is stopping me from considering the deal with them is that we don't actually have a need for anything right now.
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>>19931522
Well, let's have OP write a detailed list on wares they'd give for us in exchange.
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>>19931496
Ah, that is why we, as the Star Guard and the remnants of the National Guard, claim any Salient as our sole property.

The good thing about Salient is that we instantly know if something is fishy, because of all the people running around with technicolor veins that aren't ours.

Even if they do get Red (or Gold) and use it on their own people, They would have to keep it a secret, because then they have breached their contract, which means that as the law, we have to bring them to justice.
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>>19931522
The type of tech they have available is stuff like bleeding edge medical tech, 3d printers that will actually break down raw materials for the printing, and advanced computing and robotics equipment. That's on the high end, though. They also offer things like prefab housing building blocks, replacement parts, and other things that are basic in concept but extremely rare post-Collapse due to lack of large-scale production facilities.
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While we're at it, lets ask about Vaults and the remnant building.

It'd be good to gauge their reactions.

I assume that pre-collapse said building was yet another building under construction nobody knew about?
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>>19931546
they've....already said as much.
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>>19931496
yes, and the lie detector. I specifically asked OP if we could turn our communicomps as I call them into lie detectors and he said that we could turn them into very basic lie detectors with facial recognition software.

in short once we hav eth pills we hand them over with lie detectors and alpha peheremones on hand.
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>>19931567
What can 3D printers make in this setting? Firearms? Vehicles?
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I've got an idea. Why not make a stripped down version that only has the environmental resistance. No healing, longevity, strength, reflexes, nothing. A Salient White/Clear, so to speak.
If staying with the drug, it could be based off of this new formula.
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>>19931600
....that's exactly what they're asking for.
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>>19931600
That's doable.

OP, I assume they can provide construction vehicles or generators? Those would let us set up a new power grid fast, or construct anything faster.
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>>19931593
Any parts made of mixtures of metal, silicon, rubber, and plastic that fit in the fabrication section. The parts then have to be assembled manually or by robotic armatures. That's for the high-end ones, though, like the ones the corps are offering at the highest end of their catalog. The great thing about these printers is that they can print out parts to make more printers.
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>>19931632
They can provide sufficient parts for you to assemble some yourselves.
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>>19931600
That is literally exactly what the corp is asking for.
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could we use a 3d printer to make everything else they have in there catalog or would it be limited to certain things it can produce?
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well if we can get construction equipment we should just build a fotress and then build the tidal generator into the fortress. from there we can build a power grid and tax the rural settlements for power. it'll take awhile yeah but can you imagine what electricity would be like for these people?
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Things we kinda need: 3D printers, generator/construction parts, some vehicle schematics, computers, stem cell research for that brain cure
Things that'd be useful: Hydroponic farms, prosthetics
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>>19931681
You would need to have/program the schematics necessary to make it. Some of the extremely technical stuff is beyond the scope of your people to program from scratch. As it so happens, though, the corp also sells schematics.
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>>19931658
Oh, right. Still might serve as a good base for the temporary drug version. Kinda just skimmed the posts while trying to catch up.
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>>19931681
I figure if they dont provide schematics, it's anything we can program into it or we have on our handheld PCs
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So, consensus is still pill research, right? Just making sure because I'm about to start writing the next post.
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OP i love this thread, been catching up on the archives just wanted you to know. i wouldnt trust the corps guys but thats just me. anyway back to lurking for me.
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>>19931710
Can we ask about the address of that building up north and the vaults? Actually, lets hold that for when we make the pheromones and lie detector.
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All right, so....are we agreed that we should explore the possibility of making a drug that mimicks Salient?
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>>19931739
yes
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>>19931746
Heh. We've been arguing off and on about that for two frickin' days.
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>>19931753
yeah, but lets not hand it over until we have a lie detector application for our communicomps and alpha pheremones.
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After this, lets hit up the other building so we can see how their behavior contrasts (if it's any different).
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OP

>>Post Appocaliptic

It's Post-Apocalyptic. Just saying since you misspelled the tag.
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>>19931784
Right now we're just checking feasibility anyways. We still have to develop White and then make the drug based off it before that becomes an issue.
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The scientists in the lab get to work trying to figure out if they can get the effects of salient in pill form. After some research into the matter, the answer is clear: Yes.

The pills are time-released layered capsules which release the chemicals normally produced by a body mutated by salients, just without any mutagen. As the pill is breaking down, a process that takes about a full day, it provides the standard benefits and drawbacks of a salient, but with no permanent physiological change.

The one drawback, as shown in rat test subjects, is that taking the pills for many days in a row causes the body to start building up a dependence on the chemicals in their system. A week is enough to cause a nasty withdrawal once stopped. A month is enough to risk serious, permanent damage unless weaned off of it slowly.

The scientists are willing to call it a mixed success and list the recommended consumption pattern as three days of taking it followed by one of detoxing.

Population: 550
Food: Plentiful
Water: Above Average
Materials: Scarce
Fuel: Surplus
Test Subjects: Surplus
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>>19931821
Architecture: Mess Hall, Small Armory, Refitted Barracks, Water Pipeway, Professional Laboratory, Clean Water Cistern, Great Machine Shop, Large Yard, Apartments, Indoor Plumbing, Recycler

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

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

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

Power: Tiny Nuclear Generator

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

-----

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.
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>>19931812
I repeat this only so that its out there. I want use to be fuckin prepared before we reach that negotiating table.
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>>19931806
I noticed that too. I wasn't the one who archived the first couple threads, and I've just been copy-pasting the tags, spelling errors included, for sake of consistency.
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Make the pheromones and lie detector.

Lets scout the other megacorps after this.
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>>19931840
Why are materials still Scarce?
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>>19931847
I support the pheromones course of action. In conjunction with the offices we may set up in the towns it would provide a steady stream of volunteers to our cause. Tell no one of it of course.
>OP isn't lie detection tech just chems we take to better observe and detect facial movements that may suggest lies?
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Ok guys just caught up a few things I feel the need to say

Tell the tribals if they act like raiders we will treat them like raiders for killing the cured bulls. We don't care what the did when they weren't in control of themselves but once they recovered they know what is right or wrong and they understand what they did. Any incidents of them attacking them will be met with the perpetrators executed publicly as an example

Giving the corps salients NOPE. We don't let them get anything until we know more about them, it doesn't matter what they may or may not have but we aren't to give them anything that could become a major problem for us yet.

Fucking around with ultimatums and shit with raiders is a waste. There are plenty of people in this world, you could say they are the most renewable resource we have. We get a better object lesson out of the sheer brutality of us practicing a scorched earth policy with them than any lenience gives us

I know these have been covered in the last thread but I am adding my opinions to it as well. We have our laws, we have our punishments we stick to them
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>>19931912
Because you guys haven't scavenged for raw materials in ages. The trade route boosts the effect of scavenging, it doesn't provide you with materials every turn.
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>>19931921
No, lie detection tech is either software for handheld computers that handles basic facial recognition or an entire bloody polygraph machine.
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Lets go with Pheromones.
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Hey, OP?
Seeing you are pretty much consistently copying and pasting from Notepad this whole huge amount of stuff we have, why not get a Pastebin account, dump all the info into that (and keep it updated as we go), space out the sections so it is a bit easier to read and have us refer to that instead of the constant block dump?
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>>19931912
What OP said.

That said, I vote we take a turn to scavenge before we get back to SCIENCE!
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after this we'll strip the raider base in preperation for the lie detector and any other projects we have to perform. we can do lie detector and pheremone in a row. I'm also morbidly interested in what a plant with an alpha pheremone mutation does.
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>>19931958
the raider bas eis still a pile of junk as opposed to a dull patch of dirt with a star laws post. we should just leave patches of dirt where raider camps were so parents can point to them and tell stories.
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>>19931956
Because most people dislike going off-site for things like this. It would be more ideal from a mechanical perspective, but it would lose some players, and even more players wouldn't bother to check the updates.
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So, consensus seems like pheromones?
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>>19931936
In that case it would:
1) not be very subtle at all and
2) require us to have a computer terminal to code this complex program and export it to the field, and would require
3) trained professional in the field of computer programing (which we don't have)
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I think we need to make mines, logging and quarries.

As much as scavenging has worked it is ten years in and we could use a more solid means of resource generation
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>>19932035
are we occupying the same universe? We have smartphones with tricorders inside of them, that alone implies a certain level of computing skill inherent to the average IT guy that makes our computer engineers look like highschool juniors who have a passion fo AV equipment.

if OP says we can make a lie detector application we can. don't post silly reasons why we can't just because you want to scrap the idea.
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>>19932039
Like its been said, we can take our time trading with that MegaCorp.

We can visit the other two remnants, explore more, build shit and get a logging thing running out in the yard.
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>>19932039
We really should be doing something like that, yes. That requires we scavenge first, though.
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>>19932035
We can always improve on the basic designs with time and having a full blown machine would just be a waste of time.

Our handheld computers are more than up to the task and if we spent maybe 3 months on it we could have a decent system for it
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>>19932039
We have an entire city of material. At this time, scavenging is far more efficient. And from scavenging, land is cleared for future redevelopment.
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>>19932091
That's sort of the idea, do another fill up run, then get to building a constant resource stream.

It would make the whole thing simpler
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Another vote for scavenging.
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The lab boys go around to all of the officers and test for a known alpha pheromone. Those that exhibit it have genetic samples taken for raw materials in a new batch of mutagen. The new batch causes a tiny edit to the subject's genome, causing them to produce this same pheromone too. The end result, after every guardsman gets a shot, is that without any change in actual behavior, posture, or actual self confidence, all guardsmen suddenly seem slightly more assertive, confident, and commanding.

This is where we'll end it tonight. I need to be awake in less than five hours.
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>>19932101
Except by making the resource generation OP said our scavenging would be more efficient instead of it just giving us a constant stream.

Anyway the idea is better than twiddling our thumbs waiting for the salvage in the city to run low before doing anything about it
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>>19932153
Night OP.
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>>19932163
Good night, you lovely fa/tg/uys.
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>>19932159
None, Scarce, Average, Above Average, Plentiful, Surplus.
So at most, we could go 6 months of building at a time.

Caravan is +1, unless we set up a second one. A lumber mill would be another +1, maybe +2 with salients.
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>>19932187
You forgot Below Average. So it's 7 months.
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Night All, have a great sleep OP.

okay we finally have alpha pheremones. we're that much closer to solving the Mystery of Opaque Inc. Now we just need to upgrade our communicomps.

but before we do that we need to figure out what we're gonna do for salvage after the city runs dry.
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http://suptg.thisisnotatrueending.com/archive.html?tags=Star Guard

Everyone remember to vote the threads up. Night.
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Good night, OP! I bow before thy GMly might!
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>>19932202
>>19932187
And that really changes nothing since it would improve our efficiency when collecting materials not the capacity
It could also give us more trade options since we have the infrastructure to provide more materials

when mining was brought up before OP stated as much
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>>19932205
I think we should take our time with that Corp. Once they're set loose they can grow. We should check out the other Remnants (especially the factory), try to see if we can get the stem-cell stuff from the tribals, get those cannons working, send new salients to off-city bases and uplift the rural folk from the 15th century to the 20th/19th.

Obviously we shouldn't do ALL of that before trading, but we should get our position strengthened.

Suddenly there's a giant factory, two vaults, a megacorps remnant, one unknown remnant and a city with slavers down south we haven't discovered.
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>>19932242
Our capacity won't change, but it'd improve how frequent we'd have to go get materials. Which saves us turns to do other shit.

Currently we're at +2 (Fuel, Caravan).
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>>19932288
Actually, the base is +2 for looting ruins and shit, vehicles provide another +2, the recycler provides a +1, and the trade routes provide a +1. You're getting into the range where you could hypothetically stop actually looting ruins and still get by just on the recycler and scrap from traders. If you found other ways to supplement your material gain, you could have a lot of redundancy for when I inevitably start making certain areas inaccessible due to arbitrary hardships I throw at you to generate fun. And now I really am going to sleep. For real this time. (Damn it, consciousness, turn off.)
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>>19932288
That's why I want us to get the things done now. We get an easier time if we do this work now rather than when we need it desperately

And 3 months max to set up all of those is nothing really given how we are currently in quite a good position
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>>19932335
So given the arbitrary hardships are on the table thanks to OP I think we should get going with that
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Well there we have it, we just need to build infrastructure. The factory for instance if we captured it/employed its inhabitants that would add another bonus

As for longterm plans I say we build a fortress on the river and build the tidal generator into it. from there we build a power grid and expand it into each town under pour prtection. We'll leave a garrison of 12 star troopers in each town and supplement them with deputies drawn from the town population. That way we'll have a nice civilization built up. We'll bering each town we uuplift into oyur over land or water trade routes. Each town in the cravan gets the power gird and pays for its contruction by helping out and annual taxes. (based on use) we can use the power grid to run land lines between the towns (a lelegraph would be eay as fuck.) giving us a pretty modern civilization with a little effort. can you imagine Opaque Inc's face when they crawl out of thier holes and find these guys with electricity?
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>>19932406
I'm thinking it would look something like "AWWW HELL YEAH THE STAR GUARD PRIMED THIS SHIT FOR SOME MOTHERFUCKING PROFIT."
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>>19932433
Yep.
They are the corps, changing conditions means it opens a different way to exploit the people who aren't them
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>>19932433
goddamn right we did. Why commiyt atrocities when you have a society of consumers RIGHT. FUCKING. THERE. They'd pretty much have to do whatever we asked at that point since we removed 75% of thier workload.
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>>19932406
What the hell is a lelegraph? You mean telegraph? May wanna improve your spelling. Same with things like "contreversy"

One thing I do want to do is see if we can get the stem cell thing from the hospital. Offering them settlement on the lighthouse might work since the city is infested with "Red Devils".

The city down south is likely a Remnant. We know nothing on the tower (is that the Spire? I cant remember if the Spire was offshore), factory and the two urban remnants.

Then there's the Vaults. We don't know SHIT about them, but at least one is within a reachable distance.

Getting the battleship cannons done and Hellrats would be a good idea. We also need to fortify our other bases.
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>>19932481
I thought the Spire was some mutant church thing out in Montana or something. I'm actually really interested in the sound of Sun City, but that's apparently down in California.
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>>19932505
One resource I think that isn't helpful now, but can in the future are the off-base Star Guard. Giving them the updated Salient should help them out. OP should give us an update on how they're doing, though.
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>>19932481
excuse me for not having spell check. Or rembembering the proper spelling for every word in the english language. You're on 4chan faggot and nigger are tossed around on a regular basis. Asking for consistent spelling is pointless.

and yeah, changing conditions would just make things different for the corps, but if we improve information tech the towns will be better able to communicate in case of raider attacks or whatever.

As for the tribals...I dunno they seem stubborn as fuck and might be too stupid to move out of the hospital. We should grab one when we get the chance(not kidnap pay him to come with us if we have to.) and show him all the stetlements.

all the settlements that aren't under constant assault.

how the hell do I hit "l" when going for "t" anyway?
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>>19932551
>how the hell do I hit "l" when going for "t" anyway?
Drugs.
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>>19932566
The amusing part is while I am quite literally descended from a hippie, the strongest thing I drink is an energy drink, or one of the 5 plus cups of coffee that I drink in a day.

Anyway we don't need to perfect hell rats, they're made by castrating a male rat and injecting it with Mk1 variants of red, blue, and yeallow saliant. We have one experimental hellrat in the lab named Faustus, he's alwys trying to escape his cage or kill his handlers.

I like to think we keep him on hand as an abject reminder of why OPERATION HELLRAT is a last resort.
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>>19932521
They have the updated Salients (with the exception of Yellow) and the UnRage retrovirus. We really probably should check on them, though, and possibly get them care packages.
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>>19932658
They don't have the Alpha Pheromone yet. And yeah, they need Yellow still.
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I agree that we should check on them.

also I found the notion that the megacorps didn't have saliants amusing since literally, all they'd have to do is set up a radio tower and broadcast "FREE BEER AND PIE FOR EXMILITARY MUTANTS" they'd get a metric fuckton of recruits judging from the reactions we got when we broadcast the star laws.
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>>19932733
As far as that goes, we had the twin advantages of 1) being a military unit as well, and 2) broadcasting a manifesto that they can well and truly get behind.
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>>19932785
point, we actually went out of our way and did things, thus the manifesto and broadcast. Just seems to me if Opaque Inc. had tried harder they'd be dictating terms, not the other way around.
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>>19932805
Quite possibly. At the very least they'd have a stronger bargaining position.
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>>19932822
I just find it wierd is all, how much effort does it take to build a radio tower and communicate with the outside world when you refuse to explore for (good reasons, poison radiation, greedy fucks with guns) your own good?

Seems profit would demand SOME kind of risk.
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OP said they"ll be like pre-modern corps, but one thing to remember is that consumerism is built on a society of wants, not needs.
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>>19932873
Let's be fair, they ARE broadcasting a signal, remember?
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I'm just wondering how much materials would it take to get a rail system up between the airport, the naval base and the compond?
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>>19933262
That's something we can't really even afford to think about until we have sustainable materials. That's at LEAST four months worth of projects for the tracks alone, and then we'd have to build engines and cars separately *shudder*
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>>19933376
That's the thing though, we've been scalvaging for most of our stuff so far, we should try to get a mine set up or something so that way, we're not spending so much time on scalvaging materials and focusing on exploring and base imporvement.
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>>19933522
I was thinking we'd start by building a logging camp and/or tree farm (complete with Salient experimentation on the trees)
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>>19933376
See that's part of the beauty of it
We do the mining camps etc then we build the rail network to link them to our bases via rails to make transport easier and more secure

Then short of serious military level raiders or a new red bull + level threat we have uninterrupted supply lines to our base
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>>19933738
Fair point, I suppose. It would help secure our supply lines. I think we should probably build ourselves a couple Chinooks (heavy lifting choppers) first, though, both to facilitate trade by air if necessary and to speed construction (by making materials transport faster.)
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>>19933817
Yeah chinooks would help everything though so making them is a good idea anyway
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>>19933912
The problem we're having is that we all more or less agree on the task list, but we all have VASTLY different prioritization schemes. It's been driving me up a wall.


...and then there's the assmunchers who keep screaming "but we need enough firepower to level the city AGAIN!"
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>>19934007
Yeah that has been annoying me too but sadly I am playing catch up half the time since these threads start at about 4am for me

Honestly if we got chinooks > resource production > rail network I would be happy to let the lot of them do whatever they think was necessary afterwards.

But if we go as we have been then we are going to hit a brick wall when OP throws a hurdle like "oh btw the various factions have decimated the city's supply of scrap so scavenging gives fuck all now" or the like
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>>19934037
Actually, I'd say production should be higher than the chinooks - so, say, lumber camps, which would hopefully yield as a side effect nuts/seeds/saplings for experimental tree farming.
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>>19934070
Well I was only thinking chinooks first because we can use them to transport the materials for making the resource camps as well.

It isn't that important either way
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>>19934104
A logging camp is pretty easy to set up, actually, and the forest is all of like ten miles from the main base. And if we put it by the river, we can improve it to an all-up lumbermill complete with a hydro generator.
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>>19934129
Sounds like a good idea

We can make a combination quarry / mine as well, I am sure we had access to old records that would include mineral deposits and the like
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>>19934149
We'll likely need to get into the mountains for that, actually, but yeah.
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>>19934175
Nah look at western Australia. Flat as a tack but mines everywhere on that place

For quarries unless we want to get digging down a fair distance the mountains would be necessary
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>>19934007
>>...and then there's the assmunchers who keep screaming "but we need enough firepower to level the city AGAIN!"

how dare people disagree with you or have a desire to have heavy artillery if need be since OP made it clear we"ll be facing hardships (which may not even include the remnants or vaults).

fucking assmunchers
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>>19934335
The real worry is that we're right by the coast. If we don't mine in the mountains, there would be serious risk of the mines flooding.
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>>19935828
Not really
I work on a mine in western Australia which is less than 10 miles from the ocean and we don't have issues with the water

>>19935801
Hardships which may well be something that we can't use shoot a big gun at and fix.

Resource scarcity, rebellion, factions appearing, diplomatic problems, genetic deformities from the salient use. There are literally dozens of "hardships" that could be inflicted upon us without it being something we need to point a gun at

And even if it is something that requires more dakka then we will be better off if we can spend more time focused on blowing shit up than scavenging, protecting convoys and everything else while we have something trying to actively wipe us out
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>>19935888
And you don't even have sub pumps or anything to remove water accumulation in the mines? I guess I learn something new every day.
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>>19935933
Nah open cut and it doesn't go far enough down to be an issue

Now if it was a mine like a coal mine then we would definitely be fucked without sub pumps

Having said that doing it anywhere but Australia would be suicide since any tremors or anything of the like could cause enough earth movement to let water in.
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>>19935977
This is on the West Coast of North America, so there might be some risk of seismic instability.
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>>19935984
Yeah we aren't going to be digging quite as close to the ocean I was thinking however.

But it is all a matter of where we can find mineral deposits worth mining so we might be going to the mountains for it
>>
>>19935996
If I remember right, a lot of the American North West is somewhat mineral sparse until you get up near Alaska or more south near California. The mountains would probably be our best bet of finding useable mineral veins that are close enough to the surface for a mine to be viable. Otherwise we would need some kind of boring machine to get deep enough to access anything good. That's just based on what I remember about the region, though. Could be wrong.
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>>19936028
Good point. I never did know much about the mineral situation in America but I know that Australia is just bullshit by most standards since every time you turn around you find a new mineral deposit out here
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>>19936073
That's true for most of the US too, there are just a few places that are mineral-scarce. That said, I don't know whether they're mineral-scarce by US standards or international ones.


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