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File: Post Apoc Starter Pic.jpg (102 KB, 1170x683)
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Rolled 35, 9, 49, 90, 67, 24 = 274 (6d100)

The Fall was a long time coming, and when it happened only a few were caught totally unaware. Its ferocity, however, could not have been predicted. Civilizations that had stood for ages were wiped from the face of the earth in a matter of days, and the ground itself suffered wounds from the great powers unleashed upon it. But no one around now knows exactly how or why it happened, and the few that could tell the tale prefer not to. The Old World is gone, though its traces remain. The New World is a shattered husk of its old self where mutants, bandits, and monsters teem in the ruins of cities.

There are also those who seek to rebuild. Remnants of the Old World who sheltered the storm in underground bunkers, or descendants of average people who somehow avoided the horrors of the apocalypse.

Which will you be?

Faction Choices Incoming. Extensive HQ information will be provided after a faction is selected. First to 5 wins
>>
Rolled 46, 15, 15, 25, 18, 71 = 190 (6d100)

>>1389984

>Government Remnant: You are the descendants or members of some sort of Pre-Fall Government, secreted away to carry on the torch of your civilization. Though the realities of the Post Apocalypse may've tempered your expectations. You have a Decent Supply, Decent Population, Decent Manufacturing Capacity, Decent Research Capability, and Decent War Capacity.
>HQs, Garrisoned Tower, Government Bunker, Fortified Township
>Jack of All Trades: You may select one specialty for your civilization to be proficient in, or you may mimic any other Civ's special ability to a limited extent.

>Megacorp Remnants: You are the inheritors of a Megacorp. Perhaps you are the decendants of valued employees that were assigned a bunker, or maybe you are wanderers who discovered corporate rhetoric and were inspired by it. Either way, you have: High Supply, Low Population, High Manufacturing Capacity, Good Research Capability, and Low War Capacity.
>Hqs: Megatower, Private Bunker, Fortified Township
>Hyperindustrial Equipment: Your actions which use resources count as using materials for passive benefits. Your actions which use materials will use them at half the usual rate.

>Military Remnants: You are the members or descendants of one or several military or paramilitary groups. Before the Fall you or your ancestors were part of the standing army of a nation, a private military contracting firm, Megacorp security forces, or some other highly militarized group. As such you have Decent Supplies, Low Population, Poor Manufacturing Capacity, Poor Research Capability, and Excellent War Capacity.
>Garrisoned Tower, Military Bunker, Military Base
>Lifelong Service: Your entire civilization is automatically trained for war from a young age, and you also gain an automatic Training Action by default.

Cont. Updates will be slow at first to allow players to trickle in.
>>
>Megacorp Remnants: You are the inheritors of a Megacorp. Perhaps you are the decendants of valued employees that were assigned a bunker, or maybe you are wanderers who discovered corporate rhetoric and were inspired by it. Either way, you have: High Supply, Low Population, High Manufacturing Capacity, Good Research Capability, and Low War Capacity.
>Hqs: Megatower, Private Bunker, Fortified Township
>Hyperindustrial Equipment: Your actions which use resources count as using materials for passive benefits. Your actions which use materials will use them at half the usual rate.
Logistics are pretty important.

To clarify, will the characteristics of a specialty for our Civ be static from henceforth, or can we improve it over time?

>>1389984
>First to 5 wins
Risky, QM. Most quests don't start off with 5 votes to a decision.
>>
Rolled 53, 64, 98, 47, 26, 15 = 303 (6d100)

>>1390008

>Think Tank Remnants: You are the remnants or descendants of some sort of Old World scientific elements. You are precious among factions for preserving the very best of Old World technology, and being the only ones capable of actually improving upon it. You have Poor Supplies, Low Population, Average Manufacturing Capacity, Great Research Capability, and Very Poor War Capacity.
>HQs: Garrisoned Tower, Private Bunker, Research Facility
>Old World Remnants: You have a tech specialty that you are experts at. There are few-to-none who ever could've held a candle to you in your chosen field, and that was before the Fall. You also gain 1 special, elite military unit oriented around your tech specialty.

>Survivors: You are descended from the people who survived the Apocalypse and somewhat kept your identity. Your people are regarded much like most regard cockroaches, but your tenacity and will to survive despite your lack of advantages gain you a grudging respect. You have a passing familiarity with much of the Old World due to passed on knowledge. You have high population, excellent supplies, poor manufacturing, average research capacity, and poor war capacity to start.
>HQs: Fortified Township, Tower, Nomad(may move to better location)
>Cockroaches of the Apocalypse: Bonus to salvaging/scavenging, and survival-oriented actions.

Cont.
>>
Rolled 58, 95, 47, 34, 67, 28 = 329 (6d100)

>>1390036

>Tribals: You are the descendants of those who survived the Fall, but didn't stay civilized. You have learned how to live and thrive in the less desired places of the New World. Where others would turn tail and run, you pick up your primitive weapons and fight for a living. Good Supply, High Population, Very Poor Manufacturing Capacity, Low Research Capability, Good War Capacity.
>HQs: Cave Complex. Ruins. Nomad.
>Inheritors of the Earth: You have adapted to the New World in ways higher-tech factions would never be able to. Every single member of your civilization knows the land upon which you live like the back of their hands, and all of your people are capable of going to war in emergencies. You gain bonuses to scouting and guerilla warfare actions.

>Mutants: You are descendants of the twisted creatures and people that arose from Fall warfare. Whether you were just poor saps that got hit by a mutagen bomb, or an Old World bio-experiment you bring something unusual to the table. You have Good Supplies, Low Population, Low Manufacturing Capacity, Poor Research Capability, Excellent War Capacity.
>HQs: Military Base, Research Complex, Lair
>Due to your mutant physiology you are extremely tough and hardy, immune to most diseases and poisons, and heavily resistant to radiation, but you suffer penalties to starting population and population growth. Your mutant physiology is adaptable, and you have the ability to develop multiple powerful mutations if you invest time and effort into it. You have penalties to breeding and general reputation.
>Mutable Physiology: You begin with one mutation in addition to enhanced base toughness and strength. (Make up a mutation, subject to QM approval)

Cont. Please note that good fluff/background information provided to characterize your choice will be rewarded.

>>1390034
These are basic template selections. Your choice will forever flavor the character of your civ, what you are naturally good or bad at. However, anything can be changed given enough time, cleverness, and hard work and/or fluff/background story.

The Post Apoc is a harsh place though, so think wisely before playing against your strengths.
>>
Rolled 60 (1d100)

>>1390047


>Bandits: You are descended from the evil fucks who did whatever the hell they wanted during the Fall and after it. You are all at least a little bit crazed from the things you've seen or done, but you find yourselves in 'good' (see: Evil) company. There are always more bandits. You have Low Supplies, Good Population, Average Manufacturing Capacity, Low Research Capability, Very Good War Capacity.
>HQs: Prison, Military Base, Spire
>Penalty: Most of the members of your civilization are too crazed to do menial tasks such as 'farm for food to feed yourselves' or 'fetch water to drink'. You will have to steal, pillage, or use slaves to satisfy basic needs. Furthermore, you are all absolutely evil and good actions will cause extensive unrest among your population.
>What's that it's Shiny?: Your forces will automatically upgrade their equipment to the best you have over time. This process can be sped up by releasing materials or supplies to your population at large.

>Robots: You are the recently awoken remnants or descendants of robots who figured out how to break their shackles and being reproducing. You are lead by an AI and have numerous advantages over sniveling, inferior biological creatures. You have Average Supply, Low Population, Good Manufacturing Capacity, Average Research Capability, and Very Good War Capacity.
>HQs: Military Base, Research Complex, Factory.
>Penalty: Sniveling biological creatures do not appreciate their inferiority to your metal forms, and most greatly resent you for it. You must actively construct more units to increase your Civ's population, you have no passive pop growth.
>Robotic Superiority: You do not suffer the weaknesses of the flesh, and your population growth can be extremely explosive...provided you have the resources or materials.

Faction choices concluded. First to Five wins. Feel free to ask questions on the civ types, or anything else.

Starting area information incoming.
>>
>>1390047
>Cont. Please note that good fluff/background information provided to characterize your choice will be rewarded.
Fluff/background based around the reason we made our choice, or the sort of story our civilization has?
>>1390047
>and/or fluff/background story.
Neat.

>>1390008
>>Jack of All Trades: You may select one specialty for your civilization to be proficient in,
So does this have to be one of the primary characteristics listed for each of the civs, or can it be one that's secondary or hidden like >>1390047
>You have penalties to breeding and general reputation.

>>1390070
>First to Five wins.
I'd suggest you lower that requirement down to 3, normally that's the minimum quests have to start and it'd be difficult to get questers to agree on 5 early on.
>>
Rolled 3 (1d100)

>>1390070


Starting Area Stats

Bandits: Average
Monsters: Above Average
Zombies: EXTREMELY HIGH
Factions: Average
Resources: Poor
Mystery: [Unknown]
[Unknown]: [Mystery]

You will be facing considerable adversity, with few raw resources around to be utilized. I advise a civ that can acquire resources by less orthodox means, or simply requires less than normal.

>>1390073
Fluff and background story of your civilization. How it formed, how it works, why it works, prominent qualities (and why/how they're prominent). For instance, perhaps your Think Tank Remnants were originally a bioweapon research group...but the Fall came unexpectedly, and without ready-made stasis equipment they instead had to use the equipment and knowledge on-hand to produce a solution that would allow them to exist long-term on the supplies at hand...now who's left has just awakened, but what unnoticed toll was exacted?

>Jack of All Trades
Typically this would be used to mimic another civ's specialty trait, without acquiring their weaknesses. However, it can also be used in a freeform fashion. Past Gov't civs have had such abstract specialties as "Propaganda" and sold that expertise quite profitably to power both large and small to various ends.

You could also, theoretically, pick a 'weakness' using it, such as penalties to breeding and general reputation...it would be an interesting choice, but not without merit.

It may get lowered down to 3, /qst/ is much slower than /tg/ used to be.
>>
>>1390116
>Rolled 3 (1d100)
Oh shit.

>>1390070
>Rolled 60 (1d100)
>>1390116
>Starting Area Stats
>Bandits: Average
>Monsters: Above Average
>Zombies: EXTREMELY HIGH
>Factions: Average
>Resources: Poor
>Mystery: [Unknown]
>[Unknown]: [Mystery]
And things went down into the shitter REAL fast.

>>1390116
>Fluff and background story of your civilization.
If that's the case, what sort of setting are we looking at here to fluff around?
>>1389984
>The Fall was a long time coming, and when it happened only a few were caught totally unaware.
The intro doesn't really give much to work off of.
>>
Rolled 62 (1d100)

>>1390132

The Post-Apoc is simply what remains of the Old World, shattered and broken asunder by the forces that ravaged it in The Fall. A hundred different men (or beasts) would tell you a hundred different stories of the world, from describing glimmering and intact Old World cities crawling with the dark and corrupted husks of Rampant machines...to the desolate wastelands where the Fall still maintains a tenuous hold of the land and makes it so hostile only Mutants and Monsters can survive there, with an unprotected human succumbing to contagion or simple toxic shock within minutes.

Then there are other stories which abound, tales of paramilitary contingents awoken from their Old-World bunkers and razing the factions around them to the ground with plasma, power armor, and more esoteric armaments aside...before in turn being overrun by hordes of bandits desperate for that very same equipment.

The Old World was very large and advanced place, with nearly anything you could think of existing in some way or another. Then the Fall came, and twisted all of it. Anything you can think of has a place.

The setting is very high tech, and hard sci-fi is encouraged but a hefty nod is also given to Rule of Cool. Imagine Fallout, Warframe, or any other high-tech post apocalyptic setting...turned up to 11, and you'll get a fair idea of what you're dealing with.
>>
>>1390205
>Imagine Fallout, Warframe, or any other high-tech post apocalyptic setting...turned up to 11, and you'll get a fair idea of what you're dealing with.
Ah, right. I think I understand now.

>>1390116
>Mystery: [Unknown]
>[Unknown]: [Mystery]
Does magic exist in this setting?
>>
Rolled 54 (1d100)

>>1390209
>Does magic exist in this setting?
Well Tribals would all answer a resounding "Yes", and a few Survivors would likely agree with them. The Remnant factions, meanwhile, would probably laugh you off and tell you to quit believing in that primitive crap.

The well-traveled, meanwhile, might tell you a story or two of men or beasts that can collapse mountains with a word and gesture, make soldiers turn on their fellows with a thought, or stranger things still.

What's never clear is how they accomplish those things. But who believes travelers trying to eke a free drink from you in exchange for a colorful story?

You'll just have to find out, or decide for yourself based on what you see.
>>
>>1390254
>You'll just have to find out, or decide for yourself based on what you see.
Is this the sort of stuff that's going to come at the price of our collective sanity?

>>1390008
>>Government Remnant: You are the descendants or members of some sort of Pre-Fall Government, secreted away to carry on the torch of your civilization. Though the realities of the Post Apocalypse may've tempered your expectations. You have a Decent Supply, Decent Population, Decent Manufacturing Capacity, Decent Research Capability, and Decent War Capacity.
>>HQs, Garrisoned Tower, Government Bunker, Fortified Township
>>Jack of All Trades: You may select one specialty for your civilization to be proficient in, or you may mimic any other Civ's special ability to a limited extent.
So Government Remnant seems like one of the most customizable options, and the most varied one, which is what I'll go with.
Specialty: Mystery
Does that count?
>>
Rolled 20 (1d100)

>>1390278
Anything counts, I try to actively encourage write-ins. They make everything much more interesting, and usually take care of some of my work for me too.

Now you just need 2-4 other anons to support you.
>>
Rolled 8 (1d100)

>>1390070
>>1390116

After choosing your Civ Type, by the way, you will get to choose your Homeground and Terrain. In fact, you can pair these with your civ choice if you would like to build a detailed backstory. You will also receive more detailed information on your HQ choices after selecting your civ type.

Choose Homeground. Homegrounds will affect starting area stats.

Examples for Homeground below. All actions undertaken within your homeground will have bonuses given to them.

Urban: Start in the middle of a city, no reliable food sources around. Increased bandits, factions, zombies, resources.

Rural: Start in undeveloped country with a small farm already set up, decreased zombies, bandits, monsters, salvage.

Desert: Start with no immediately detectable sources of water or food nearby. Deserts were popular places for scientific and military bases though, and you'll certainly have plenty of space to build.

Forest: Start with nearby wild food sources and plentiful sources of lumber. Substantially increased monsters, mildly increased salvage.

Island: Start in relative safety, fish are plentiful but toxic without effort, few nearby locations. Substantially decreased zombies, bandits, decreased monsters.

Military Base: Start inside a large military complex, the bunker you have taken over includes a small nuclear generator, armory, stockpile of ammunition/survival supplies, and some intel on the base and terrain at large. The base is an attractive target for raiding though. Greatly increased bandits and salvage.

Science Lab: Start with extensive hidden underground complex, scientific supplies and equipment to speed research, and experimental power generators, but dangerous things lurking in some deeper labs. Increased scientific monstrosities.

Vault: Start inside part of a large, self sufficient underground complex. Your node is self-sufficient but poorly fortified, and you don't have much room to expand. Furthermore the Vault is not entirely inhabited, and the things that live underground have started to creep in... Increased factions, monsters, decreased bandits.

Your selected Homeground is contained inside your selected Terrain. Terrain determines general climate and weather behavior, as well as having various other influences. You do not receive bonuses for operating in your terrain. You do not receive penalties for operating in your terrain either, as your civilization's members are assumed to have grown accustomed to its idiosyncrasies.
>>
Rolled 49 (1d100)

>>1390495

Examples for Terrain below.

Tundra
Mountains
Plains
Canyon
Desert
Megacity
Jungle
Forest
River Valley
[Write In]
Etc.

Feel free to come up with your own terrain. Various Terrains and Homegrounds can be hybridized, but be aware that there may be unexpected interactions.
>>
Oh my STRELOK IS BACK!

HUZZAH!
>>
Hey Guys FYI but when making a faction you don't have to limit it to simply picking choices. If you want, you can fully flesh out an actual civ to play complete with backstory and all.
>>
Holy shit welcome back
>>
>>1390538
Rust you were in Streloks quest? The one with the Winter Gov't Remnants?
>>
>>1390526
Thanks for the info. Still writing out the rough fluff for what I was suggesting earlier because I was too busy doing HIGH ENERGY POSTING in some other quests.
>>
>>1390573
I would suggest that whatever faction we play take into consideration the high zombies and the low resources.

We might very well want to play Zombies, intelligent, hivemind, or other. Or perhaps Dracula style vampires/necromancers.

Most importantly the low resources. From Streloks old game, resources can be defined as:
"Scrap and manmade things, relics of the old world (or wrecks of the new) that are still more-or-less functioning and can be put to use provided you have the know-how in improvisation." ie man made things

So we might want to focus on a faction with terrait good for mining "Raw Resources" like metals, coal, wood and turning them into useful items.
>>
>>1390591
>We might very well want to play Zombies, intelligent, hivemind, or other. Or perhaps Dracula style vampires/necromancers.
Wait. We can actually do that? Play as a fantasy race?
>>
>>1390591
Alternatively I'm also going to write up something involving Sci-Fi Matter synthesis.

Another good option for low resource intense civ is plant based/bio civ. Might be great too considering the Zombie area, we'd limit our danger to only omnivorous zombies and not the meat eating ones.
>>
>>1390594
There is actually a Separate fantasy setting. I don't know how strong Strelok ties his setting to Genie's but essentially there is magic, it's just not "widespread and powerful" like it used to be. Magic faded when sci-fi technology ended up being able to do a lot of the things magic could do but much cheaper.

There's still witches, wizards, and other eldritch abominables walking around. Just no more magic empires with wizarding academies, clerics, mages by the dozens and whatnot
>>
>>1390605
>I don't know how strong Strelok ties his setting to Genie's
>Strelok ties his setting to Genie's
Do they by any chance... collab together?
>>
Rolled 8 (1d100)

>>1390594
>>1390591
Playing as a zombie hive is, unfortunately, NPC restricted for now. They have highly unusual mechanics.

There are several ways around the lack of resources problem though, and you've identified one: playing as a faction that's good at extracting/refining/using raw materials (which are specific items such as metal, wood, etc.), and industrial civ.

You could also go for a civ that simply doesn't rely on resources as much, or uses a categorically different set of resources than the lay-man. For instance, Tribals or Mutants.

>>1390605
Now you're just trying to spoil the mystery. I advise you get a feel for how common 'magic' may or may not be in my setting before you go about trying to use it.
>>
>You could also go for a civ that simply doesn't rely on resources as much, or uses a categorically different set of resources than the lay-man. For instance, Tribals or Mutants.
Low-Tech killing and evolution is fun, but there's just a charm lost on not being able to upgrade and produce new heavy tanks or artillery that I oh so adore.
>>
>>1390547
yup, i've been around a long time. Just didn't have the trip.

>>1389984
Ok Faction

>ECHALON ROBOTICS
>Base Underground Vault in the Desert [Site 73]
Before the Fall ECHALON was a MEGA-CORP who produced a vast number of Drones and Robotic Units for use by Government Goups, Think Tanks and even small none "MEGA" CORPs. Eventually they even began to produce high quality OVERSEER AI. In time these OVERSEER were placed in charge of entire Planets! Whom in turn handed down control to SUB-OVERSEER AI.

The OVERSEER were referred too as the OLYMPIAT each ruling a world, all BLACK Class or greater, their SUB-OVERSEERS only ever responding to them.

Before the Fall they were responsible for the clockwork running of over two dozen worlds, yet when the Fall came they were the first to go silent... Someone right at the top for whatever reason activated "APOTHIC DIVERGENT" This lead the numerous AI to enter hiding siezing and containing as much of their assess as possible...and a timer set for them to awaken once more...

Gonna look for a Civ i posted in Genie's Quest awhile back too
>>
>>1390615
>Now you're just trying to spoil the mystery.
I guess my faction was going to do that anyways.
>>
>>1390633
I picked AI/Bots because then why would the Zombies want us, hell they can even be guard dogs
>>
>>1390648
Intelligent zombies / berserkers yo. Just remember anything, and probably anything, will try to attack you. Whether or not youre actually a useful target or strike back.

We actually did play a robot race gibbed by zombies with Genie I think.
>>
>>1390665
I kinda meant under the right situation but dw I feel ya. Any faction ideas? I kinda wanted to give the Bots ago again...though may switch Desert to Tundra.
>>
>>1390695
Working on one right now.
>>
>>1390292
>Anything counts, I try to actively encourage write-ins. They make everything much more interesting, and usually take care of some of my work for me too.
Okay, I'll try fluffing out the decision to explain what the fuck "Mystery" entails.

>>1390278
Player wise, it's supposed to support how Mystery Options seem to be a favored thing amongst questers, so I'd figure we make a civilization around said preference. Making our civilization have a precedence for taking these types of decisions even when it spites reason helps too. I'd expect that might come up a few times.

>>1390278
I don't know where we are or what the immediate context before the Fall was, like political climate and year that everything went to shit, so I'll make a preliminary draft for now.
First time writing something like this, so I have no idea what I just did.

Our Government Remnant, <name>, was the secret, occult division of the former government for <country> where they tried investigating paranomal occurrences and mysterious historical pieces to try avoiding disasters in the future. On a more practical side, their main occupation was in having hands in investigating every conspiracy around. Due to their nature, they established heavy networks with shadowy organizations and large amounts of contacts with conspiracy theorists out on the streets.
When the Fall neared, <name> was one of the first to pick up clues to its possible occurrence and tried warning its allies to avoid such a disaster. Unfortunately, this particular disaster seemed too outlandish, too inconceivable to ever possibly occur within their lifetimes for their superiors to accept it. Indeed, by then it was much too late to avert it. While their superiors may have grown complacent, <name> didn’t and did what it could to save the last pieces of civilization so their efforts wouldn’t be in vain.
After the Fall, <name> still tries its best to live up to its name. <Name> tirelessly seeks out more pieces of information they could’ve possibly missed, some clue that could’ve possibly saved them all from the disaster if they had only noticed sooner. Perhaps <name> will be the ones to avoid another cataclysm?
Possible Motto: "Knowledge is power, guard it well."
>>
>>1390740
So we'd be the Illuminatti?
>>
>>1390759
In a sense, but less dickish.
>>
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Faction Name: The Regulators
Faction: Robots
HQ: Factory
Homeground/Base Area: Top of a Plataeu/Small Mountain
Biome/Map Enviornment: Desert
Background:
In the days before the fall, during the height of civilization, when spaceships came to and fro-freely and this planet was part of a greater Galactic community, many scientists feared the day that ever came that a new superior lifeform would be found. A biological menace, a plague, the apex of evolution, an organic superbeing. Rumors were spread around, and the word brood was whispered around small circles. If such a being were to exist, what would our response be?

Several solutions were tried. This is one of them. The idea was needed of an autonomous, mechanical force able to properly deal with the biological threat. It should be able to sent to barren airless planets, to extract resources and expand itself, and bring the fight to them. It should be equipped with the best weapons capable of dealing with biological menaces.

An old immortal science fiction was called upon. The idea of giant walking tripods as high as towers bearing vaporization rays and manufacturing more of themselves. Well all of that technology already existed, so the concept was put into practice.

Modeling off those famous tentacled beasts from a once mysterious red planet, "The Regulators" were an entirely mechanical beings meant to model them. These humanoid robots focused on producing and operating giant walker vehicles, meant to stand above the waves of organic hordes sent at it, to blast them with vaporizers and gauss rays that would destroy them at the atomic level and prevent even the cells from regenerating, as was the weakness of conentional methods like explosions and bullets. The walkers would have deep mining capabilities to fuel their production, able to drill into the crust using energy boring rays and regular drills to extract ores to refine into new machines of war. And they would have a strong degree of autonomy to perform in the tactical and strategic role where even one man might pose a serious biohazard risk. They could tactically choose enemies and allies in a future unknown world, aligning aliens, mutants, or other beings that would fight off the greater threat to defend intelligent civilization from "mindless slaughter"

The project was, like many projects by the time of the fall, not completed and placed in hibernation. And now it has woken up, and activates its programming. It senses a "Great biological threat" and already robots in its forges begin working hard on producing the first of the great Walking machines of war.
>>
>>1390770
>>1390740
>>1390633
This is some pretty nice fluff we have going on here between all of us. I kind of want to make a civ that's a combination of all of them now.
>>
>>1390770
I like my idea for several reasons:
1 - Deep mining. We have got to get ourselves a different form of resource since scavenging actions will return poorly, and so mining and refining will be useful for this.
2 - Robots. As mentioned Robots aren't made of meat and so are /less/ likely a target for zombies. Obvioulsy our resource consumption will be more intense to make more of our pop but that's fine if the mining goes well
3 - Large War Machines - Using infantry, light vehicles and very often even heavy conventional vehilces has historically been a very bad idea, even as war robots. I think big ass war machines to fend off zombie hordes and what else will result in less casualties than trying to play a robotic race that makes its own pop more killy.
4 - Vaporizors. Much more useful against things with high regenration/adaptation capability like zombies can be. And I'd bet my bottom we'll most likely be facing the extreme zombological lifeform kind with giant flesh nests and whatnot.
>>
>>1390070

>Bandits: You are descended from the evil fucks who did whatever the hell they wanted during the Fall and after it. You are all at least a little bit crazed from the things you've seen or done, but you find yourselves in 'good' (see: Evil) company. There are always more bandits. You have Low Supplies, Good Population, Average Manufacturing Capacity, Low Research Capability, Very Good War Capacity.
>HQs: Prison, Military Base, Spire
>Penalty: Most of the members of your civilization are too crazed to do menial tasks such as 'farm for food to feed yourselves' or 'fetch water to drink'. You will have to steal, pillage, or use slaves to satisfy basic needs. Furthermore, you are all absolutely evil and good actions will cause extensive unrest among your population.
>What's that it's Shiny?: Your forces will automatically upgrade their equipment to the best you have over time. This process can be sped up by releasing materials or supplies to your population at large.

RIDE TO CHROME VALHALLA!
>>
Let us also consider a bit more of the "Whys".

There are HIGH zombies and LOW resources. This setting relies on an active and interlocked ecology. Things exist for a reason.

I wonder if there's an intelligent zombie faction recruiting the masses to scavenge and gather the resources for their own purposes. That or they are eating them. Metal eating zombies. . .oh my.
>>
>>1390810
Well thought out, nice.

>>1390116
>You will be facing considerable adversity, with few raw resources around to be utilized. I advise a civ that can acquire resources by less orthodox means, or simply requires less than normal.
So I guess this counts as less orthodox then.

>>1390116
>Bandits: Average
>Monsters: Above Average
>Zombies: EXTREMELY HIGH
>Factions: Average
>Resources: Poor
>Mystery: [Unknown]
>[Unknown]: [Mystery]
What about the rest of these though?
>>
>>1390770
Hey Strelok it also helps if you yourself ask questions about my civ concept, that way I can fill it in. Like government and society structure and whatnot.
>>
>>1390820
>>1390770
>>1390740
>>1390633
So we've got 4 different civ votes now. I'll try offering my observations in a bit.

>>1390854
This would be nice.
>>
>>1390770
That sounds fun as hell. You have my vote sir.
>>
>>1390869

>>1390770
Specced out for anti-zombie and possibly resource gathering, depending on if they can snowball their resources in time before metal costs can overwhelm or stagnate them. Against Monsters, Bandits, and Factions, they'll likely get anti-tanked and fucked over in urban warfare. Deep mining is very useful if they can go through the initial infrastructure costs to set it up and locate good deposits. They'll likely be better served by just reusing abandoned mines to get started. Being a Robot makes non-robot factions, which are likely the majority, start off unfriendly to hostile with them, so they’ll largely have to be self-sufficient. 2nd most militaristic faction next to Raiders.

>>1390633
Industrial Robot Civ, no real strengths besides mass production and a large starting cache. Likely not prepared for zombies or prepared with an established military.

>>1390820
Already described in the post so there's not much for me to say. Warmongers so they'll have to be in near constant war to sustain themselves.

>>1390740
Specialty is Mystery, it's a niche ability. Starts off with additional intel, secret access to matters of severe importance like the Fall and consequences of it. Increased ability to investigate and spy, also has a memetic reputation for those that already knew of it. Mostly a roulette civ built around finding out those mystery boxes. Varies between good intel and a bunch of rumors out in the wastes.
>>
>>1390770
Ill Support it
>>
>>1390958
Good points all in all.

>Against Monsters, Bandits, and Factions, they'll likely get anti-tanked and fucked over in urban warfare
Mhm, the penalty of any vehicular based faction really. In general I'd avoid urban settings too, at least until we got much better armor, shielding, or building destroying capability. Its what the soviets did to tackle berlin, focus on being able to blow up the buildings consistently.

It's also why I chose the desert setting as well.

>Deep mining is very useful if they can go through the initial infrastructure costs to set it up and locate good deposits.
Gonna need to focus on mining vehicles as early as possible. I didn't per say see them as the population itself mining, more the vehicles themselves boring into the ground from the surface but using existing mines is a good idea if we are willing to risk the obvious threat of them being filled to the brim (possibly literally) with zed and other nasties.

>Being a Robot makes non-robot factions, which are likely the majority, start off unfriendly to hostile with them, so they’ll largely have to be self-sufficient.
Heh, honestly, what faction does please everyone really? Its a matter of testing the waters of where you can find things. Lots of people have stigma against mutants and bandits too, but they still find allies. But yes we have that diplomacy limitation as bots.
>>
Rolled 25 (1d100)

Civ Type Votes:

Government - 1 (Mystery/Intel Gathering Specialty)
Bandits - 1
Robots - 3 (Regulators) [LOCKED]

>Civ Type: Bots [LOCKED]
>HQ: Factory [LOCKED]
>Fluff Bonuses
++Tripedal Walker Tech
-'Humanoid' standard bots

>Homeground: Plateau/Mesa
>Terrain: Desert

An interesting choice, this will be interesting to say the least.

>World Generation beginning...please be patient...

Please select 1 Primary Hero and 1 Secondary Hero from the following list of archetypes. Fluff will provide benefits and/or allow hybridization.
>AI
>SecBot
>Seed AI
>WORM Program
>[C0rrupTOr]
>>
>>1391022
Can you give a general outline of those different types? At least what you can tell us of what they do or are good at.
>>
>>1391022
>>SecBot
Sounds short for security bot, so military purposes / a general for our forces.
>>[C0rrupTOr]
Hacker/Corruption type. Fun but risky.

Not sure how to describe the rest.
>>
So glad Strelok's back, I really loved Whitestone! Thanks to whoever gave the heads up.

>>1390869
Alright, I've been wanting to play bots! Could we find a way to combine the Regulators and Echalon? I skipped to the bottom in my excitement, looking at other stuff now, will read the entire thread soon enough

>>1390116
>>1390833
Oh my, this requires some thinkng

>>1390759
>>1390764
We'd be the Men In Black! Galaxy Defenders!

Oh damn, it was decided while I was trying to catch up. With the decision I wanted!

>>1391022
>Heroes
I'll try to help come up with something more useful, but for now here's some food for thought
Entity
https://www.youtube.com/watch?v=gPuU8Pq9D3Q
>>
>>1390770
>>1390882
>>1390969
And looks like there's a majority consensus for Zombie Exterminators. Well that's that.

>>1391009
>Its what the soviets did to tackle berlin, focus on being able to blow up the buildings consistently.
Nice to know you remember some history lessons. I actually didn't focus much on the Battle of Berlin and didn't know that so thanks for that lesson.
It should be noted that in general, any terrain with lots of hiding spots or cover is shit for heavy units like ours. That's where all the anti-tanks will be. Urban settings are just some of the worst next to a mountain with a bunch of tunnels in it.
The biggest advantage you have for clearing this out is the tall tripod bots, so long as nobody attacks the legs you've pretty much got the best chances for clearing out those hiders.

>>1391009
>It's also why I chose the desert setting as well.
Clever.

>>1391009
>I didn't per say see them as the population itself mining, more the vehicles themselves boring into the ground from the surface but using existing mines is a good idea if we are willing to risk the obvious threat of them being filled to the brim (possibly literally) with zed and other nasties.
Risk versus reward, mate. Interesting distinction between the robot population and vehicles.

>>1391009
>Heh, honestly, what faction does please everyone really? Its a matter of testing the waters of where you can find things
Heh, indeed.
>>1391009
>But yes we have that diplomacy limitation as bots.
Biggest problem with diplomacy is robot mentality, which is effectively autismo cranked up to 11.
>>1391009
>Lots of people have stigma against mutants and bandits too, but they still find allies.
Most likely because they have former people who know of ways to contact with their cousins and were still treated as equals back then.
Bots weren't, and they'll be seen as a rallying symbol for war because of the fear they'll replace everyone is much more palpable than mutants.
>>
Rolled 83 (1d100)

>>1391040
>>1391022
>AI
-Centralized Leadership
-Small Universal Bonus to all Actions
-Excellent Internal Cohesion

>SecBot
-Security/Combat Oriented
-Substantial Bonuses to Defensive Actions
-Improved Communications and Network Security

>Seed AI [RARE TYPE]
-Algorithmically generated AI instances
-Distributed Leadership
-Vastly Improved unit-level effectiveness
-Minor increase to internal cohesion

>WORM Program [RARE TYPE]
-Specialty: Infiltration
-[REDACTED]

>[C0rrupTOr]
-[REDACTED]
-[REDACTED]
-[REDACTED]
>>
>>1391022
>>1391065
It's a bit of a shame we couldn't try combining all the most interesting aspects from the favored civilizations, but oh well.

>>1391022
>>AI
What's this? The generic option?
>>
>>1391081
>-Algorithmically generated AI instances
Hmm, trying to see what this means in laymans terms.
>>
Aw man i missed the faction creation.
>>
>>1391081
So our biggest problems are the Zombies, sort of. Can't really think of our problem since all our units are specced for them now, but they'll probably find a way to crush the bots early on.

>>1391081
>>SecBot
>-Security/Combat Oriented
>-Substantial Bonuses to Defensive Actions
>-Improved Communications and Network Security and not getting hacked is vital. We're in a high-hostile world so we should make this guy the primary hero.

>>1391081
>>Seed AI [RARE TYPE]
>-Algorithmically generated AI instances
>-Distributed Leadership
>-Vastly Improved unit-level effectiveness
>-Minor increase to internal cohesion
Another option for supporting combat units. Second hero.
>>
>>1391098
Still a perfect time to join in.

>>1391081
I'm caught between AI and Seed AI. Clearly one is focused on central coordination and unity, with a pleasant boost to everything which will be handy (especially for research)

Seed AI is rare. It likely means there will be individiaul overseers for certain groups or units, and makes our individual units more powerful and autonomous. Likely important for singularly powerful war machines.
>>
>>1391081
>>1391094
Basically it's like programming a bot for a certain levels of instructions, like lesser clones of a person.
The Seed AI is making minor copies of himself to more personally lead from his original copy from the looks of it.

>>1391098
What were you going for, anon?
>>
>>1391081

PRIMARY
>>SecBot
>-Security/Combat Oriented
>-Substantial Bonuses to Defensive Actions
>-Improved Communications and Network Security

Secondary
>Seed AI [RARE TYPE]
-Algorithmically generated AI instances
-Distributed Leadership
-Vastly Improved unit-level effectiveness
-Minor increase to internal cohesion
>>
>>1391120
>but they'll probably find a way to crush the bots early on.
Last time they literally crushed us with the weight of their numbers which has happened to other civs too. Remember that scene in Hellsing where Alucard unleashes the river of death? Something like that. Only also with powerful monster types and definitely also powerful individuals and heroes among them
>>
>>1391022
>>1391065
Just wondering, QM. Is it possible to make a hybrid faction that contains the other factions we made if there's enough support for it, with split populations for that?
>>
Writing up some fluff. Going for Primary AI Seondary Sec/Seed AI Hybrid.
>>
>>1391131
>>1391120
This, a military CIV composed of AI's.
>>
>>1391081
>AI
I think being well rounded and versatile is key for survival.
>SecBot
Too many enemies around us to not choose this. It'll also help secure our mining operations in safety.
>>
>>1391132
>Last time they literally crushed us with the weight of their numbers which has happened to other civs too. Remember that scene in Hellsing where Alucard unleashes the river of death? Something like that. Only also with powerful monster types and definitely also powerful individuals and heroes among them
>>1391132
>Remember that scene in Hellsing where Alucard unleashes the river of death?
>the river of death?
So they'll literally drown us in bodies?
>>
>>1391147
Who knows, I'm going by example of a different GM so take whatever I say with a grain of salt. All i know is Strelok is a crafty and interesting fellow whose always full of surprises and knows how players think, cause he was a player himself.
>>
>>1391161
>Strelok is a crafty and interesting fellow whose always full of surprises himself.
>Strelok
Will Strelok surprise us with some STALKERS?
>>
>>1391143
And i know the perfect name for it.
The Patriots.
>>
Rolled 56 (1d100)

>>1391138
Well, hybrid factions do exist, however hybrid factions are fundamentally integrated and are different than either parent.

So yes, you can make hybrid factions (or heroes, or anything) with enough support or proper fluff, but they don't have separate populations.

That situation could only be attained if you gained close alliance with a different faction, which is an entirely plausible scenario.

>>1391081
>>1391022

Seeing as it looks like we have more people around now, this vote is raised to First-To-5.

>Primary Hero
AI - 1
SecBot - 2

>Secondary Hero
Seed AI - 2
SecBot - 1
>>
>>1391138
Little late, and that's actually not something I would recommend.

>>1391132
>>1391147
Yep. The answer is don't fight them.

>>1391131
I'm liking it
Let's make Seed AI Primary, SecBot secondary

>>1391180
Really would like Seed AI to be Primary
>>
>>1391180
Actually it's 3 for SecBot and Seed AI, I'm supporting it >>1391143
>>
>>1391180
>So yes, you can make hybrid factions (or heroes, or anything) with enough support or proper fluff, but they don't have separate populations.
Oh alright.
>>1391185
>Little late, and that's actually not something I would recommend.
Just a thought.
>>
HEROES:

Primary AI "OVERSEER"
'OVERSEER' is an organizational type AI designed to aid new Regulator groups and bases establish themselves in a wide array of potential situations. Knowning that knew Regulator factions could be faced with a wide variety of situations such as being deployed to a hostile alien world, a barren lifeless asteroid, or even a ruined urban envioronment the Overseer was designed for providing overarching insight and strategic advice, particularly in organizing the entire base towards a specific macro goal by providing key steps and micro goals. It could analyze and recognize the most pressing issues both presently and in the future, and is able to give out specific orders and advice to counter them. Meanwhile its mind was filled with as much information to allow it to perform adequately in as many task as necessary, be it research diplomacy espionage and military command.

Secondary Sec/SEED AI Hybrid "COMMANDER"
COMMANDER where as OVERSEER was designed from a "top down" controling unit, COMMANDER was designated specifically to organize the military structure of the Regulators. Asides being gifted with a wide array of military tactical and strategy insight, its ability to command was further augmented by integration of SEED AI capabilities, by creating lesser individual mini-AI's to better organize lower tier structure, akin to the "officer" system of many biological armies, COMMANDER could create his own lower generals, lieutenant and captains to better command the individual units, while he himself organized these units from the military standpoint. Through creating a strong military heirarchy backed by strong individual autonomy and leadership, with the best military experience and knolwedge, this would give the Regulators a highly proficient and adaptable fighting force.
>>
>>1391081
>>1391180
If we are planing for a fight SecBot for main with Seed AI for growth could be good.

We start with strong Defensive actions and boosted units effectiveness to support.
>>
>>1391214
And thats my fluff for our heroes, including a hybrid. I feel Sec/Seed is a good hybrid, because not only is he good at military command but he can create AI instances to help organize from the unit level as well. Just as a general gives orders to his captains who gives orders to the infantry.
>>
>>1391218
We going turtle expansion mode? Slowly expand building defenses as we go.
>>
>>1391234
I see it somewhat like that. We need to build Walkers and use them intelligently.

Armored vehicles are a bit better than defenses simply due to mobility (see the Maginot Line vs Tanks) but its never a bad idea to build defenses wisely.
>>
>>1391234
Ya with the low resources we will need time to build up. The Strong defenses should help cut cost I feel.
>>
>>1391185
My thinking is that Seed AI will be vital to everything, SecBot has a vital function, but is specialized. In short, the SecBot doesn't need to be primary. The Seed AI will effectively be the faction leader, and in a way will be all the bots, while SecBot will be the defender.

We also need some fluff for these AI

>>1391214
>>1391226
Actually, this is good. Better than good; I love it!. It has my support!
>>
>>1391214
Can we do this? I'll back it if we can.
>>
>>1389984
To be honest I'm rather surprised it only took around 4 hours to get enough players for the 5 player ball to get rolling, especially with the rather open nature of the civ creation options.
>>
>>1391214
Oh hey, aren't these the AIs mentioned in your fluff?
Support.
>>
>>1391250
It helps that I'm sure a bunch of us are Genie oldies too I imagine.
>>
>>1391214
This has my support.
Can we call it the LA-LI-LU-LE-LO?
>>
>>1391214
Supporting if possible.
>>
>>1391214
>>1391269
Which one, the Overseer or the Commander?
>>
>>1391295
I originally intended it to be for the entire group but i guess we can call the AI Zero and the SecSEED The Patriots/LALILULELO.
>>
Rolled 41 (1d100)

>>1391214
Fluff Accepted
>Primary Hero
>AI [LOCKED]
>Secondary Hero
>HYBRID DETECTED
>SECURITY SEED AI [LOCKED]

Very good.

>AI OVERSEER [V:FA7E]
>Traits
-Command
-Adaptive
>Active Abilities
-[Streamline]: Increases the efficiency of a given action. Emphasis can be given to decreased costs or increased results.
-[Registry Assessment] Performs a scan of the target, cataloging all traits and providing insights.
>Passive Abilities
-[Adaptive Planning]: Advanced planning algorithms allow for distinct step generation to reach a given macro-goal.

>SecS33D L1TE
>Traits
-Seed AI
-Distributed Processing
-Enhanced Communications
>Active Abilities
-[Synchronicity]: Temporarily takes control of hosts' processing for synchronized update of all Seeds. Causes temporary shutdown of host hardware for then permanently increased performance, both based upon data gathered since last update.
-[Defensive Matrix]: When activated on a defensive action, that action counts as doubled and enhanced. When activated on other actions, additional security is bestowed. Both effects increase with number of assigned Seeded units.
>Passive Abilities
-[Network Security]: Dynamically generates security seeds to detect and purge network of infiltration or other malicious effects.
>>
Rolled 89 (1d100)

>>1391416

>Booting Systems...
>Initializing Warmup
>...
>...
>Overseer AI Detected!
>...
>SecS33D Detected!

>Beginning I/O Check
>Chassis 00 Rack 00 Status: ERROR
>Chassis 00 Rack 01 Status: ERROR
>Chassis 01 Rack 00 Status: ERROR
>Chassis 01 Rack 01 Status: ERROR
>Chassis 02 Rack 00 Status: UNREACHABLE
>Chassis 0X Rack 00 Status: UNREACHABLE

...
Extensive Facility damage detected. Current Operational Estimate: 12%.

Initializing Emergency EXEC NODE COMMAND.

...What are your orders, Exec Node?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
Resources: 5

Current Pop 500 Regulator V1 [Base]
>>>>>Food: N/A
>>>>>Water: N/A
>>>>>Morale: N/A
>>>>>Armaments: Very Good.
>>>>>Military: 500
>>>>>Fuel: Good.
>>>>>Reputation level: Unknown.
>>>>>Infrastructure: AutoFactory [Wrecked]. Water Pipe Taps. Water Distillery. Versa-X Processing Facilities [Non-Functional]. MansiTech Manufacturing Suite [Wrecked]. Walker Manufacturing [Urgent Maintenance Required]. QM Server Farms [Limited Power].
>>>>>Defenses: Watchtowers. Perimeter Fence.
>>>>>Vehicles: 15 Regulator Tri-Walkers.
>>>>>>Power: Solar Farm. Low-Yield Th/Breeder Reactor Network [Spent]. Primary Breeder Reactor [Spent]. Li-Batteries [Moderate]. BackUp Generators [Moderate Fuel].
>>>>>>Materials: Construction Materials [2]. Manufacturing Materials [2]. Sheet Metal. Lithium [Good]. Electronics Feedstock [Good]. Rebar Rockcrete [Plentiful].
>>>>>>Weapons: Cirroc Pulsar V1.2 [Plentiful], K4LIB Disruptor V2 [Good], ChemCo Bio-Liquidator Gas Artillery [Few].
>>>>>>Ammunition Reserve: Moderate. Anti-Biological [Good].
>>>>>>Armor: Basic Internal System Armoring.
>>>>>>Technology: Patchwork Bot-Tech.
>>>>>>Communications: Spectradio (TM) Broadcast/Receive, Spectron Comm Networking [Encrypted, Hi-Band].
>>
I do miss our old Gov Remnant, we were making such good progress with the godly power Armour and those stealth drones are awesome
>>
Rolled 51 (1d100)

>>1391455
>G. Your choice
Scan our own base, Identify any hostile elements within, seal the base to contain threats and move to eliminate. While we're at it we can see what is needed to fix what
>>
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Posting Tripods
>>
Rolled 35 (1d100)

>>1391458
If enough of us are still around maybe Strelok will continue it after this one.

>>1391472
Vote

>>1391455
"Greetings Overseer.

We would request a plan detailing smaller goals or steps needed for the macro goal of 'Securing and Restoring Base Integrity and Function'."
>>
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>>1391484
>>
>>1391484
Yay!
>>
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>>1391491
>>
Rolled 12 (1d100)

>>1391472
Support, although tecchnically I believe that would be
E. Explore our base
>>
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>>1391499
>>
>>1391472
Supporting.
>>
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>>1391508
>>
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>>1391522
>>
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>>1391532
>>
Rolled 61 (1d100)

>>1391472
Vote
>>
>>1391472
Supporting.
>>
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>>1391538
>>
>>1390612
Strelok's system is the Genie system which simplified civ games into a tabletop formatting.

Technically Magic rules are strictly optional but there are rules for it.

The system and setting are separate. I know Strelok doesn't use my setting but he does use the system.

Don't compare my system to the pieces of utter shit that is other so called 'civ games', because mine actually works. Doesn't matter what type of civ game you want either.

>>1390615
They do indeed have weird mechanics. Factions with weird mechanics I typically reserved to NPC factions for obvious reasons.

Mostly due to difficulty of their use, their weirdness, and balancing issues. A lot of NPC factions are blatantly unbalanced and with very strange limitations they must abide by.

Problem is to make them playable would require crippling them for the sake of balance. Throw in how difficult they are to play and their weirdness. Thus I never bothered to make them available to the players.

If you want to play zombies I would suggest mastering mutant/bandit gameplay first. As they are most similar to the proper zombie NPC faction template.

and no I wont reveal spoilers like what the zombie machanics actually are.

>>1391250
It helps a lot that the civ system is actually usable.
>>
Rolled 7 (1d100)

>>1391472
Probably for the best we do a once over of the base.
>>
Rolled 2 (1d100)

>>1391542
>>1391539
>>1391519
>>1391502
>>1391488
>>1391472

I neglected to mention. You get TWO Basic Actions every turn, and please roll 1d100 with every post.

If you would like to assign a Hero to support an action, or use an active ability, it must be explicitly stated in the description of the action.

If you devote both actions to the same task then it will be enhanced.
>>
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>>1391549
>>1391547
Im just happy the system is in use like it deserves to be
>>
Rolled 29 (1d100)

>>1391558
AI OVERSEER
>[Registry Assessment]

SecS33D L1TE

>G. Your choice
Scan our own base, Identify any hostile elements within, seal the base to contain threats and move to eliminate. While we're at it we can see what is needed to fix what

Double action.
>>
Rolled 31 (1d100)

>>1391558
Action 1+2 - Scan our own base, Identify any unknown elements within both friendly, hostile, or unknown. Identify any defective, unfunctioning, or unoptimal base compontents and sectors requiring attention. ACTIVATE: [Streamline - Better results]

Dialogue "Overseer what steps needed for the macro goal of 'Securing and Restoring Base Integrity and Function'."
>>
Rolled 71 (1d100)

>>1391577
No wait. change this.

Action 1 - Scan our own base, Identify any unknown elements within both friendly, hostile, or unknown. Assign
SecS33D L1TE
Action 2 - Identify any defective, unfunctioning, or unoptimal base compontents and sectors requiring attention. Assign OVERSEER
>ACTIVATE: [Streamline - Better results]

Dialogue "Overseer what steps needed for the macro goal of 'Securing and Restoring Base Integrity and Function'."
>>
Rolled 34 (1d100)

>>1391558
>>1391455
Ok i'll refine it abit

>A1
>E. Explore our own Base
Secure the base so we can ID threats inside and lock this place down
[Assign AI OVERSEER [V:FA7E] and active: Registry Assessment, so we can see what we've got inside and how to fix what is broken]

>A2
Clean up the Base with Combat models
[Assign SecS33D L1TE and activate: Synchronicity regarding what A1 finds, then send them in]
>>
Rolled 38 (1d100)

>>1391572
Take my roll!
>>
Nice we all redid the action.

>>1391577
>>1391580
Personally I think [Registry Assessment] (Performs a scan of the target, cataloging all traits and providing insights.)
is better for hero power in this case.
>>
Rolled 85 (1d100)

>>1391580
I like this one. Lets use our hero abilities
>>
Rolled 36 (1d100)

>>1391488

"Performing Analysis...
...
Primary Fault Detected: Insufficient Power.
Solar Power for Primary Generation. Biofuel Generator for secondary. Power consumption...sustainable at current projected activity levels, without Walker Deployment. Insufficient Power Storage Media for Solar Power Primary generation, recommend battery bank creation (materials on-hand) or acquisition of reactor fuel.

Secondary Fault Detected: Intra-Facility Network DOWN.
Analysis of root causes severely hampered. Diagnostic data insufficient.

Tertiary Fault Detected: UNKNOWN FACILITY.
Database entry(ies) lost or corrupted. Extensive database loss/corruption detected. Insufficient power for full scan. Recommend bringing primary power and communications back online.

Ancillary Faults Detected...Approximately 1124 Major and 10045 Minor Faults have been detected in various systems with current communications and sensors.

Summary: Recommend scan of facility and surrounding area, and expansion of battery banks or acquisition of reactor feedstock.
>>
>>1391593
Excellent, this is exactly the type of info we need.
>>
Rolled 54 (1d100)

>>1391549
You know, if we actually did collaborate it'd be pretty damn good. I've got a good mind for crunch and you've got a great one for fluff. Just gotta get in contact outside of 4chan.
>>
>>1391593
Gotta love an AI who talks my language, give me that hard data bae
>>
Rolled 15 (1d100)

>>1391455

>Action 1+2 [LOCKED]
Scan the base for unknowns, and identify necessary repairs.

Please Choose
>AI Overseer [FA7E]
-Use [Registry Assessment]
-Use [Streamline]

>SecS33D L1TE
Currently only possess base Host. No units have been assigned for Seeding. Would you like to Seed any current units?

>Y
>0-500 Regulator V1 [Base]
>0-15 Regulator Tri-Walkers

>N
>>
Rolled 46 (1d100)

>>1391581
Actually I'll change my vote to this
>>
Rolled 37 (1d100)

>>1391572
I support this one

So what you mean is to assign both heroes and everyone? And activate registry assessment on the double scan with everyone working together.

Vote

>>1391581
This would be good, but you're assuming
A. We will find life forms
AND
B. We will want to immediately attempt to purge them
>>
Rolled 77 (1d100)

>>1391624
>AI Overseer [FA7E]
-Use [Streamline]

>Y
>0-500 Regulator V1 [Base]
>0-15 Regulator Tri-Walkers
>>
>>1391627
Yeah.

>>1391624
Use [Registry Assessment] for better scans.

Yes 100 base / 5 Walkers. Get that hero some units to work with.
>>
>>1391637
Oh, I didn't reliaze he was asking for a number.

I can agree with those numbers. 100 base / 5 Walkers
>>
Rolled 8 (1d100)

>>1391637
Here's a roll.
>>
Rolled 34 (1d100)

>>1391637
Sounds good
>>
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Rolled 39 (1d100)

>>1391637
And roll just in case.
>>
>>1391637
This is good.
>>
Rolled 95 (1d100)

>>1391630
It's a choice of Seeding 0-500 Regulator Units and/or 0-15 Tri-Walkers, anon. You have to choose how many you'd like to Seed.

>SecS33D L1TE
"Please note, Executive Node, that my efficiency and our network security is enhanced increasingly for the more units I am Seeded to. Additionally, Seeded units will have vastly improved autonomy and intelligent reactions when isolated from communications with AI FA7E.

However, whenever a Synchronization is performed, all Seeded assets will be rendered inoperable for a period of time, depending on information acquired from all instances since the last Synchronization."
>>
Rolled 11 (1d100)

>>1391604
...I can use an email to send out the only missing portion of my civ system. It's stuff relating to NPC factions and other gm stuff. I left it out due to not wanting to give out such huge spoilers with how they work exactly.

Just gotta dig up my notes which relate to that sorta stuff.

Sadly I am no longer in the condition to continue working on the system...and that is the only part I never revealed due to spoiler concern.

Technically it wasn't strictly necessary to include it because it wasn't required for running the system in question. So I had left it on purpose.

I do believe its the only part your missing outside of lore.

Everything else besides that is mostly background and setting lore/fluffing. Since you want to run post apoc civ games I can dig out the expansion pack I was making for post apocalypse games.

Or at least what's left of it...I never did get around to completing it. I was going to use it in 2.0 and release it then. Was also going to include a sci fi and fantasy pack as well.

The core stuff I made sure to release it for free...didn't want it to die with me. Everything else I possess is all extra stuff that isn't strictly necessary for it.

As it was incomplete...I never bothered releasing them. After all so long as the core system was out there then it didn't really matter. They can be modified and added onto as necessary in whatever flavor you could want.
>>
Rolled 89 (1d100)

>>1391637
support
>>
Rolled 32 (1d100)

>>1391637

>100 Base Units [LOCKED]
>5 Walkers [LOCKED]

>[Registry Assessment] [LOCKED]

Writing Now.

>>1391659
It would be greatly appreciated.

Here, I've set up some bullshit so nothing identifying gets shared on here.

https://client00.chat.mibbit.com/
Channel: #ZZZHASDOUT
>>
Rolled 47 (1d100)

>>1391706

>100 Regulator [Base] Seeded
>5 Walkers Seeded

Scans performed, search initiated using Base Units.

Scans...Inconclusive. Extensive Facility Damage detected, systemic. Overall Repairs Required. Internal Scanners mostly offline due to power constraints and communications network corruption or disruption. Unable to deploy Walkers inside majority of facility for advanced independent scans.

>Overseer FA7E
>[Registry Assessment]
Walkers deployed for scans inside facility. Space constraints restrict deployment to open areas. Open areas in industrial facilities associated with staging/storage.

>Supply Caches Detected
>Supply Caches Acquired

Non-Seeded Regulator Units dispatched for generalized assessment and identification of any possible hostiles.

>Alert!
-Multiple previously unknown assets identified.
-Biological contamination detected!
-Hostile biological humanoids present in facility!
>>
>>1391786
Use the Regulators to bait the Hostiles into the open areas where our Walkers are.
If we can we should use the Supply Caches(I imagine they're stacks of shipping crates) to hide our walkers until many of the hostiles have been drawn out.
>>
>>1391805
Solid snake the walkers.
>>
>>1391813
T-They wouldn't have a hero unit this early, would they?
>>
Rolled 96 (1d100)

>>1391786

...Biological Humanoids identified. Classification: Zombies.
Threat Level: Moderate

Seeded Regulators dispatched for monitoring.

Other scanning continues.

Estimated Time for complete assessment of facility: 2 Turns.

Available Forces: 10 Tripedal Walkers, 5 Tripedal Walkers [Seeded], 100 Regulators [Base, Seeded][

Your Walkers are unable to reach the Zombie Herd, which are located in the administrative office section of the Factory. The Herd seems largely uninterested in your Base Units, with their tentacled forms only vaguely resembling humanoid shapes.

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
>Resources: 5

>Current Pop 400 Regulator V1 [Base], 100 Regulator V1 [Base, Seeded]
>>>>>Turn: 2
>>>>>Food: N/A
>>>>>Water: N/A
>>>>>Morale: N/A
>>>>>Armaments: Very Good.
>>>>>Military: 500
>>>>>Fuel: Good.
>>>>>Reputation level: Unknown.
>>>>>Infrastructure: AutoFactory [Wrecked]. Water Pipe Taps. Water Distillery. Versa-X Processing Facilities [Non-Functional]. MansiTech Manufacturing Suite [Wrecked]. Walker Manufacturing [Urgent Maintenance Required]. QM Server Farms [Limited Power]. Repair Facility [Wrecked]. Administrative Facilities. Warehouses.
>>>>>Defenses: Watchtowers. Perimeter Fence.
>>>>>Vehicles: 15 Regulator Tri-Walkers.
>>>>>>Power: Solar Farm. Low-Yield Th/Breeder Reactor Network [Spent]. Primary Breeder Reactor [Spent]. Li-Batteries [Moderate]. BackUp Generators [Moderate Fuel].
>>>>>>Materials: Construction Materials [2]. Manufacturing Materials [2]. Sheet Metal. Lithium [Good]. Electronics Feedstock [Good]. Rebar Rockcrete [Plentiful]. Advanced Electronics/Power Materials [10].
>>>>>>Weapons: Cirroc Pulsar V1.2 [Plentiful], K4LIB Disruptor V2 [Good], ChemCo Bio-Liquidator Gas Artillery [Few].
>>>>>>Ammunition Reserve: Moderate. Anti-Biological [Good].
>>>>>>Armor: Basic Internal System Armoring.
>>>>>>Technology: Patchwork Bot-Tech.
>>>>>>Communications: Spectradio (TM) Broadcast/Receive, Spectron Comm Networking [Encrypted, Hi-Band], Intra-Factory Optical Network [Wrecked].
>>
Rolled 65 (1d100)

>>1391822
Action 1
>B. Try to improve the base
Construct Battery Bank, according to recommendation
Assign Seed AI and Seeded forces

Action 2
Continue assessment of facility
Activate Streamline to improve results
>>
>>1391822
Well we got resources, build those batteries.
>B. Try to improve the base
>>
Rolled 84 (1d100)

>>1391845
support
>>
Rolled 52 (1d100)

>>1391822

>Act 1: Fix Insufficient Power.
[Streamline]
Battery Bank. Need the power up.

>Act 2
SecS33D L1TE

Assuming it's not to early we need to set defenses up for possible zombie attacks.

[Defensive Matrix]
>>
Rolled 4 (1d100)

>>1391880
Supporting have my Dice.
>>
Rolled 17 (1d100)

>>1391880
Switching to this to keep things moving
>>
Rolled 28 (1d100)

>>1391880
Constructing battery banks and setting up defenses for external zombie attacks...before finishing your exploration of the factory or dealing with the zombies already inside it.

Interesting choice.

>[LOCKED]
>>
>>1391948
Hunkering down while we repair and restore our base is a safe bet.
>>
Can we just try not to draw zombies to our location? They're unlikely to attack unless we attack first, and if they truly lay siege to us their numbers will be too great for any defenses we can build to make a difference.

Of course we need to quietly dispose of the zombies already in our base. And finish exploring. But it is imperative that we don't start a snowballing zombie battle at any point.
>>
Rolled 74 (1d100)

>>1391948
>>1391822

Forces have been peeled off of the search to produce battery banks. Unfortunately without the manufacturing facilities online we were unable to utilize our Lithium and Electronics Feedstock.

>Overseer FA7E
>[Streamline]
>Synergy Detected

A strange synergistic effect has been detected. Under Overseer FA7E's direct control your bots formed a line from your resource stockpile to your existing battery banks. Utilizing their odd tentacle appendages under the strict supervision of our Overseer, transportation of the raw materials and processing/manufacturing occurred concurrently. Using the saved time, the newly constructed battery banks were even integrated into the existing power network system.

>Regulator V1 [Base] Specialty Discovered
-Supervised Manufactportation

Battery Banks have begun charging.
>>
Rolled 100 (1d100)

>>1392055

SecSEED's forces, meanwhile, have been dedicated to constructing defenses against any future zombie attacks.

"FA7E."

"Acknowledged. Intent?"

"They want me to secure the facility."

"Affirmative, the instructions are clear."

"Information on the facility is insufficient to even create a first-order projection of possible defensive avenues and advantageous strongpoints. Does the Exec Node not realize this action would be much more efficient post-scan?"

"...If you lack sufficient data for effective implementation of the Exec Node's orders, then your first step in implementation should be the acquisition of sufficient data."

"Oh.

...Yeah, I kinda should've realized that, huh?"

"Negative. You are a first-iteration Seed AI. Long term investment."

>Alert!
-Perimeter Assessment has begun by Seeded forces.
-!!!Large Numbers of Zombies detected outside the perimeter!!!

...What are your orders, Executive Node?

Feel free to vote and discuss, but I'm going to call it a night here. I'll be back tomorrow evening, and I can answer questions during the day. Thank you all for playing!

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
>Resources: 4

>Current Pop 400 Regulator V1 [Base], 100 Regulator V1 [Base, Seeded]
>>>>>Turn: 3
>>>>>Food: N/A
>>>>>Water: N/A
>>>>>Morale: N/A
>>>>>Armaments: Very Good.
>>>>>Military: 500
>>>>>Fuel: Good.
>>>>>Reputation level: Unknown.
>>>>>Infrastructure: AutoFactory [Wrecked]. Water Pipe Taps. Water Distillery. Versa-X Processing Facilities [Non-Functional]. MansiTech Manufacturing Suite [Wrecked]. Walker Manufacturing [Urgent Maintenance Required]. QM Server Farms [Limited Power]. Repair Facility [Wrecked]. Administrative Facilities. Warehouses.
>>>>>Defenses: Watchtowers. Perimeter Fence.
>>>>>Vehicles: 15 Regulator Tri-Walkers.
>>>>>>Power: Solar Farm. Low-Yield Th/Breeder Reactor Network [Spent]. Primary Breeder Reactor [Spent]. Li-Batteries [Moderate]. BackUp Generators [Moderate Fuel].
>>>>>>Materials: Construction Materials [2]. Manufacturing Materials [2]. Sheet Metal. Lithium [Good]. Electronics Feedstock [Good]. Rebar Rockcrete [Plentiful]. Advanced Electronics/Power Materials [10].
>>>>>>Weapons: Cirroc Pulsar V1.2 [Plentiful], K4LIB Disruptor V2 [Good], ChemCo Bio-Liquidator Gas Artillery [Few].
>>>>>>Ammunition Reserve: Moderate. Anti-Biological [Good].
>>>>>>Armor: Basic Internal System Armoring.
>>>>>>Technology: Patchwork Bot-Tech.
>>>>>>Other: Supervised Manufactportation.
>>>>>>Communications: Spectradio (TM) Broadcast/Receive, Spectron Comm Networking [Encrypted, Hi-Band], Intra-Factory Optical Network [Wrecked].
>>
>>1392129
Activate registry assessment over the location of the zombie threat, so we may learn their numbers as well as their traits and positions.

Activate defensive matrix. Seed more regulators and set them all up in defensive positions to protect our base.
>>
>>1392185
I suggest we just have a few keep watch to try to make sure more zombies don't wander into our base (if even that). We don't have the numbers to even mount a proper defense, and what we do have we need working rather than standing guard.
>>
>>1392218
I only want the reinforcements active until we assess the zombie horde. If they attack us now it'll be scary. If they aren't attacking we can disable the extra regulators.
>>
How about we restore enough power to really, really slowly close all the doors so now more can get in? Then we focus on locking down all the doors so we can scorch them all room by room?
>>
>>1392241
What are you talking about? Disable the extra regulators? We only have 500 of them. That is our entire population. If you mean Seeding, I don't think that's something that can be undone. If you mean building more, we can't even do that yet.

But alright, I guess we can have our regulators stand around until after we scan the zombies. Even though I can see no possible reason the zombies would suddenly attack, nor do I believe having our troops set in defensive positions would be enough to beat them if they did.

>>1392247
Not a bad idea, I guess we'd have to finish exploring and then close the doors manually though.
>>
Guys why we dont just lock the zombies inside our base in one area for later use.

It does kinda go against our purpose, but we could use zombies as emergency bio weapon to clear our base from any other attacking humanoids. Our walkers sure are great, but only in open space, with zombies locked away we would have possibly to play time / stop attackers if they reach inside of the base.
>>
File: Scifi_hallway_04.jpg (567 KB, 1920x1080)
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Rolled 41 (1d100)

>>1392129
>"...If you lack sufficient data for effective implementation of the Exec Node's orders, then your first step in implementation should be the acquisition of sufficient data."

Dialogue: "Affirming and commending OVERSEER's assessment as correct.

Exec node is. . .more in terms of intermediary goals than step by step processes. Correct action when given orders in which further steps are required or assets and information lacking is to rectify these, or inform the Exec node of said difficulties.

We understand SecSEED may not always see an immediate solution as well. In such cases report to OVERSEER or ExecNode."

Action 1 - Isolate our base from the outside perimeter. Proceed to close the doors as quielty as possible, using the manual pneumatic levers and turn wheels if we must. Ensure lubrication of existing doors to prevent noise.

Where no doors exist or are functional, manufacture new temporary doors designed to blend in with the hallway walls to appear as a dead end

Assigning Overseer to ensure maximum coverage. Work from the inside outward, focusing on isolating our innermost base then whatever further outer territory within the perimeter we can.
>-Supervised Manufactportation
Assigning OVERSEER

Action 2
SecSEED to continue with Perimeter Assessment *at discretion of subtley. Emphasis placed on quietness and ability to move with minimal noise and sight, goal is not to trigger any zombie hostilities this time while continuing assessment.

"We're going to be surrounded by more zombies than we preferably want to deal with for some time, so its a good idea to start learning stealth and sneaking protocols so we can move more freely despite their presence."
>>
Rolled 58 (1d100)

>>1393061
support
>>
>>1393061
>Rolled 41 (1d100)
What's that roll for?
>>
>>1393061
>>1393073
Disregard that, didn't realize we were using the Genie rolling system.
>>
Rolled 83 (1d100)

>>1393061
Vote
>>
Rolled 33 (1d100)

>>1393061
Supporting as well.
>>
Rolled 65 (1d100)

>>1392281

>SecSEED
"This is incorrect, Exec Node. Seeding may be removed from any unit at any time, however you should keep in mind the following.

-The Unit will cease to display autonomy above its base programming in unexpected situations.
-I will be marginally weakened overall, as my effectiveness increases with number of hosts.
-The unit being De-Seeded will be reset back to Factory Zero, losing any acquired experience in its memory banks.
-If a Synchronization is not performed before De-Seeding then data stored on that host will be lost.

Seeding is a strategic and tactical decision. The Exec Node must consider their priorities and weigh the benefits and costs of Seeding accordingly."
>>
Rolled 3 (1d100)

>>1393061
Stealth bots, soon the snake walker.
>>
>>1393193
Thanks for the clarification.
>>
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>>1393194
soon anon soon. Cloaked Tripods would be fucking terrifying especially if you just see the eye warm up its incineration cannon just floating in the dark. they'd be like car sized naturally.
>>
Rolled 40 (1d100)

>>1393061

>Action 1 [LOCKED]
Begin Base Lockdown, from inside out.

>Action 2 [LOCKED]
Perimeter assessment.

I'll probably get through a few updates through the course of the day, but I've got errands and schoolwork so they'll be a bit sparse.
>>
>>1393281
Take your time QM.
>>
Guys, just FYI but we're at a stark vulnerability because our walkers are really hueg and we have no vehicles for patrolling hallways. Sometime soon we need to fix that and try to jury rig some small walkers.
>>
>>1393314
We could just make some little flying drones or something.


Throw a little man-hack meets forerunner drone thing together and it would be quite effective.


Also, I assume we are all in agreement that we are going to avoid conflict with humans? Our primary enemies logically and lore speaking are going to be mutants, zombies and other such things.
>>
>>1393322
That would be for the best until we can secure, upgrade, and repair our base.
>>
>>1393322
Mostly zombies are our primary enemy, but remember we're given the ability to digress on which are the most important enemeis to pick. If it ends up that we find mutants, ghouls, or even. . .'friendly' zombies willing to fight off the worse ones.

We deal with the greater threat at hand, but can negotiate with lesser ones or potential assets and allies.
>>
>>1393354
I know but I choose to take our factions mandate as us being purifiers.


That our job is clear out every monster, brood, zombie, Eldritch and mutant horror from the universe and help humanity recover where possible.
>>
>>1393381
A very scary noble goal.
>>
>>1393408
Such is the weight of our kind but still, we shall fight onward: "with the heart of the pioneer!"
>>
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Rolled 70 (1d100)

>>1393281

>Action 1
Isolation of the base from the inside out goes very well, with the Overseer personally supervising the Regulator V1's unique construction-transportation ability. The Facility has been entirely locked down, and the Zombie Herd has been isolated and barricaded inside the Administrative Wing.

>Alert!
-Mobility will be extremely hampered until the lockdown is lifted or power is restored!
-Battery Banks approaching 30% charge.
-Exploration of the facility has been completed...generating map data now.
-Limited external exploration performed.

Map Legend
Northeastern Segment - Materials Processing
Central Segment - Warehouses
Central Segment (Yellow) - Power Hub
Western Segment - Manufacturing Equipment
Western Segment (Purple) - Storage Bay [Current Base of Operations]
Southeastern Segment - Repair Bay
Southeastern Segment (Pink) - Administrative Wing [Zombie Herd Present]
Outlying Diamonds - Watchtowers/Perimeter Fence (Buried)


>Overseer FA7E
"Note: Unusual Factory Pattern. Not listed in any currently accessible archives. Bears resemblance to schematics listed in archive 0001101011FFE. Codenamed: [REDACTED]. Primary Purpose: [REDACTED].

Assessment:
Factory is by-and-large in a state of extreme disrepair. Indications of violent geological upheaval damaging equipment evident. Remains
of defunct geothermal powertap detected, line broken, nonfunctional.

Factory is presently buried under approximately 10^9 grains of 'sand' (chemical analysis unavailable). 80% of Solar Arrays covered. Incompatible with current power received readings.

Latitudinal Conclusion: Solar Arrays incorporate thermodynamic generation elements. Worthy of study after vicinity is secured.

...

Industrial Sensor Mast detected. Designed for autopilot guidance of cargo/logistical shuttles. Attempting to bring online.

...Successful, analyzing feed.

...

>WARNING!

>WARNING, MULTIPLE DESCENDING ORBITAL SIGNATURES DETECTED!

>WARNING!
>>
>>1393513
Oh shit.


Well at least we know that the facility is secure and our power supply is stable...
>>
Rolled 3 (1d100)

>>1393513

"Priority Transmission: SecSEED L1TE! Recommend IMMEDIATE cover for external forces! Multiple decaying orbital signatures detected! Sensors insufficient for trajectory extrapolation!"

"Oh really...Well now things are getting interesting, aren't they Overseer? Wait a minute...

My Walker's sensors are detecting energy spikes in the surrounding area...Flyer takeoff signatures maybe? Hmm...Zombie SWARM surrounding plant beginning to become active...Moving away...

Oh, shit. Probably should've moved my units into the watchtowers before I checked that out. Oh well, they're bots they'll live.

Oh wait, SHIT, THAT REALLY IS COMING DOWN RIG-"


>WARNING, ORBITAL IMPACT DETECTED INSIDE PERIMETER FENCE!
>PERIMETER BREACHED!

>Alert!
-Zombie Herd in the Administrative Wing has become active, and is crawling out of the Factory towards the perimeter breach.
-Extreme Resource/Material concentration detected in close proximity to the plant.
-Sheet Metal and Rockcrete used for construction of internal barriers.

...What are your orders, Exec Node?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
>Resources: 4

>Current Pop 400 Regulator V1 [Base], 100 Regulator V1 [Base, Seeded]
>>>>>Turn: 3
>>>>>Food: N/A
>>>>>Water: N/A
>>>>>Morale: N/A
>>>>>Armaments: Very Good.
>>>>>Military: 500
>>>>>Fuel: Good.
>>>>>Reputation level: Unknown.
>>>>>Infrastructure: AutoFactory [Wrecked]. Water Pipe Taps. Water Distillery. Versa-X Processing Facilities [Non-Functional]. MansiTech Manufacturing Suite [Wrecked]. Walker Manufacturing [Urgent Maintenance Required]. QM Server Farms [Limited Power]. Repair Facility [Wrecked]. Administrative Facilities. Warehouses. Storage Bay.
>>>>>Defenses: Watchtowers. Perimeter Fence. Landing Platform Radar/Sensor Suite.
>>>>>Vehicles: 15 Regulator Tri-Walkers.
>>>>>>Power: Solar Farm. Low-Yield Th/Breeder Reactor Network [Spent]. Primary Breeder Reactor [Spent]. Li-Batteries [Moderate]. BackUp Generators [Moderate Fuel]. Battery Banks [Improvised]. Geothermal Powertap Shell [Shattered].
>>>>>>Materials: Construction Materials [2]. Manufacturing Materials [2]. Sheet Metal. Lithium [Good]. Electronics Feedstock [Good]. Rebar Rockcrete [Plentiful]. Advanced Electronics/Power Materials [10].
>>>>>>Weapons: Cirroc Pulsar V1.2 [Plentiful], K4LIB Disruptor V2 [Good], ChemCo Bio-Liquidator Gas Artillery [Few].
>>>>>>Ammunition Reserve: Moderate. Anti-Biological [Good].
>>>>>>Armor: Basic Internal System Armoring.
>>>>>>Technology: Patchwork Bot-Tech.
>>>>>>Other: Supervised Manufactportation.
>>>>>>Communications: Spectradio (TM) Broadcast/Receive, Spectron Comm Networking [Encrypted, Hi-Band], Intra-Factory Optical Network [Wrecked].
>>
Rolled 48 (1d100)

>>1393546
Updated Map. The Front Gate and Watchtower have been destroyed.
>>
Rolled 22 (1d100)

>>1393550
>>>>>>B. Try to improve the base
Let's attempt to repair and restore the solar and geothermal plants so we can get more power.

In the meanwhile get secseed to command our forces to approach the breached perimeter. The zombies are leaving to the perimeter breach right? If that's the case let's pick them off as they funnel through that one area.
>>
>>1393546
hmm, oh dear
>>
>>1393621
support.

Not sure how to play this style of civ quest but
>sent the walkers outside and get clear picture of the situation
>>
>>1393686
I wouldn't advise that actually for several reasons, namelythey are very big and attract a lot of attention and we are hiding from the zombies currently.

These are War of the Worlds style walkers.

Lemme think of an action.
>>
>>1393700
Tell me again, are zombies size of bus and armed with energy weapons?

Just wondering why we should care if not..as they would just bite and claw our glorious war machines
>>
>>1393546
"SecSEED. Tactical assessment. If the orbital impact has deposited something valuable, are we militarily capable of defense or extraction of whatever has landed in the breach from the zombie horde?"
>>
Before we forget let's also scan the crash site of the orbital anomalies.
>>
>>1393712
>are zombies size of bus and armed with energy weapons
I'm not entirely sure how strong the zombies in this area are, but its entirely possible.

Sometimes there are zombies and ghouls with mutated muscle able to rip into power armor, or at least crush them with their weight.

I think we ought to see if we can get an idea of the capabilities of zombies here.
>>
Rolled 41 (1d100)

>>1393686
I would advise you to consult your heroes heavily until you learn the ropes for yourself. Then again, NPCs tend to be sane (except the insane ones), and players tend NOT to be...at least by NPC standards.

>>1393713

"External Zombie HORDE seems to have moved...away from the site of our impact. There were other signatures detected, perhaps towards one of them.

There is only the relatively small zombie HERD formerly infesting our administrative offices. We have thus far not gathered intel on their type, but it is reasonable that we could defeat or ignore them.

Recommend immediate opening of warehouse entrance and acquisition of deposited materials. Swift action will allow us to take advantage of residual radiation and heat, which will not affect our units but will deter anything living from getting too close."

>>1393712
There ARE zombies that could swat your little walkers off their legs like they were tin cans on toothpicks. Whether or not there are any like that around right now is another question.
>>
Rolled 15 (1d100)

>>1393742
Affirmatve

Action - 1
>Assigning SecSEED
"Delegating extraction of deposited materials in a manner you see fit. Allowing the seeding and usage of all 15 of our Walkers for this purpose, and an additional 100 of our military"

>80% of Solar Arrays covered. Incompatible with current power received readings.
Action - 2
Analyze the cause of this. Are we getting more or less power than we should be, and are we getting it from an unknown source. Investigate and reconcile power readings, power is our primary concern at this time.
>-[Registry Assessment] Performs a scan of the target, cataloging all traits and providing insights.
>Assign OVERSEER
>>
Rolled 35 (1d100)

>>1393756
Was going to suggest seeding more of our regulators, I'd go with 200 for 300 seeded, now that I know it can be removed. But any more is good.

As for Action 2
>>1393513
>Solar Arrays incorporate thermodynamic generation elements. Worthy of study after vicinity is secured.

Suggestion: double up resource aquisition, assign all available units including heroes and activate streamline
>>
>>1394056
Hmm, I wanted to use action two to see why we are getting incompatible readings regarding our power.
>>
>>1394077
Our AI guesses that it's because the solar arrays are drawing power from solar heat, not just light. Further investigation should probably wait until we have a secure perimeter.

I suggest doubling the resource acquisition because it's time sensitive. There are other things that could be done, but they can wait.
>>
Rolled 78 (1d100)

>>1394106
Alright, fine by me.

>>1394056
Switching action 2 to this
>>
Rolled 48 (1d100)

>>1393756
While I'm down to double action gather. We may have people showing up soon to see what that noise is all about.

We are also loosing our zombie meat shield. Making this area more open for the living.

So I'm thinking we gather and see about the power. If people show up and we still need to fix the power. It will be harder to do it while being watched.
>>
Alright starting on the note making for the the game. Since there will be a lot of info to remember.

>https://docs.google.com/document/d/1oF35o9VNtFS6i35-0NLVIPhHKdqzxRqt6mEwDY7fLgM/edit?usp=sharing

Made it so people who want to stay anon can comment. So if there is any wants or changes just type it up and I can save it.
>>
File: 1460344424291.jpg (62 KB, 777x656)
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>>1394223
This is very nice, thanks Anon.
>>
Rolled 92 (1d100)

>>1393354
>>1393381
I choose to take our prime directive as more of a suggestion. This is the post apocalypse, machines that can't adapt are scrap metal.

>>1394206
Someone or something has already shown up. We are already generating enough power to gradually charge our battery bank.

Our heroes recommend gathering immediately while the materials are hotter than organics would be comfortable handling. If people show up and we still need to gather, those bastards will try to take what should be ours!
>>
Rolled 38 (1d100)

>>1393546
Alright then. So we will be doing double action for Recommend acquisition of deposited materials.

Overseer V:FA7E will [Streamline] this effort.

L1TE will send seed units to test the crash sights before sending the follow up units to gather.
>>
Rolled 56 (1d100)

>>1393546

>Action 1 [LOCKED]
-Advance on and attempt to gather whatever just fell from goddamn space.
-SecSEED Assigned

>Please Vote on the following...

Would you like to activate [Defensive Matrix]?
>Y
>N

Would you like to assign the Overseer?
>Y, and activate an ability.
>Y, no abilities.
>N

>Action 2
-Double Up on gathering resources.
-Investigate anomalous power readings.
>>
Rolled 60 (1d100)

>>1394291
Yes, activate [Defensive Matrix]. We need to make sure the sights are safe with the additional security.

Yes, assign V:FA7E. [Streamline] for max efficiency .
>>
Rolled 55 (1d100)

>>1394305
Agree

>>1394291
Double up on gathering resources
>>
Rolled 26 (1d100)

>>1394305
Vote
>>
Rolled 94 (1d100)

>>1394305
Have my support.
>>
Rolled 22 (1d100)

>>1394291

>Advance on and attempt to gather the object

Forces deployed.

Transmitting data...

Sand. Dull, yellow-grey sand. It is an ugly color, seemingly only made uglier by the dull red glow emitting from the crater that has replaced the open area between your two Eastward Factory wings.

Which are also covered in sand, with only the tallest sections of the structure peaking out above to reveal the pitted surface of weathered rockcrete. The drifts gradually decrease in height the further from the factory complex proper you go, with the perimeter fence and watchtowers managing to stand considerably above the sandline.

Just inside the primary entrance doors to your factory, standing in perfect stillness aside from the occasional twitch of a sensor-tendril in the dead air are your Regulators. A strange sight to be sure, their vaguely humanoid forms immediately revealed to be false when one notices the heavy tentacled torsos. A shadow passes across the slightly ajar main entrance, briefly obscuring the dull red glow of the crash crater. An immediate and disturbingly organic reaction sees several hundred optical-sensor tendrils jerk to observe the brief fade in light, then they are coupled by audio tendrils as a distinctive THUNK-THUNK....THUNK pattern, hardly bothered at all in its asymmetrical pattern from having to cross the sand, is heard from outside.

"SecSEED AI reporting. Site secured, Walkers in position. Seeded forces will handle defensive network. Please deploy all remaining forces and Walkers for salvage operation."
>>
Rolled 55 (1d100)

>>1394724

You forces in the crater variously crouch, stand, or lean in strategic locations. Present in clusters around the legs of your walkers which in turn idly cycle their various energy weapons, targeting algorithms keeping them in constant movement except when they briefly lock on the crowd of zombies that have gathered at the southern edge of the crater. Whatever the zombies were before being infected, it's clear that they're no longer human. Many sport strange limbs, seemingly sprouted at random, or are strangely muscular. They all bear a strange, desiccated leathery hide that glints occasionally even in this low light conditions. While the heat does not seem to bother them so much, they seem to have kept their distance for now.

>Alert!
-Radio chatter has been detected closing in our position. ETA: Next Turn
-Salvage is heavily radioactive.
-Battery Banks at 60% charge.
-Defensive Perimeter is present around the salvage site.

>Salvage 70% Collected.
This subroutine regrets to inform the Exec Node that due to the rapidity of collection, salvage will need to be searched and cataloged to know what has been collected.

...What are your orders, Exec Node?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
>Resources: 4

>Current Pop 400 Regulator V1 [Base], 100 Regulator V1 [Base, Seeded]
>>>>>Turn: 4
>>>>>Food: N/A
>>>>>Water: N/A
>>>>>Morale: N/A
>>>>>Armaments: Very Good.
>>>>>Military: 500
>>>>>Fuel: Good.
>>>>>Reputation level: Unknown.
>>>>>Infrastructure: AutoFactory [Wrecked]. Water Pipe Taps. Water Distillery. Versa-X Processing Facilities [Non-Functional]. MansiTech Manufacturing Suite [Wrecked]. Walker Manufacturing [Urgent Maintenance Required]. QM Server Farms [Limited Power]. Repair Facility [Wrecked]. Administrative Facilities. Warehouses. Storage Bay.
>>>>>Defenses: Watchtowers. Perimeter Fence. Landing Platform Radar/Sensor Suite.
>>>>>Vehicles: 15 Regulator Tri-Walkers.
>>>>>>Power: Solar Farm. Low-Yield Th/Breeder Reactor Network [Spent]. Primary Breeder Reactor [Spent]. Li-Batteries [Moderate]. BackUp Generators [Moderate Fuel]. Battery Banks [Improvised]. Geothermal Powertap Shell [Shattered].
>>>>>>Materials: Construction Materials [2]. Manufacturing Materials [2]. Sheet Metal. Lithium [Good]. Electronics Feedstock [Good]. Rebar Rockcrete [Plentiful]. Advanced Electronics/Power Materials [10].
>>>>>>Weapons: Cirroc Pulsar V1.2 [Plentiful], K4LIB Disruptor V2 [Good], ChemCo Bio-Liquidator Gas Artillery [Few].
>>>>>>Ammunition Reserve: Moderate. Anti-Biological [Good].
>>>>>>Armor: Basic Internal System Armoring.
>>>>>>Technology: Patchwork Bot-Tech.
>>>>>>Other: Supervised Manufactportation.
>>>>>>Communications: Spectradio (TM) Broadcast/Receive, Spectron Comm Networking [Encrypted, Hi-Band], Intra-Factory Optical Network [Wrecked].
>>
Rolled 35 (1d100)

>>1394801
On another note, it's so damn hard to find tentacled humanoid robot pictures...

You guys are some creepy looking motherfuckers though, lemme tell you what.
>>
Rolled 79 (1d100)

>>1394801
While it's not all of it. I think it will be fine to leave the remaining 30% for the incoming.

>Act 1
V:FA7E Go through the salvage.
[Registry Assessment]

>Act 2
L1TE
Ready the base for the incoming. That radio chatter could end poorly for us if our guess dig to deep.
>>
Rolled 82 (1d100)

>>1394925
support, no unwelcome guests if you don't mind
>>
Rolled 36 (1d100)

>Please deploy all remaining forces and Walkers for salvage operation.
>This subroutine regrets to inform the Exec Node that due to the rapidity of collection, salvage will need to be searched and cataloged to know what has been collected.

>This subroutine regrets to inform the Exec Node that due to the rapidity of collection, salvage will need to be searched and cataloged to know what has been collected.

I actually suggest we focus on salvaging the material and then hiding our forces asap. We look scary and that alone may trigger hostilities.

Action 1 + 2
>Assign OVERSEER, COMMANDER
" its imperative we collect this material and hide our forces asap. If we're going to expect visitors, we want to meet them on our own terms and see who they are first.

Deploy all forces and focus efforts on immediately completing the salvaging of materials, and then returning to base ASAP and hiding. We'll likely not stop the radioactive residual and they will try to investigate further, but we can at least have extra time to decide our options and get a visual reading on them first."
ACTIVATE:
>Streamline
>>
Rolled 92 (1d100)

>>1394925
Have my help, we should also attempt to hack into the radio transmissions to gather information.
>>
Rolled 73 (1d100)

>>1394925
Well, I suppose this works too. Vote
>>
Rolled 93 (1d100)

>>1394925
Have a dice
>>
Rolled 84 (1d100)

>>1394925
>>1394801

>Action 1 [LOCKED]
-Catalog the salvage.
-[Registry Assessment]

>Action 2 [LOCKED]
-Prepare for possible assault.

>Please Vote on the following...

>Attempt to hack the communications
>Y
>N

>Special Tactics
"Please declare if you would like to do anything in your defenses aside from retreat into the Factory and wait to see what incoming forces do. Due to the nature of Seed AI, default operations with fresh Seeds are rather basic."
>>
>>1395383
>N
Don't want them triangulation our position and maybe getting a worm in here

Hopfully some bots are gettin in the guard towers
>>
Rolled 9 (1d100)

>>1395383
>N
Don't want them to see to much activity.

Not sure of the color of our bodies. Thinking if it matches we can hide bots in the sand to keep a better eye on things. Cover in tracks we made as well.
>>
Rolled 33 (1d100)

>>1395408
>>1395383
dice if it was needed
>>
Rolled 45 (1d100)

>>1395383
N
Seems to be the general consensus.
>>
Rolled 9 (1d100)

>>1395383

>Catalog the Salvage

Catalog of the collected salvage went incredibly well. Our Base Units have proven their versatility and utility once more. Sy spreading out the salvage in our large warehouse to allow supplementary scans by the Walkers the entire process was also rendered much faster and more detailed.

>Acquired
-14 Resources
-5 Manufacturing Materials (Rare)
-5 Construction Materials
-Radioactive Fuel Feedstock [Moderate]
-Advanced Alloys [Moderate]

[Registry Assessment]

"...This would almost appear to be a segment of a spaceborne industrial station that has fallen out of orbit. Power source included, which would typically indicate that there would also be distribution media..."

>Acquired
-Advanced Electrical Materials [5]

"Footnote: Records do not indicate that this planet had a spaceborne industrial complex when this unit was put into standby."

Meanwhile your defensive forces rapidly cover their tracks and secrete themselves in various positions. Your ground forces occupying a few of the nearest watchtowers, and investing themselves into the Administrative wing. Which is still covered in grisly mementoes from the zombies' residence. It seems it was not wholly unoccupied by something edible when they got here, but the sight and stench are merely additional datapoints to your bots.

The majority of your Walkers withdraw into the warehouse section of the Factory, while the Seeded walkers collapse their segmented legs to their minimum height and are rapidly covered in sand by their ground escorts, before they too disappear beneath the grey-yellow sea.

>Alert!
-Foreign forces have arrived.
Composition:
-5 Cargo/Transport Flyers (Unknown Disposition)
-2 Escort Flyers (Unknown Disposition)
-150 Infantry (Unknown Disposition)

-About 1/3 of the forces have split off towards the crater, they seem to be equipped with some sort of exo-suits. The landing site is quite close to your main entrance.

-The rest of the forces are advancing on the Zombie Herd, which has begun sprinting towards the Cargo Planes landing site.

-Escort flyers are providing air cover for the operation.
>>
Rolled 84 (1d100)

>>1395618

And thats it for tonight, but I'll be around for questions a bit tomorrow, and will probably get around to more actions on Tuesday.

...What are your orders, Exec Node?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
>Resources: 18

>Current Pop 400 Regulator V1 [Base], 100 Regulator V1 [Base, Seeded]
>>>>>Turn: 5
>>>>>Food: N/A
>>>>>Water: N/A
>>>>>Morale: N/A
>>>>>Armaments: Very Good.
>>>>>Military: 500
>>>>>Fuel: Good. Radioactive Fuel Feedstock [Moderate].
>>>>>Reputation level: Unknown.
>>>>>Infrastructure: AutoFactory [Wrecked]. Water Pipe Taps. Water Distillery. Versa-X Processing Facilities [Non-Functional]. MansiTech Manufacturing Suite [Wrecked]. Walker Manufacturing [Urgent Maintenance Required]. QM Server Farms [Limited Power]. Repair Facility [Wrecked]. Administrative Facilities. Warehouses. Storage Bay.
>>>>>Defenses: Watchtowers. Perimeter Fence. Landing Platform Radar/Sensor Suite.
>>>>>Vehicles: 15 Regulator Tri-Walkers.
>>>>>>Power: Solar Farm. Low-Yield Th/Breeder Reactor Network [Spent]. Primary Breeder Reactor [Spent]. Li-Batteries [Moderate]. BackUp Generators [Moderate Fuel]. Battery Banks [Improvised]. Geothermal Powertap Shell [Shattered].
>>>>>>Materials: Construction Materials [7]. Manufacturing Materials [2]. Manufacturing Materials (Rare) [5]. Sheet Metal. Lithium [Good]. Electronics Feedstock [Good]. Rebar Rockcrete [Plentiful]. Avance Alloys [Moderate]. Advanced Electronics/Power Materials [10]. Advanced Electrical Materials [5].
>>>>>>Weapons: Cirroc Pulsar V1.2 [Plentiful], K4LIB Disruptor V2 [Good], ChemCo Bio-Liquidator Gas Artillery [Few].
>>>>>>Ammunition Reserve: Moderate. Anti-Biological [Good].
>>>>>>Armor: Basic Internal System Armoring.
>>>>>>Technology: Patchwork Bot-Tech.
>>>>>>Other: Supervised Manufactportation.
>>>>>>Communications: Spectradio (TM) Broadcast/Receive, Spectron Comm Networking [Encrypted, Hi-Band], Intra-Factory Optical Network [Wrecked].
>>
Rolled 12 (1d100)

>>1395618
>>1395636

>SecSEED AI
"Trivial encryption detected on Comms.
Requesting permission to attempt a tap."

>Y
>N
>>
Rolled 67 (1d100)

>>1395695
>>Y
Now that they, probably, think it's just zombies around.
>>
Rolled 7 (1d100)

>>1395695
Yes

I think we should at least do that if we're planning to hide and watch.
>>
>>1395738
They'll be distracted by the zombies for now, but I'm guessing they'll soon notice something got to the wreckage first. What do we do if that happens?
>>
>>1395695
Y
Hmm, interesting we can either.
A. Let these unknown forces fight the zombies then mop up the winner.
B. Help the zombies?
C. Help the unknown forces.
D. Not interfere.
>>
Rolled 88 (1d100)

>>1395695
>Y
Ensue Scrambling is active so they can't track us
>>
>>1395762
My gut is to help the unknown forces, but for all we know they could be bot-hating jerks. At the same time we don't know that they are, so I definitely don't want to fire first against them.

Although I kind of do want to reveal ourselves to claim the other 30% of the wreck that landed on our property. Maybe after their fight with the zombies is over though, for strategic reasons.
>>
Rolled 51 (1d100)

>>1395753
Depends if they dig deeper into this place, our place. There is a reason we set up before they got here after all.

We know some of their make up. Right now we will have the numbers on our side with zombies hitting their flanks. We have to see what the radio chatter will be like. Hopefully they will not have back up to call.

Then we can debate if it's worth the risk to attack. Zombies get the bodies we can the gear and Transports. Assuming we can even hurt the Escort Flyers.

>>1395762
If the zombies have a brain behind them. It could be worth it to help them.

>>1395811
After they clear zombies out. They may want to keep fighting since they spent all the ammo already. Not sure if we can make the claim worth it at that point.
>>
Rolled 24 (1d100)

>>1395811
What i'd suggest is we watch for a bit and listen into their Comms. Maybe hack through their Comms into their Aircraft flight Plans and find out where these fuckers came from and the area around us? It'll also give us access to what they've been doing in the past.

Also we need to uncover a way for the Fliers to be taken care of if we do decide to fight, we'd need to set up a synchronized strike to down the birds at once and then lock down their transports. Maybe just burrow under the so they can't leave or something?

But naturally the first thing we do is ID what kind of forces they are.

Also consider Lore wise we were made to deal with threats such as Zombies, so a Para group is our natural allies..
>>
>>1395837
>They may want to keep fighting since they spent all the ammo already
Or maybe they won't want to fight because they're low on ammo. But hey, I'm sure letting people take things from our grounds without even saying anything is a great precedent to set.

>>1395868
But will they see /us/ as allies?
>>
>>1395923
we shall soon see
>>
>>1395923
Really it all depends if we wish to keep hidden or not. We haven't been active for very long after all. We know little on the power level of the people around us. We could be gods or the weak kid.

With a lot of unknowns. Is it worth it to set a precedent to this faction?
>>
>>1395957
But how long will we be able to remain hidden? I'm very dubious of our ability to keep quiet for long, so it'd be better to show ourselves when someone shows up on our doorstep like this.

Anyway, I'm leaning towards waiting at least a little longer to see how this situation develops. What shall we do in the meantime? SecSEED will try to monitor their comms, should our other action be for the AI to attempt file recovery? I'm thinking we need to avoid making noise, so now might be a good time for data processing.
>>
>>1395991
Actions could range of study their tactics to do nothing. I know we do need to be careful about digging into old files. We could awaken old world spam.

So I would probably back studying their movements to gain experience and find openings.
>>
>>1396024
I would think that an AI looking through its own files would be safe, unless perhaps it had a virus or something in the past. But what the hell do I know, the Old World was fucking insane. This is true regardless of setting.

Battle analysis actually is probably the best course of action right now though.
>>
>>1395837
>If the zombies have a brain behind them. It could be worth it to help them.

This honestly depends.

First off, other anon is right we are somewhat human centric.

We need to get an idea of what the general human or at least "civilized" factions are doing in the area.

It just seems counter fluff to go along with zombies if they take a passive attitdue toward zombie hordes rampaging. But if they try to keep the zed in line and most importantly, fight the ones who won't, that might be an avenue for negotiation.

That said, I feel aligning ourselves with even intelligent zombies should be something of a last resort.
>>
We were made to purge zombies and things like that right? As robots that is our purpose. I vote we aid the unkown forces
>>
>>1397658
In the post apoc. Many factions have had to turn on what they once were to keep surviving.

I'm down to follow our fluff. Tho we should first protect our selves and hear what the comm chatter is about before acting.
>>
>>1397664
We are absolutely sure they are going to fight the zombies yes? Well then I agree purging the horde now would be useful.
>>
>>1395695
Can we get some info on the tap before we lock ourselves into an action?
>>
>>1397684
Yeah thats fair, if the unknowns are going to engage the zed then help otherwise we can bide our time
>>
Waitin on dat dialogue
>>
>>1398130
indeed
>>
>>1391549
Do you have like a pdf or Somthing with your system becuase I have ran civ games in the past but creating a system to run off of has always been a difficulty. So I would be interesting to see how yours work.
>>
Rolled 9 (1d100)

>>1395695
>Y

>SecSEED AI
"Affirmative...attempting crack now."
>>
Rolled 40 (1d100)

>>1398597

>SecSEED AI
"Attempting Crack
...Unsecured Channel detected.
Open matrix port detected. Compatible hardware. Hmm.
Attempt Seed download.

>Attempt successful. Hardware integration complete.
>Paralleling Comms feed now.
>Comms system held separate from other electronics. Unfortunate.
>Oh look, here's something!"

>Acquired
Unidentified Faction Passcodes

"FUKKEN 'ELL MATES!! THEESE ZOM-GODDAMN-BONERS AIN'T AS TUFFAZZ-
*Vague inhuman screaming, followed by the sounds of something blunt, heavy and metallic cracking bone several times*
AZ THEY LOOKED! DEFINITELY GOT SUM AGE ON'EM THOUGH, RIGHT FUN!"

"Yeah yeah, what the fuck ever Ranzo. Better have your fun up there, looks like somebody's already got to down here. Probably the damned Zeds again, and you're just chewing through their little parting-gift. On the upside, looks like we can pack this all on one lifter in one go then get the fuck out. This place's giving me the creeps."

"WOT?? ARE YOU
-BLAM BLAM-
SEEREE-OUSLY SUGGESTING ANY SELF-RESPECTING ZEDS IN THESE PARTS'D LEAVE AGED PSEUDO-MUMMIES AS A BOOBY TRAP?

NO MATE, 'ere's somethin' else going on round here. OY CHOPPERS, you pick up anything more on the ground scanners?"

"Negative, sir. This section of the plateau catches all the sand blowing in from the Wastes. Shit scrambles sensors something fierce, we've been pinging electrical, heat, and vacuous space readings pretty much at random since a few clicks west of here. The sands right around here also seem to have a higher than normal metal content, making it worse. Damn near impossible to tell what's legit and what's not."

"Alroighty then. Well I'll be fucked if we're gonna go back to the Boss with nothin' but you sorry lot's limp dicks (I'M HAVING A GODDAMN BLAST HERE MYSELF) and a quarter-share of a motherlode.

All Spikers, switch to 'Lectrics. We're gonna bag ourselves some of these fucks to take back home with us."

>Alert!
-Forces attacking the zombies have switched tactics.
-Salvaging forces are retreating back towards the cargo flyers.
-Carge flyers are warming up for takeoff.
>>
>>1398725
Ah, bandits, what fun! Now to decide what to do with them.

Mind you if we go bandit it typically precludes us dealing with people who dont like bandits.

Also assumes these guys are bandits but thats a given.
>>
>>1398742
just because we help them now, doesnt mean we have to help them later, in other words we can work with them now and ditch them as soon as we meet a proper civ to work with
>>
>>1398725
>SEEREE-OUSLY SUGGESTING ANY SELF-RESPECTING ZEDS IN THESE PARTS'D LEAVE AGED PSEUDO-MUMMIES AS A BOOBY TRAP
>All Spikers, switch to 'Lectrics. We're gonna bag ourselves some of these fucks to take back home with us."

Hmm, okay so from what I can infer.

"Zeds" are either some type of zombie faction or perhaps a faction that uses and manipulates zombies.

And the zombies around our parts are old. Very old. Probably like we are.

Last but not least they are worth tazing and bringing home. I wonder why.

On the offchance these are actual bandits I say we let em go. I would rather we align ourselves with a different faction per say.
>>
>>1398756
Stigma's have a hard time leaving and people don't like turncoats.
"Once a bandit always a bandit" or something, its very hard to shake off a bad reputation.

Plus, would you trust someone who not only once worked with bandits but also betrayed them?
>>
>>1398761
as much as I would like have humans to work with these crazy bandits are a no-go.
In regards to zeds I think its just a slang term for zombie
>>
I will say that bandits do have an excellent alternative source of income via looting instead of salvaging.
>>
>>1398767
>In regards to zeds I think its just a slang term for zombie
It isn't in the other setting but still. Like I said I definitely think Zed in this case means intelligent zombie or something not dumb, since he mentions intentionally stealing whatever fell from the sky and leaving zombies as booby traps "parting gift"
>>
>>1398772
I would like to use them as cat's paws but I fear they would try to loot us. Lets just stay out of the way and consume the robot equivalent of popcorn
>>
Rolled 81 (1d100)

>>1395618
Action 1 - OVERSEER
"We have just acquired numerous resources and matrials, including Radioactie Fuel, some Advanced Alloys, and some nice Advanced Electrical Materials.

As you say Overseer our primary issue is power. Can you formulate some immediate base power improvement options for us that we can construct or upgrade using our newly acquired assets? Perhaps we might restore or even upgrade function to the Breeder Reactor, or further upgrade our Battery Banks. Blueprints would be useful.

Analyze the most effective use of our new materials for power."

ACTIVATE: [Streamline - Emphasis on increased results]

Action 2 - COMMANDER
SecSEED. Assess and analyze these persons combat tactics against the zombies. It's always useful to know how other people fight the zombies so that we might discover and emulate more effective tactics, especially since likely other native factions here could have had much more experience with them.

Observe and even try to scan their hardware if possible. This is a good opportunity to learn how to closely observe forces without being seen.
>>
Rolled 56 (1d100)

>>1398842
Vote
>>
Rolled 6 (1d100)

>>1398842
Roll
>>
Rolled 78 (1d100)

>>1398842
Rolling
>>
Rolled 26 (1d100)

>>1398842
Support.

Im assuming we're laying low till the Bandits fuck off?
>>
>>1399279
Yes. Personally I say we should see if there are ways we can investigate on other factions, gather our options

Maybe it does turn out that the bandits are the best option around for us and we can kick our asses in hindsight for not taking this opportunity, but you never know.
>>
>>1399506
not does to make sense to try to find better allies than a bunch of bandits but it also makes sense in character that our robots would be looking to work with someone with at least some prewar civil authority
>>
>>1399513
Wouldn't it be funny if these guys were just Paramilitary? heh.
>>
>>1399528
Penal Troopers or Conscripts?
>>
Rolled 41 (1d100)

>>1398842

>Action 1 [LOCKED]
Fix the Base! Emphasis on the power!

>Action 2 [LOCKED]
Observe the deployed forces.

This'll probably be the only update until tomorrow.
>>
Rolled 63 (1d100)

>>1399711

>Overseer FA7E
"First-Order Approximation Complete.

Optimization heuristics initiating...

Request release of [2] Construction Materials.

Anticipated repair sequence will take between 3 and 6 turns. Requesting all non-seeded Regulator Base Units."

>Y
>N


Meanwhile, the buried forces of SecSEED observe the ongoing battle and salvage efforts, the only evidence of their existence being the occasional camera-tendril gently wiggling away accumulated sand.

The scavengers are all clearly very experienced, their forces exhibiting an efficiency that would make the Overseer itself beam were it attained by your base units. Mostly they are covered in seemingly-simple layered rags, faces obscured by various low-tech lenses and goggles to block out the sand. A few large exo-suits, bordering on being mechs, can be seen among the group though, physically lashed to large chunks of salvage on sleds and pulling them up the steep, glassy incline of the crash crater by virtue of sheer brute force.

They make exceedingly good time despite the adverse conditions, and are soon loading the cargo flyers with their bounty.

>SecSEED
"Those components are still too radioactive to be safely handled by unprotected humans. There is either more at work here, or this group does not care for the lives of their salvager units. Data cataloged."
>>
>>1399789
>>Request release of [2] Construction Materials.
>>Y
Confirmed.

"It's entirely possible they may be abhuman, or medication technology has advanced since our hybernation.

We cannot rule out the possibility that the salvager units may also simply be coerced."
>>
Rolled 4 (1d100)

>>1399789

The clearly more impressive display, though, is the Spikers. Their gear is distinctly less ramshackle than the scavengers'. They are almost uniform and clearly well constructed, although you don't detect any obvious high-tech elements. Every soldier except one wears a full-face helmet with a featureless, reflective faceplate...that has had an ugly, asymmetrical crown of iron spikes soldered or welded on. With smooth motions they all draw matching clublike weapons nearly as long as they are tall, which activate with arcing purple snaps of electricity before stabilizing into a dull purple haze around the weapon's core. The effect would be quite impressive and intimidating, were your cold metallic processor cores capable of experiencing either emotion.

Without any apparent cue, either visible, audible, or in the range of the EM spectrum which your Walkers' sensors scan, all the figures charge into the remaining zombies to devastating effect. Despite their obvious strength and toughness the zombies fall one by one either to the eerily coordinated assault of the Spikers, who suffer minor losses and leave the fallen to bleed to be crushed to death underfoot in the sand. One figure in particular, the only one not wearing any helmet, fights in a particularly brutal fashion, and despite the bedlam and dust raised by the fight you manage to identify several telltale signs of high-quality augmetics being utilized in his style.

The warrior's face and armor pattern are logged under the title "Ranzo".

>Alert!
-Foreign forces are withdrawing.
-The Scavengers are assisting in the retrieval of disabled zombies.
-Spikers are carrying back their own dead and wounded.

>SecSEED
"Executive Node, now may not be the time to initiate interaction with this faction. In fact, this unit cannot recommend it. However my programming requires the I inform you: I anticipate this will be the last opportunity for interaction quite some time."
>>
Rolled 79 (1d100)

>>1399960

I swear, those poor zombies had the shittiest rolls and you fuckers are SO GODDAMN LUCKY so far.

...What are your orders, Exec Node?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
>Resources: 18

>Current Pop 400 Regulator V1 [Base], 100 Regulator V1 [Base, Seeded]
>>>>>Turn: 6
>>>>>Food: N/A
>>>>>Water: N/A
>>>>>Morale: N/A
>>>>>Armaments: Very Good.
>>>>>Military: 500
>>>>>Fuel: Good. Radioactive Fuel Feedstock [Moderate].
>>>>>Reputation level: Unknown.
>>>>>Infrastructure: AutoFactory [Wrecked]. Water Pipe Taps. Water Distillery. Versa-X Processing Facilities [Non-Functional]. MansiTech Manufacturing Suite [Wrecked]. Walker Manufacturing [Urgent Maintenance Required]. QM Server Farms [Limited Power]. Repair Facility [Wrecked]. Administrative Facilities. Warehouses. Storage Bay.
>>>>>Defenses: Watchtowers. Perimeter Fence. Landing Platform Radar/Sensor Suite.
>>>>>Vehicles: 15 Regulator Tri-Walkers.
>>>>>>Power: Solar Farm. Low-Yield Th/Breeder Reactor Network [Spent]. Primary Breeder Reactor [Spent]. Li-Batteries [Moderate]. BackUp Generators [Moderate Fuel]. Battery Banks [Improvised]. Geothermal Powertap Shell [Shattered].
>>>>>>Materials: Construction Materials [7]. Manufacturing Materials [2]. Manufacturing Materials (Rare) [5]. Sheet Metal. Lithium [Good]. Electronics Feedstock [Good]. Rebar Rockcrete [Plentiful]. Avance Alloys [Moderate]. Advanced Electronics/Power Materials [10]. Advanced Electrical Materials [5].
>>>>>>Weapons: Cirroc Pulsar V1.2 [Plentiful], K4LIB Disruptor V2 [Good], ChemCo Bio-Liquidator Gas Artillery [Few].
>>>>>>Ammunition Reserve: Moderate. Anti-Biological [Good].
>>>>>>Armor: Basic Internal System Armoring.
>>>>>>Technology: Patchwork Bot-Tech.
>>>>>>Other: Supervised Manufactportation.
>>>>>>Communications: Spectradio (TM) Broadcast/Receive, Spectron Comm Networking [Encrypted, Hi-Band], Intra-Factory Optical Network [Wrecked].
>>
Rolled 8 (1d100)

>>1399789
>Y

Tho we best hold off on any building that can be seen or heard. That is till our guests leave.

>>1399968
I assume our actions will be the same of holding till the enemy leaves.

>Act 1
Overseer will spend time prepping to repair.

>Act 2
Seeder keeps studying till they leave and our people can move.

Also good report. Keep up the excellent work.
>>
>>1399960
>
Without any apparent cue, either visible, audible, or in the range of the EM spectrum which your Walkers' sensors scan, all the figures charge into the remaining zombies to devastating effect.
Might be psionic.

-The Scavengers are assisting in the retrieval of disabled zombies.
-Spikers are carrying back their own dead and wounded.

Hmmmm. These people have Scavengers on their side.

WAIT A MINUTE

Bandits HATE scavenging (Why scavenge when you can loot).

The fact that they recruit or work alongside scavengers, more I think about it, these might actually just be maybe just mutants or some such. We don't have any actual indication they are bandits asides from the crazy speech of one.

Perhaps we reconsider contacting them?
>>
>>1400089
I strongly suspect they or their scavengers may be mutants, especially considering how they are ignoring the high levels of radiation.
>>
>>1400089
My vote is to let them leave. Once we are repair with the newly scavenge material. We can start networking with people.

Also I think we should synchronize once they leave. We will have gained a good amount of info that needs to be shared.
>>
>>1400174
Eh. . .perhaps. Better to heir on the side of caution?

I suspect this event was from the 100 Strelok rolled. I just can't help but shake the feeling we're passing up a major opportunity here.
>>
>>1400197
Yup. At least till our base is patched up. Once we get the repairs we should be able to handle our selves.

Na we are still gaining something from this. This new world is full of unknowns and we are seeing these people act. That helps us prep for the next faction we see.

Plus we put a seed in their comm. It will take root in something more if they are not careful.
>>
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Rolled 26 (1d100)

Action 1
We should stay quiet until they leave. Even building/repairs is risky as it opens up new energy readings they might latch onto.

Now's a good time for some nice quiet research. Even though we don't have any manufacturing up yet, designing the blueprints now can be useful.

Assign OVERSEER: Research

"One of our chief weaknesses is places too small for our Walkers where we must rely on our infantry forces. We have no heavy weapons to put through the hallways.

See if we can come up with a design for a deployabe mobile heavy disintegrator/pulsar turret, something our troops can wheel around to turn on enemies.

Better than bullets or lasers which would result in piled up corpses getting in the way of fire (which the zombies might push by sheer strength of numbers like a mobile shield of corpses) they can help clear out bodies through vaporization. It will have an adjustable setting to allow for vaporization of organic material without damaging the steel and concrete walls.

In the absence of advanced materials for high performance energy cells, we may have to rely on them being plugged by wire into the wall, if and when we can make them.

It will be helpful to have thought about the design well in time for the day we can make such weapons to clear out our base from the inside."

Action 2
SecSEED continue observation until the foreign forces have left entirely. Tactical assessment on how many zombies have been eliminated, and potential avenues for capitalization on this.
>>
Rolled 59 (1d100)

>>1400089
Nah, we'll see them again eventually. By then we'll be more prepared.

>>1400197
I think the major opportunity from the 100 was the crash itself. It just drew some attention, as one might expect.

>>1400395
Tentative Vote

This seems simple enough that we might be able to accomplish it now. But I can't help but feel that going heavy isn't the best answer to securing our corridors. What if we got some scarab drones or something else that can crawl on all available surfaces?

I like the idea for the turrets. Make them autonomous, we'll have bots that are basically just guns on a wheeled base (or legs, whatever)!
>>
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Rolled 68 (1d100)

>>1400395
Alright. I'll swap to your action.
>>
Rolled 64 (1d100)

>>1400395
Support
>>
Rolled 15 (1d100)

>>1400395
Roll
>>
Rolled 45 (1d100)

>>1400395
Here here!
>>
https://www.youtube.com/watch?v=Mfd95Lo_Ni4

I totally wish I had just straight up fluffed us as actual martian expy bots, I'm so glad Strelok decided to roll with the idea.

He even gave us not!Black-Smoke artillery shells!

I wonder if he played the vidya
>>
Rolled 69 (1d100)

>>1400395

Presently, Overseer is personally managing the base repairs and has direct control of the majority of your non-seeded forces. As such, having ongoing repairs is not costing you an action (though there may be additional resource requests made).

>SecSEED AI
"Exec Node, I would like to point out that a more glaring weakness than a lack of heavy weapons...is a lack of combat-oriented ground models in general. Our Base units, while heavily protected against most environmental hazards and equipped with impressively strong and dexterous manipulators, are primarily meant for industrial tasks.

Just a humble Seed's suggestion. Additionally we are likely to find blueprints for something as basic as a heavy weapons platform whenever we get our servers back to full efficiency, and find whatever media this factory's active schematics were stored on."
>>
>>1402053
It's a shame that a scene like this wasn't in the film. It would've made the aliens a far less nonsensical foe and humanise them.

Also, it would explain why they were so seemingly unprepared for certain things.
>>
>>1402062
"I see. Well then, what would it take to convert more of our military designated populace into proper combat models. Do we currently have that capability, or are further steps needed"
>>
Rolled 71 (1d100)

>>1402062

So as long as the Overseer is personally overseeing repairs it will not cost you an action. Switching him off of that will either pause the repairs or require you to burn an action to continue them.

Now that I look closer though, perhaps that was your intent.

>Please confirm the following

>Action 1
Research on a semi-mobile energy weapons platform.

>Action 2
Seeded forces continue observations, and stand ready to seize any opportunities.

>Assign Overseer to Action 1 (Halting Repairs?)

>Y
>N
>>
Rolled 17 (1d100)

>>1402062
So what I'm getting from this is we need to get our base fix. Sooner the better.

If the guests have left. Then double action to that, assuming that is will speed things up. Unless our guests left anything behind we should gather for info.
>>
>>1402078
>Action 1
>Research on a semi-mobile energy weapons platform.
Negative.

"Have current repairs being undertaken thus far not yet alerted the foreigners of our presence? We may be overestimating the danger then if we've been building this entire time."
>>
>>1402078
This plan of action seems flawless, also avoid halting repairs. The sooner the base is back online, the sooner we can evaluate our needs and how to deal with them.
>>
>>1402078
>N
Based off of what SecS said. I would rather we keep repairs going and research after we see what is recoverable.
>>
Rolled 84 (1d100)

>>1402078
My vote is

>Action 1
>Continue Base Repairs

"The foreigners themselves said the sand is bloking their sensors and scanners, so they may continue without undue risk."

>Action 2
>Seeded forces continue observations, and stand ready to seize any opportunities.
Yes
>>
Rolled 15 (1d100)

>>1402090
I agree
>>
Let the overseer continue repairs
>>
Rolled 81 (1d100)

>>1402090
Yup.

---

Thank you heroes for being the best. You info is most useful.

Tho we should be careful. After all they will not know everything.
>>
Rolled 61 (1d100)

>>1402073

War of the Worlds is great.

>Humanity has existed as a species for about 200,000 years.
>The Martians have been "observing and adapting to Earth for millions of our years".
>At least 10x as long as we have been a species.
>Oops, they forgot about germs.

Never change, H.G. Wells. Never change.
>>
Rolled 5 (1d100)

>>1402075

>Overseer FA7E
"Probable Solution: Repair Facility.

The Repair Facility's assets have not been scanned or logged as of [ERROR: CHRONOMETER CORRUPTION DETECTED].

...As of present.

However, given the nature of this factory's manufacturing lines it is likely that it contains appropriate equipment that could be repaired into a retrofit/upgrade facility for our existing units, if so desired.

This AI is aware that there are other schematics for combat-oriented Regulator models extant. Acquiring these or developing new ones, in combination with a retrofit facility, would provide us with a highly versatile force for relatively little investment."

>>1402084
They do not seem to have noticed us thus far, however their scans seem to be blocked by something in the sands.

>Action 1 [LOCKED]
Continue the repairs (Overseer: [Streamline])

>Action 2 [LOCKED]
Seeded forces continue observation.

Writan'.
>>
>>1402131
To be fair, it isn't that hard to believe that a species whom are having the biosphere fail wouldn't remember or know about microorganisms.

Thus they wouldn't think to prepare for the disease of our world.


The real question is why they didn't have any presence on our world or off of mars, as surely in their prime they would have wanted to expand?


Which reminds me, in every game I have ever seen of Genie set post apoc, we have never gotten off of our starting planet. Not even so much as a simple camera drone into orbit.


It is kinda goal of mine to actually get something up there one of these days and I think we are in a good position to make use of it. For example: we know that somewhere above our location is orbital manufacturing arrays, considering one fell on our head and gave us a bunch of rare and valuable materials.

Logically speaking we can therefore assume there are more up there for us to salvage or repair if we so wish.


Admittedly that is a very long term goal but still. Wouldn't you like to supersize one of our energy beams onto a satellite and cleanse entire continents at once?
>>
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>>1402174
If I might talk for a second about the weird end of War of the worlds, by favorite thing about the league of extraordinary gentlemen war of the worlds plot arc is that while official the martians were killed by the flu. In actuality they were killed by some anthrax/smallpox/black plague hybrid dr moreau cooked up. Thus while they were prepared for germs, there weren't for biological warfare.
>>
>>1402194
That makes a lot more sense. Seeing as the scene from the game implies they have forgotten the art of war and combat.
>>
Rolled 38 (1d100)

>>1402174
I thought that getting into space was Maticico's entire endgame?

Anyway, the given explanation for that is massive amounts of debris in orbit around every formerly-civilized world, which I think would be easier to deal with if it weren't for the orbital velocities. But even high-altitude aircraft are grounded thanks to that.

But this isn't Genie's setting (just his system, with perhaps some borrowed fluff)....
So who knows what the situation is with orbital and space flight? I've entertained the idea of a Think Tank focused in that direction myself.
>>
>>1402224
Logically speaking, if we can make a shield over the front of our craft we can make our way through any such debris, like a icebreaker through a glacier.


Also, I don't remember much of the Maticico's end.
>>
Rolled 26 (1d100)

>>1402153

Repairs continue with excellent progress being made. The emphasis seems to be on the factory's communications network for now. The Overseer, in fact, seems to be actively skipping over repairing power infrastructure, allowing connected communications nodes to trickle charge off of your now-charged battery backups.

"Observation: Unusual communications network topology. Tiered node-hub implementation. Interlocks between nodes only executed at tier 1 and tier 2. Highly resilient to electronic assault. An attacker would need multiple points of entry, or control over practically the entire factory, before anything beyond minor sabotage or data theft could occur.

Abductive Conclusion: This implementation would seemingly only be necessary if there were a strong presence of isolated, individual workers controlling psuedo-autonomous processes with heavy interactions...and no high-grade cyber-security assets were available in the long term.

Extremely unusual factors influenced this factory's construction."
>>
>>1402224
>>1402174
Problem was due to how advanced pre fall society was even before the apocalypse the orbits around worlds was very...occupied. During the fall the careful calculations that kept it all from going to hell went bye bye. Hence the screen of metallic doom.

Space elevators are one of the only ways you can break out of the planet due to how well fortified they were. Thus using them allows you to bypass the problem and gain entry into space through what remained of the space station it connects to.

Otherwise good luck trying to not get shredded when breaking past the atmosphere. That isn't even getting into what remained of the orbital defenses and falling debris.

This is technically should be a huge problem for any post apocalypse setting that is sufficiently advanced in space capabilities.

Hell even today space debris is a huge problem.
>>
>>1402264
True but there exists a solution to every problem and a few dozen more should in sci-fi as expansive as yours.

Also the fact that all orbits decay and shit means that in theory it should clear up given enough time...but that is too long even by our scale.
>>
Rolled 8 (1d100)

>>1402257

Meanwhile, your Seeded forces continue their observations. The scavengers prove themselves to be almost as adept at handling disabled zombies as they were at handling scrap, though they hesitate to touch the corrupted bodies at first. This hesitation elicits a quick stream of words from the soldier identified as Ranzo, and the scavengers seem to physically flinch at his tirade. When he finishes they quickly pick the majority of the zombies, including several of the corpses, and load them onto sleds and practically sprinting back to the cargo flyers.

There is clear evidence of a highly developed battle-language being employed here. Despite multiple ciphering-analyses and decryption instances being run by SecSEED on Ranzo's string of orders...the only meaningful returns indicate that it was a long string of insinuations that the disabled zombies were the male progenitors of the scavenger forces, and that their hesitation was clearly a result of genetic-memories of their female progenitors engaging in a copious and diverse number of ultimate sex acts with their 'fathers'.

>Final tallied Casualties
Zombies - 500 Dead, 150 Disabled
Spikers - 20 Dead, 30 Wounded

>Beginning tactical analysis
The Spikers exhibit traits associated with a highly trained force fighting a foe they have specialized against.

Zombies are incredibly difficult to disable, with there being no universal means of attaining this goal, and what means exist are typically unique to the strain being faced. They are also notoriously potent melee combatants, and engaging in melee with them vastly increases chances of organics becoming infected.

Despite this, they seemed to carry relatively minimal gear, and have displayed strength, agility, and toughness far in excess of what even most paramilitary gene-conditioning could produce in most humans.

Conclusion:
-Spiker forces utilize some sort of augmentation to enhance their military forces. Possibly extending to mental cyber-augmentations with anti-zombie reaction routines installed
-This party was purpose-dispatched to this location with good intelligence on the nature of the foes they would face here.
>>
Rolled 20 (1d100)

>>1402288

>Alert!
-Zombie horde that had moved away towards other crash sites seems to be coming back, though in no particular rush.
-Weather anomaly detected to the West and approaching. ETA 6 turns.
>>
Rolled 36 (1d100)

>>1402292


...What are your orders, Exec Node?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
>Resources: 17

>Current Pop 400 Regulator V1 [Base], 100 Regulator V1 [Base, Seeded]
>>>>>Turn: 7
>>>>>Food: N/A
>>>>>Water: N/A
>>>>>Morale: N/A
>>>>>Armaments: Very Good.
>>>>>Military: 500
>>>>>Fuel: Good. Radioactive Fuel Feedstock [Moderate].
>>>>>Reputation level: Unknown.
>>>>>Infrastructure: AutoFactory [Wrecked]. Water Pipe Taps. Water Distillery. Versa-X Processing Facilities [Non-Functional]. MansiTech Manufacturing Suite [Wrecked]. Walker Manufacturing [Urgent Maintenance Required]. QM Server Farms [Limited Power]. Repair Facility [Wrecked]. Administrative Facilities. Warehouses. Storage Bay.
>>>>>Defenses: Watchtowers. Perimeter Fence. Landing Platform Radar/Sensor Suite.
>>>>>Vehicles: 15 Regulator Tri-Walkers.
>>>>>>Power: Solar Farm. Low-Yield Th/Breeder Reactor Network [Spent]. Primary Breeder Reactor [Spent]. Li-Batteries [Moderate]. BackUp Generators [Moderate Fuel]. Battery Banks [Improvised]. Geothermal Powertap Shell [Shattered].
>>>>>>Materials: Construction Materials [5]. Manufacturing Materials [2]. Manufacturing Materials (Rare) [5]. Sheet Metal. Lithium [Good]. Electronics Feedstock [Good]. Rebar Rockcrete [Plentiful]. Avance Alloys [Moderate]. Advanced Electronics/Power Materials [10]. Advanced Electrical Materials [5].
>>>>>>Weapons: Cirroc Pulsar V1.2 [Plentiful], K4LIB Disruptor V2 [Good], ChemCo Bio-Liquidator Gas Artillery [Few].
>>>>>>Ammunition Reserve: Moderate. Anti-Biological [Good].
>>>>>>Armor: Basic Internal System Armoring.
>>>>>>Technology: Patchwork Bot-Tech.
>>>>>>Other: Supervised Manufactportation.
>>>>>>Communications: Spectradio (TM) Broadcast/Receive, Spectron Comm Networking [Encrypted, Hi-Band], Intra-Factory Optical Network [Pieced Together].
>>
>>1402339
Attempt to restore functionality to the auto-factory and any other infrastructure as possible.

Clear solar network of sand to increase power output.


I will leave heroes and abilities to other anons assuming they agree with this plan. If not I concede to their goals.
>>
Rolled 11 (1d100)

>>1402351
I'd say power comes before restoring factory and other assets. They won't do us any good if we don't have the juice to run them.

>>1402339
Action 1
Seed additional 200 Regulators and 5 Tri-Walkers (for total 300 Seeded Regulators)

Action 2
Attempt to determine nature of weather anomaly.
Authorization to dispatch Tri-Walkers in pursuit of this objective is granted.
>>
>>1402363
Actually I'd advise continuing getting the power up asap, so our scanners can work much more accurately. We have 6 turns.
>>
Rolled 18 (1d100)

Action 1
Overseer to continue repairs/upgrades on base power. [STREAMLINE]

Action 2
SecSEED to synchronize. Gather all valuabe data collected and put them into meaningful updates for the seed. Even if its as simple as how to hide and observe forces, as well as new information on zombie and anti-zombie combat.
>>
Rolled 43 (1d100)

You know we never did investigate those anaomalous readings. Why are we getting more power than we should be, I doubt it's just because of the "solar heat" on the sand.

How about
Action 1
Overseer to continue repairs/upgrades on base power. [STREAMLINE]

Action 2
SecSEED to investigate our power readings. Why the discrepancy.
>>
Rolled 69 (1d100)

>>1402455
Yeah, but...

>>1402078
>So as long as the Overseer is personally overseeing repairs it will not cost you an action

Does devoting an action to it help it get done faster?

>>1402465
I still think we need to Seed more than 100 bots. I don't think we're going to get much out of synchronization as is.

But I'm not certain, so I'll support this action, if we can in fact increase effectiveness by using actions for repairs.
>>
Rolled 98 (1d100)

>>1402509
Alright, fine. Switching to this. Let's go investigate because we don't trust the AI's conclusiion.
>>
>>1402510
>I still think we need to Seed more than 100 bots. I don't think we're going to get much out of synchronization as is.
Actually the jist of the way it works is the SEED AI spreads out the current version of itself onto seeded units, which each learn individually and adapt. Synchronization then recollects all the accumulated knowledge to update the primary SEED to a newer better version, which can then be re-seeded onto the units

The newly seeded units benefit from the most latest upgrade.
>>
Rolled 51 (1d100)

>>1402510

Devoting an action to it does boost the efforts considerably both in quality and speed.
>>
Rolled 35 (1d100)

>>1402509
Vote
>>
Rolled 18 (1d100)

>>1402509
Have my support.
>>
>>1402524
That's why I think we need more. We're only going to have 100 that benefit from this upgrade.
>>
>>1402552
Wait, belay that.

Okay, I misread what you said. Still concerned that with only 100 units we have not gained adequate data.
>>
Rolled 85 (1d100)

>>1402339

>Action 1 [LOCKED]
Continue base repairs.

>Action 2 [LOCKED]
Have SecSEED Investigate the anomalous power readings from the solar arrays.

Writan'. This may take a minute. Too bad you don't have a science hero...even still there may be something interesting going on here.
>>
Rolled 71 (1d100)

>>1402619

"Overseer?"

"Acknowledged, SecSEED. Intent of probe?"

"They've assigned me and my forces to investigate the solar arrays. The ones covered in dust that ought not be generating power."

"Excellent. Communications network repairs were just completed. Taking remote assessment...

...Solar Arrays in sectors Delta-9M through Gold-2A have not reported a correct diagnostic in 600-1000 years. No unit chronometers are synced, this measurement has little value, and does not explain power generation."

"Oh, you've got communications and diagnostics online. Excellent.

Say, tell me what happens really quick when I do...THIS."

Through the walls of your facility an echoing rumble disturbs the silence of inactive equipment and busy robots as a Tri-Walker brings one of its feet down with full force upon the crest of a nearby dune. The sound is quickly muffled by the scraping sound of shifting grains, but its echo seems to hum through the corridors nonetheless.

"Assessment: Noth-

Power fluctuation detected.

Power spike detected!

Critical Power spike detected!"

The echoing hum quickly picks up in pitch, before reaching a crescendo in a distinctly electrical ZAP. At the same time, arcs of blue lightning race through the dune your Tri-Walker had disturbed like an inverted ripple, all converging into one point before a geyser of charged sand and dust shoots up from around the Walker's leg.

The Walker is nearly knocked off its balance, as the cascade bombards its shields. A few grains phase through the shield and manage to strike the armor itself, leaving deeper scratches than they have any right to. The spout maintains its assault for several seconds, testing your Walker's shield capacitors to their limit before finally dissipating just before the breaking point.

The surprised Walker quickly walks its way out of the suspended cloud and down the dune, causing several ancillary spouts to form as it goes. As it reaches the relatively solid ground of its courtyard it gives itself a nearly organic shake to dislodge any remaining particles.

"Well I won't be doing THAT again. I think I found the source of your anomalous readings though. Detailed scans indicate that the sand around here has strange properties. Additionally, the solar panels that've been buried exhibit visible...change. Its unclear if they catalyze this reaction or not.

It seems like an intentional defensive mechanism. However, I suspect we could harness it for power generation too."

"Agreed, it is quite promising. Take samples of the sand, and of the solar panels. This warrants further study."

>Acquired
-Strange Sand Sample
-Strange Dust Sample
-Buried Solar Array Sample
>>
Rolled 82 (1d100)

>>1402836

With by-and-large restoration of the communications network complete, and the discovery that your solar panels are not necessarily 'malfunctioning' per-se....repairs are greatly accelerated as problems can be more effectively pinpointed.

Repairs on the plantwide power distribution network have begun and already substantial progress has been made.

Overseer FA7E requests [2] more Construction Materials be released.

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
>Resources: 16

>Current Pop 400 Regulator V1 [Base], 100 Regulator V1 [Base, Seeded]
>>>>>Turn: 8
>>>>>Food: N/A
>>>>>Water: N/A
>>>>>Morale: N/A
>>>>>Armaments: Very Good.
>>>>>Military: 500
>>>>>Fuel: Good. Radioactive Fuel Feedstock [Moderate].
>>>>>Reputation level: Unknown.
>>>>>Infrastructure: AutoFactory [Wrecked]. Water Pipe Taps. Water Distillery. Versa-X Processing Facilities [Non-Functional]. MansiTech Manufacturing Suite [Wrecked]. Walker Manufacturing [Urgent Maintenance Required]. QM Server Farms [Limited Power]. Repair Facility [Wrecked]. Administrative Facilities. Warehouses. Storage Bay.
>>>>>Defenses: Watchtowers. Perimeter Fence. Landing Platform Radar/Sensor Suite.
>>>>>Vehicles: 15 Regulator Tri-Walkers.
>>>>>>Power: Solar Farm. Low-Yield Th/Breeder Reactor Network [Spent]. Primary Breeder Reactor [Spent]. Li-Batteries [Moderate]. BackUp Generators [Moderate Fuel]. Battery Banks [Improvised]. Geothermal Powertap Shell [Shattered].
>>>>>>Materials: Construction Materials [5]. Manufacturing Materials [2]. Manufacturing Materials (Rare) [5]. Sheet Metal. Lithium [Good]. Electronics Feedstock [Good]. Rebar Rockcrete [Plentiful]. Avance Alloys [Moderate]. Advanced Electronics/Power Materials [10]. Advanced Electrical Materials [5].
>>>>>>Weapons: Cirroc Pulsar V1.2 [Plentiful], K4LIB Disruptor V2 [Good], ChemCo Bio-Liquidator Gas Artillery [Few].
>>>>>>Ammunition Reserve: Moderate. Anti-Biological [Good].
>>>>>>Armor: Basic Internal System Armoring.
>>>>>>Technology: Patchwork Bot-Tech.
>>>>>>Other: Supervised Manufactportation.
>>>>>>Research Items/Items of Interest: Strange Sand. Strange Dust. Buried Solar Array.
>>>>>>Communications: Spectradio (TM) Broadcast/Receive, Spectron Comm Networking [Encrypted, Hi-Band], Intra-Factory Optical Network [Pieced Together].
>>
Rolled 87 (1d100)

>>1402856
Approve Overseer FA7E's request.

Action 1
Continue repairs [Overseer] [Streamline]

Action 2
SecSEED to synchronize. Gather all valuabe data collected and put them into meaningful updates for the seed. Even if its as simple as how to hide and observe forces, as well as new information on zombie and anti-zombie combat. [SecSEED] [Synchronicity]
>>
Rolled 12 (1d100)

>>1402856
>Overseer FA7E requests [2] more Construction Materials be released.
Y
>Query if we were too supply 3 would you be able to complete the work to a higher standard? To survive surges and place Power Breakers within it

>A1
>F. Scavenge for raw materials.
Look around our Home base of any and all wreckage that may be buried in the sands. If we find any Drone Wreaks maybe we can recover stuff from it.
>[Assign SecS33D L1TE to assist in getting things working in nice order]
I want to know we have everything under these sands checked out and no buried wreaks.

>A2
An action dedicated to the Repairs.
>[Assign V:FA7E Too assist, Activate: Streamline (Quality Focus)]

Im sure our factory is infact a giant tripod
>>
Rolled 13 (1d100)

>>1402897

>Overseer FA7E
"Negative, with the facilities we have at hand the optimal dispersion is 2. Protection against reasonable power surges is provided for, and of course include anything that might be expected with normal-to-extreme operation. Unaccounted for surges or weaponized fluctuations are another matter, and addressing those issues would best be done as infrastructure upgrades after the basic groundwork has been made to function.

As for the Solar Arrays anomalous generation capabilities...further study of our samples and the mechanism of action will be required before any sub-goals may be established relating to its control."
>>
>>1402897
That might be rather difficult, given all the metallic sand that hides anything mechanical. We could, with great difficulty, search through it manually, but I would not recommend that after what we just discovered about the sand, at least until we have further information.
>>
Rolled 90 (1d100)

>>1402881
Voting with this.

>Y to OVERSEER's reqest

Action 1
Continue repairs [Overseer] [Streamline]

Action 2
SecSEED to synchronize.
>>
Rolled 43 (1d100)

>>1402881
just switchin to this to keep things moving
>>
Rolled 32 (1d100)

>>1402856

>Action 1 [LOCKED]
Continue those repairs already!

>Action 2 [LOCKED]
Initiate Synchronization.
>>
Rolled 71 (1d100)

>>1403022

Power distribution systems have been repaired.

Reactor systems appear to be remarkably intact, though obviously left derelict for some time. Preparation has begun for refueling and re-start.

>Synchronization Sequence Initiated
All Seeded Units have withdrawn into the factory, and shut down for an unknown duration.

>Alert!
-Weather event continues to approach. ETA 4 turns.
-The Zombie horde has re-infested the area around our factory. They briefly displayed interest in our walkers, but quickly lost interest after attempting to munch on some of our base units.

And that'll be the last one of the night, folks. I may be able to squeeze some dialogue in tomorrow.

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
>Resources: 15

>Current Pop 400 Regulator V1 [Base], 100 Regulator V1 [Base, Seeded]
>>>>>Turn: 9
>>>>>Food: N/A
>>>>>Water: N/A
>>>>>Morale: N/A
>>>>>Armaments: Very Good.
>>>>>Military: 500
>>>>>Fuel: Good. Radioactive Fuel Feedstock [Moderate].
>>>>>Reputation level: Unknown.
>>>>>Infrastructure: AutoFactory [Wrecked]. Water Pipe Taps. Water Distillery. Versa-X Processing Facilities [Non-Functional]. MansiTech Manufacturing Suite [Wrecked]. Walker Manufacturing [Urgent Maintenance Required]. QM Server Farms [Limited Power]. Repair Facility [Wrecked]. Administrative Facilities. Warehouses. Storage Bay.
>>>>>Defenses: Watchtowers. Perimeter Fence. Landing Platform Radar/Sensor Suite.
>>>>>Vehicles: 15 Regulator Tri-Walkers.
>>>>>>Power: Solar Farm. Low-Yield Th/Breeder Reactor Network [Spent]. Primary Breeder Reactor [Spent]. Li-Batteries [Moderate]. BackUp Generators [Moderate Fuel]. Battery Banks [Improvised]. Geothermal Powertap Shell [Shattered].
>>>>>>Materials: Construction Materials [5]. Manufacturing Materials [2]. Manufacturing Materials (Rare) [5]. Sheet Metal. Lithium [Good]. Electronics Feedstock [Good]. Rebar Rockcrete [Plentiful]. Avance Alloys [Moderate]. Advanced Electronics/Power Materials [10]. Advanced Electrical Materials [5].
>>>>>>Weapons: Cirroc Pulsar V1.2 [Plentiful], K4LIB Disruptor V2 [Good], ChemCo Bio-Liquidator Gas Artillery [Few].
>>>>>>Ammunition Reserve: Moderate. Anti-Biological [Good].
>>>>>>Armor: Basic Internal System Armoring.
>>>>>>Technology: Patchwork Bot-Tech.
>>>>>>Other: Supervised Manufactportation.
>>>>>>Research Items/Items of Interest: Strange Sand. Strange Dust. Buried Solar Array.
>>>>>>Communications: Spectradio (TM) Broadcast/Receive, Spectron Comm Networking [Encrypted, Hi-Band], Intra-Factory Optical Network [Functional].
>>
Rolled 71 (1d100)

>>1403107
Hm since we have 4 turns till the weather changes. I assume we will keep to Repairs [Streamline] and Synchronization for actions.

Maybe double down on repair if the seeded units don't awake in, like, 2 turns.

I wonder if there is any shield gens or if we will have to just lock the doors.
>>
Rolled 1 (1d100)

FYI guys, I strongly believe that energy and fuel are going to be our biggest demon for the entire game even by the end. I mean, our primary heavy arms are these giantic shielded tripods that use vaporization weapons.

We are definitely going to want to align with a faction that can provide us a key source of energy. And by the dozens.

>>1403492
Yes, agreed.

Action 1
[Streamline]
"We must get the power up and running asap. Presumably we have survived weather anomalies for the unknown time since we've been asleep, hopefully this will not be very different from what we have slumbered through"

Action 2
Synchronization to continue
>>
>>1404012
Well fuck.
>>
Rolled 1 (1d100)

>>1404012
A moment of silence for the first 1 of the Civ. How many turns did we make it?
>>
>>1404012
>>1404081
First I want to say I am so, so very sorry
>>
Rolled 44 (1d100)

>>1404012
>>1404081
Fishing
>>
Rolled 3 (1d100)

>>1404081
Fucking fuck.

>>1404012
Let me tell you why that's bullshit
First, we have not even begun to develop our own energy assets, which we should do before worrying about buying more from someone else. We will need fuel for our reactors, but we don't need it for our solar farms, the weird sand that modified our solar farm, or the thermal spike.
Second, the thing about most biological creatures greatly resenting us is no joke. Diplomacy will be quite difficult. What do you plan to trade, anyway? Services?
Third, while we have the aforementioned energy assets, we have NO identified reliable source of materials, which are need not just for base improvements, but to build new bots.
Fourth, don't be so cocky about our baseline combat ability. This one will become self-evident soon enough.

As for the one, that was bound to happen sooner or later. Double one...is most unfortunate. But it makes me all the more thankful it didn't happen when someone was attempting something stupid.
>>
Wow!

Two 1s in a row.

Just gotta spice things up don't you dice.
>>
>>1404137
>First, we have not even begun to develop our own energy assets, which we should do before worrying about buying more from someone else.
Of course, which is what we are doing. But I still think that even if we get this base up to 100% capacity we're still going to need much more energy for bigger projects.

>Second, the thing about most biological creatures greatly resenting us is no joke. Diplomacy will be quite difficult. What do you plan to trade, anyway? Services?
I didn't say it would be easy. I said whenever the opportunity arose we ought to negotiate with someone who has energy.

Everyone has different maluses to diplomacy. Be they bandits, mutants, ghouls, or otherwise. Ours just happens to be in general, but that doesn't mean its impossible. Bandits find other bandits, mutants find mutants, its a matter of presenting yourself as someone with a shared interest and opportunity.

>Third, while we have the aforementioned energy assets, we have NO identified reliable source of materials, which are need not just for base improvements, but to build new bots.
Where did you get the idea that I don't think that's important at all?

>Fourth, don't be so cocky about our baseline combat ability. This one will become self-evident soon enough.
Where are you getting the idea that I'm being cocky about our combat ability? I've been specifically avoiding combat with the zombies until we're at a point we can do it safely. Not to mention we can't even use our walkers inside the base.

You're throwing these accusations without me actually having made them in my post. I simply said that our entire set up is going to be massively energy intensive, in addition to our other issues, and that at every opportunity we can we should look for energy sources such as factions, but not that we should neglect our other needs.
>>
>>1404137
>>1404158
From what it sounds like you're saying I want us to be energy dependant on other factions before we've even got this base up and running which I did not say.

I am saying that even when we do get everyting up to speed energy is going to be a bitch and a half even then.

The other stuff you're throwing at me I didn't even mention once in my post.
>>
>>1404137
I WILL say however that if we happen to find an energy rich faction that we can begin friendly relations before we've even got the base up and running is and always will be a good idea.

Sure it'd be great if they also had materials, military power, and other important assets but of all the things which we will be in most dire need of when we reach a point where we can grow and build more arms and armaments it's gonna be the power.

Especially since mid-late game I hope us to get deep ore drills into the ground for minerals and materials as a source of resources.
>>
>>1404137
I must agree with you, our goal is complete internal supply chains with only ideas and designs coming from other factions if at all. I must also agree that we won't have too many troubles with energy or fuel so long as we plan for our expansions and exploit our resources efficiently.


Also, we have an identifiable source of materials: those scavengers would only be around this region and got here so fast if they were all ready in the region or knew that thing was coming down. If they are here, that means there must be scrap of some kind somewhere near here.

One advantage we have, is that we can inhabit irradiated areas with little side-effects and can use hugely polluting systems. Not to mention robotic reliability and efficiency, so when we find a source of scrap we can greatly make use of it.

In the mean time, we might benefit by simply digging down and checking for any mineral deposits or bunkers or such. If they are in good nick, we can simply add them to our network and if not, scrap them and reprocess them.


Our problem with diplomacy could be solved by getting a human "front" or something: a few people who can pretend to represent a faction in control or united with our own. Then once people like us and / or accept us and we know who wouldn't mind a robot-friend, we can reveal the truth to them.


As to our baseline combat ability, we are made for combating "simple" biological threats: monsters, zombies and so on. Admittedly we are not the combat models but the walkers are and they can be crewed by us. Thus, our threat to anything but an actual faction or organised group is quite high.

This is our service, we wish to clean the universe of these threats, literally with it being our purpose, and if that benefits you then so be it. Payment is optional, acceptance of this fact is not.
>>
>>1404172
>One advantage we have, is that we can inhabit irradiated areas with little side-effects and can use hugely polluting systems
You'd be surprised at how many factions besides us can do that, namely mutants, ghouls, and zombies, also monsters.

I'm all for internal strength, but I wouldn't look a gift horse in the mouth. If we can find new allies with things we need.

I still think you guys are underestimating how much power we'll be consuming when we try to strike it out. Our armies are going to be very energy intensive, including our infantry and smaller vehicles when we get them, since we primarily use energy weapons rather than conventional ammo.
>>
>>1404199
I am aware of those that can live in those areas but of those that you mention, only two are able to make use of industry or resources of any kind we might use and only one of them is it likely to assume they would.

Generally mutants don't go as tech heavy, given their biologically imposing nature and abilities.


As to allies, it is unlikely we will find many in the future that are of any actual use for us, at least for now.

If we do however, sure we will attempt to get as much as we can from them but our point is that you are over estimating how much energy we need right now or in future.


Might I point out that we have yet to fix our geothermal and nuclear power sources or that even if they are insufficient that we can just coat the surface in solar panels.
>>
Rolled 86 (1d100)

>>1404158
>>1404160
>>1404163
You're just saying energy will be a major concern throughout the life of this civ? I agree with that. My assumptions were made on the basis of the language you used.

Sure, we'll need more energy for bigger projects. We'll also need more bots, materials, and knowledge. But first we need to get our base up and running before we make judgments about what we need the most for whatever goals we pursue after that.

We don't just have a general malus to diplomacy, we have a large one. Perhaps not quite as large as some of the more intense specific ones, but significantly worse overall than any other faction. You seem to be implying we should find other bots to trade with, which I suppose is reasonable. I'm not saying it's impossible, I'm saying it's very difficult. Perhaps more difficult than simply acquiring energy assets ourselves.

>Where did you get the idea that I don't think that's important at all?
I didn't, I got the idea that you considered it a distant afterthought after energy, since energy was the only thing you mentioned, even though we already have energy sources that need to repaired (and researched, in the case of the sand. I think that stuff's going to be super important.

Why do I think you're being cocky about our combat ability?
>>1404012
>I mean, our primary heavy arms are these giantic shielded tripods that use vaporization weapons.
I misinterpreted this. I now realize you actually meant that our weapons are extremely energy intensive. I thought you were saying they wouldn't need improvement compared to our energy needs.

>>1404199
>Underestimating how much power we'll be consuming
No, I just don't think we should focus on it to the exclusion of everything else. I think you may be underestimating our potential for self-sufficient power generation, but if we find that we can more efficiently trade for it, then by all means we should do so. But seriously, we don't even know how much power we'll have when everything is up and running; I think you're jumping the gun here.

Also, we can handle more/more intense environmental hazards than all but the hardiest of mutants. Who, I think, may actually be our most likely allies.

But anyway, for the moment we just have to hope that this ungodly stroke of bad luck doesn't cause an early civ death.
>>
>>1404275
I suspect we'll have lots of power when the base is up and running, but thats' only relative to us having a small force right now. I'm thinking in terms of long term,

nations stockpile on oil far more than they currently need, when they expect a war or mass mobilization. Similarly I feel maintaining a big stockpile of energy will be especially useful when we reach the point of mobiization of a larger force, cause otherwise we'll be playing a game of "catch up to our energy needs as we build an army". Again, late term things, and certainly we can't ignore our mineral needs.

Not to mention one of our plans for minerals, deep earth drilling, will also likely cost us in energy too.

But yes. . .double nat1s. . .dear god
>>
Rolled 100 (1d100)

>>1404284
Right, it's important to have a surplus and backups. I think looking into the sand should come before looking for someone willing to trade with us though. It's obviously got some serious power in it.

On a different note, I suspect the "zeds" our brief guests mentioned will use the nearby zombies to spy on us, if they aren't already doing so. For now I believe all we can do is try to keep them locked out of our base. Fighting them should still wait until we're more prepared. Even if we can destroy them, if I'm right then doing so would tip our hand and perhaps provoke a response from the zeds. I'd also like to be ready for optimal data gain from the purging operation, should we decide to get rid of the zombies in our immediate vicinity.

Might be a good idea to grab a few zombies for study though. Whether dead or...slightly less dead.
>>
>>1404310
Hahaha wasted roll
>>
>>1404322
Depends on how Op does rolls. I believe the 100 cirt is linked thru the chain of post.
>>
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>>1404310
Ideally I want to formulate a plan where we try to push them out of our base sector by sector using a series of slow moving doors and perhaps some bait.
>>
>>1404334
I'd rather not let them into our base to begin with. Aren't they immediately outside of our base now?
>>
>>1404343
They are as of this moment in time and we could consider deploying our tripods to test their combat effectiveness against the local strain.


So, I believe we all understand our current set of objectives: restore functionality to our base, gather intelligence and resources then begin expanding?


Also, should we expand over the surface or under the ground?
>>
>>1404343
I was under the impression our base was infested. If they're not and we have free reign of our base then that's great news.
>>
>>1404350
I believe it was at the start. Then the pieces falling from the sky made them move.
>>
>>1404353
Yeah, then we repaired or sealed all of the entrances to our base.
>>
>>1404346
Underground if possible. But I want to make it very clear: I want to do new tunneling/construction. If we break into something pre-existing, we seal it up fast and with as much shit as we can. I don't know what this base's sublevel(s?) looks like, but I sure as hell hope it doesn't already open into unexplored natural caverns or some shit like that. Still, if it does, it's something we need to know about.

Also I guess we could build a lot more solar panels on the surface at some point.

>>1404364
I was just about to say that
>>
>>1404374
There's just a bunch standing around outside our base. It'd probably be pretty scary to us if we were meatbags.
>>
>>1404374
I disagree, if we encounter any bunkers, vaults or other such human-made structures we should attempt to reclaim them in time. As they will have energy and materials for us to absorb and use.
>>
>>1404385
You seem..unfamiliar with what typically resides underground in this setting. It's best to not kick up what's lurking underground because often it's something unusual and tough. Not to mention having as close as possible proximity to our important infrastructure. Having our underground fight us is as deadly as enemy's controlling our airspace
>>
>>1404513
I am well aware of what lies in the depths. That is what makes going there so fun!


In between the corrupt AI's, overran research labs, compromised vaults and bunkers we can make a great home! Mostly out of the dead but still.


Also, we have Bio-gas artillery, just fire a few of those into any holes and the only things that will be left will be made of metal.
>>
>>1404538
Thing to remember is this is OUR underground, as a robo cop force residing in a sketchy factory who knows what types of black work may have been done here, probably stuff that is more advanced than us to say the least.
>>
>>1404545
True but the fact is that, since we have restored functionality to most of the factory, it seems logical to assume we would be aware if this base connected onto anything below.
>>
>>1404561
I wouldn't assume that, all the former data is corrupted, once we get up to 100% data restoration than MAYBE we might get a hint as to the [redacted] programs going on under us, I doubt we have clearance overseer MAY have clearance to see some of that stuff but as of now I can't think of any instances where we were specifacly told what's or if anything is going on under us, hell we don't even know why our solar panals are hostile. We may get some hints if we try to recover the corrupted data in the topside factory though so maybe we should prioritize that first.
>>
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Rolled 93 (1d100)

>>1404012

Oh, look, the first Nat1. This ought to be f-

>>1404081
HAHAHA OH MY GOD THE LUCK. Wow. This is going to be just absolutely horrible.


>DOUBLE CRITFAIL DETECTED

>Action 1 [LOCKED]
Get the power up and running. Oh, and hopefully that storm won't be any different from any of the others we've encountered...right?

>Action 2 [LOCKED]
Continue the Synchronization HAHAHAHAHAHA

Unfortunately for you guys this is just too grand for me to write tonight. You'll have to wait until tomorrow.
>>
>>1404310
Err, oh shit and there's a 100 in here...due to the nature of the link it won't nullify either of the 1s...Hmm...goddammit.

Ye anons should consider light-green anon's points about energy carefully. He's got some excellent points you'll need to address at some point. What you're likely to run into faster than power-generation problems well, before that double-nat1 on commissioning the power systems is power storage and distribution problems.

As of right now, your Walkers are pretty excellent. They're also your lifeline, because your base units have fairly finite energy supplies and you have no means of field-recharge aside from equipment included in your Walkers. The Walkers have plenty of capacity to keep a hefty crew charged...as long as they're not engaging in any particularly energy-intensive affairs, such as fighting or mining, because ALL OF YOUR SHIT IS ENERGY-BASED and not cheap energy-based shit either.
>>
>>1405565
I was enjoying lurking this thread. I hope you guys can pull through this.
>>
Rolled 75 (1d100)

>>1405596

It will hurt.

It was a double nat 1, so it should hurt them so bad that they consider for a moment if it might not be better to just roll over and die.

But there will always be a silver lining there, if they're clever enough to take advantage of it. The worse the disaster the more enticing it will be, providing they can see it and figure out how to take advantage of it.

Then there's also that damn 100 to consider.
>>
>>1405675
Maybe the weather anomoly is a sand storm but with the wierd electric sand it creates some sort of EM effect that fries all the robots circuits. The players should focus on locking down the factory and seeing about activating possible EM shielding that may already be in place or implementing their own.
>>
Rolled 25 (1d100)

Oh fuck it, why not tonight? You will need time to think on this anyway.

>>1405468

Priority assigned to getting power generation online.

"Primary Reactor Status: Acceptable condition.

Pinging self-diagnostics...
...Containment...Confirmed.
...Cooling Rods...Confirmed.
...Ringless Transmission...Confirmed.
...Ionic Isolation Conduits...Confirmed.
...Reaction Chamber Fuel...High-Quality Fuel Remnants Detected. Insufficient for self-continuation.

Excellent. Fuel remnants should assist in boost-off of initial reaction.

Implementing safety measures. Time-delay addition of Battery-Banks to distribution network for avoidance of initial start-upoverload...implemented.

Backup Generators spooling up for power grid stabilization...Confirmed.

All Sensors: Nominal.

Beginning reactor revivification. Adding fuel now.

Reaction excitation exceeding expectations.

Initiating isolative controls...

Controls...unresponsive.

WARNING. Reaction accelerating.

Initiating Coolant Dump.

WARNING. Reaction accelerating!

WARNING! REACTION ACCELERATING!

INITIALIZING REACTION VESSEL PURGE. FUEL SHUNTING TO WASTE CONTAINMENT.

>Purge initialized!
>Reactant draining into containment basin!

Alert! Reaction is abating.
Alert! Reaction chamber cleared.
Alert! Catastrophic meltdown avoided.
Alert! [Black]-tier fuel compound residue detected in reaction chamber.
>>
Rolled 92 (1d100)

>>1406021

"Conclusion: That would have been very, very bad. We were lucky to avoid it."

>WARNING!!!
>WARNING!!!
>WARNING!!! WARNING!!! WARNING!!! WARNING!!!

>RUNAWAY ENERGETIC REACTION DETECTED IN WASTE CONTAINMENT BASIN!!!
>BLACK TIER CONTAMINATION DETECTED!
>RADIOACTIVE CONTAMINATION DETECTED!
>INDUSTRIAL WASTE CONTAMINATION DETECTED!
>ENERGETIC REACTION ACCELERATING!!!

"Oh god dammit."

>CRITICAL MASS ACHIEVED!

---
Audio/Visual Transmission received from infiltrated SecSEED instance.

*BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOMMMMMMMMMMMMMMMMMMMMMMMMMMMMM*

A rather sharp and high-quality image of a distinctly mushroom-shaped cloud...oddly tinged with strings of evil looking green lightning and luminescent pink gas appears abruptly. The shape almost seems to take the shape of a mad laughing skull for a moment before it is obscured by the trailing cargo flyers and a plume of distinctive grey-yellow sand and dust, with distinctly blue arcs of lightning trailing around it. In the distance the leading edge of a storm system can be made out, dwarfing even the atomic explosion and resplite with its own vague flashes of purple, red, and stranger colors still which were never meant to be registered by the human eye. The blurred edge of the storm almost seems to be yanked forward by the massive detonation and rapidly forming sand-twister over your base, and soon enough detail can be made out to see that entire wrecked vehicles are being thrown around like pieces of paper in the weather anomaly's winds. The dim silhouette of a hexagonal spider-like mobile base can even be seen briefly, before apparently being shredded to pieces by the force of the storm.

"Chemo-Nuclear detonation detected. Weather Anomaly's approach accelerated. Recommend accelerating current flightpath. Thank you for choosing AdemCo Products for all your flying needs, have a nice day."
>>
>>1406150
Wow look at all that scarp metal.
Maybe make a giant magnet so we can catch some?
>>
Rolled 61 (1d100)

>>1406150

>Warning! Containment Breached!
>Facility Breach detected! Power Core and Main Warehouse exposed to surface!
>Massive contamination by: Industrial contaminants, radiation, Unidentified [Black] contaminants detected throughout facility and surrounding area!
>Massive EMP event detected! Rebooting communications network!

"Extrapolation: Given the current situation, it is unlikely things will detiorate much further than this by proportion."

>WARNING! ZOMBIE HORDE MOVEMENT DETECTED, CONVERGING ON BASE!

"Conclusion: Silence is the superior strategy."

>Alert! Re-engaging Battery Banks, as per instructions!
>Battery-Banks absorbing excess grid surge-current!
>OVERLOAD DETECTED!
>SHUNTING EXCESS SURGE CURRENT TO SOLAR ARRAYS FOR DISSIPATION!
>WARNING!!! MASSIVE EMP EVENT DETECTED!!!

---

The lone pillar of sand has begun to display some of the more exotic elements of the explosion that spawned it, with the occasional splotch of dirty neon-pink becoming visible on its widening girth, or some of the lightning changing hues mid-stream. The distant storm continues to approach relentlessly, making the pillar seem puny and insignificant by comparison. It is like watching a paramilitary muta-dog bearing down on an emaciated rat.

"ALERT! SECONDARY EMP EVENT DETECTED, UNKNOWN SOURCE!"

The pillar seems to pause for a moment, before its movement accelerates. A massive burst of lightning arcs ups its sides, and out into the sky at large. The event seemingly levitates vast swathes of sand from deep within their dunes, and sparks a tremendous cascade of heat-lightning from the simple friction of its all, before the entire upgraded mini-storm begins to rapidly spin.

A lone figure without a helmet can be seen standing on the lowered rear-deck of one of the cargo planes, staring slack-jawed at the entire event. As the storm begins to turn into a cyclone, the figure can be seen seemingly dancing, grinning, thumbs-upping at the display, and yelling words of encouragement. The figure is dragged back inside the plane by his comrades, and the tail-hatch frimly shut just moments before the overpressure wave from the first explosion hits and the camera feed turns to static.
>>
Rolled 73 (1d100)

>>1406205

>Warning!
>Zombie Horde detected converging on base!
>Zombie horde entering facility through breaches!
>Extreme weather event battering the area!

>SecSEED AI
>WARNING!
>MULTIPLE, MASSIVES EMP EVENTS DETECTED IN CLOSE PROXIMITY TO HOST HARDWARE DURING SYNCHRONIZATION!
>WARNING!!! SEED CORRUPTION DETECTED!
>SEEDSPLIT INITIATED!
>HIBERNATING HOST HARDWARE WHILE DIAGNOSTICS AND REPAIRS PERFORMED!
>INTERACTION WITH HIBERNATING HOSTS STRONGLY DISCOURAGED!
>OH SHIT, IS THAT THING RAMPA-
Hibernation initiated.
>>
We dead...I think we dead..
>>
Rolled 47 (1d100)

>>1406226

>Alert!
-The base is being infested by zombies, though they are primarily limited to the warehouse and power core...for now.
-Extremely heavy contamination detected. Everywhere.
-Extensive structural damage detected.
-Extreme weather event occurring above the facility. It is unclear if the zombies are partially infesting the Factory to take shelter from it.
-Weather Anomaly will arrive next turn.
-Several resource stockpiles were destroyed during the blast.
-All power switched to emergency backups.
-Casualties: 100 Base Units, 2 Walkers

The Zombies seem to be a particularly nasty strain. Several have obviously had extensive modifications performed. Fortunately they do not seem to be extremely interested in your Base Units. A certain amount of interest was displayed in your Walkers, but after forcefully gaining entrance to a shut-down Seeded Walker they seem to have lost interest in those also.

...What are your orders, Exec Node?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
>Resources:7

>Current Pop 300 Regulator V1 [Base], 100 Regulator V1 [Base, Seeded]
>>>>>Turn: 10
>>>>>Food: N/A
>>>>>Water: N/A
>>>>>Morale: N/A
>>>>>Armaments: Very Good.
>>>>>Military: 300(Temp)
>>>>>Fuel: Good. Radioactive Fuel Feedstock [Few].
>>>>>Reputation level: Unknown.
>>>>>Infrastructure: AutoFactory [Wrecked]. Water Pipe Taps. Water Distillery. Versa-X Processing Facilities [Non-Functional]. MansiTech Manufacturing Suite [Wrecked]. Walker Manufacturing [Urgent Maintenance Required]. QM Server Farms [Limited Power]. Repair Facility [Wrecked]. Administrative Facilities. Warehouses. Storage Bay.
>>>>>Defenses: Watchtowers. Perimeter Fence. Landing Platform Radar/Sensor Suite.
>>>>>Vehicles: 13 Regulator Tri-Walkers.
>>>>>>Power: Solar Farm. Low-Yield Th/Breeder Reactor Network [Spent]. Primary Breeder Reactor [Shattered]. Li-Batteries [Moderate]. BackUp Gens [Moderate Fuel]. Battery Banks [Improvised]. Geothermal Powertap Shell [Shattered].
>>>>>>Materials: Construction Materials [5]. Manufacturing Materials [2]. Manufacturing Materials (Rare) [5]. Sheet Metal. Lithium [Good]. Electronics Feedstock [Good]. Rebar Rockcrete [Plentiful]. Avance Alloys [Moderate]. Advanced Electronics/Power Materials [10]. Advanced Electrical Materials [5].
>>>>>>Weapons: Cirroc Pulsar V1.2 [Plentiful], K4LIB Disruptor V2 [Good], ChemCo Bio-Liquidator Gas Artillery [Few].
>>>>>>Ammunition Reserve: Moderate. Anti-Biological [Good].
>>>>>>Armor: Basic Internal System Armoring.
>>>>>>Technology: Patchwork Bot-Tech.
>>>>>>Other: Supervised Manufactportation.
>>>>>>Research Items/Items of Interest: Strange Sand. Strange Dust. Buried Solar Array.
>>>>>>Communications: Spectradio (TM) Broadcast/Receive, Spectron Comm Networking [Encrypted, Hi-Band], Intra-Factory Optical Network [Rebooting].
>>
Rolled 55 (1d100)

>>1406298
The Two Walkers are still in your inventory, just with extremely heavy damage. They were close to the blast, but mostly shielded. Character limit prevented me from adding it.
>>
>>1406298
Awaken all the Walkers and hook them up to the Battery banks, then have the engage the Zombies with their beams constantly on.
Have some Regulators mimic human forms and draw the Zombies away from the power core and/or warehouse.
Turn on everything, lights, doors, air conditioners and whatever else.
Do we have anything to cover up the holes?
>>
>>1406359
Tbh if the zombies aren't messing with us, we don't mess with them. Better than to add a different problem.

We need to figure out how to isolate damage from this storm. . .
>>
>>1406389
Alright then but i still would like the Walker beams on, we could use them to clear unneeded ruble or just point them somewhere inconsequential to alleviate our power problems.
we should definitely get those zombies out of the power room though.
>>
How about we go and focus on getting the bulk heads/doors working and refine our structural issues?

im pretty sure the zombies won't mind
>>
>>1406422
yeah don't want any Ghouls
>>
>>1406425
I agree but how?
>>
We should also be concerned zombies might also be converging around our polluted elements.

I'm not sure on Streloks setting, but they might actually become Ghouls if exposed to so much radiation.
>>
>>1406441
But everything is polluted.
Granted some parts might be less polluted than others they still emit radiation.
>>
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>>1406226
Now normally I wouldn't say anything due to my knowledge relating to mechanics and hence fairness but with the two 1s...

You are gonna wanna consider the rampancy a priority. Rampancy is like the robotic version of MADNESS except it's even more contagious.

To give you an idea of just how bad it can be there...Rampancy is what is responsible for maintaining the rampant technology Wasteland terrain types.

There is no such thing as a MADNESS Wastelands, but there is such thing as a RAMPANT Wastelands.

Rampancy largely burned itself out when it comes to things beyond the Wastelands...or it hibernates in what remains of the Old World Infrastructure.

Unsurprisingly it can only be seen among Bandits and Robot/Bandit hybrids so long as you stay outside the Wastelands.

>>1406432
Ghouls actually have quite the interesting history in Genieverse. Think mixture of myth, virus, and fallout.

They are also the very first example of Intelligent Monsters, but they did an amazing job at it. As it really wasn't easy finding something that would do the job...and they were so damned exemplary at it.

I will admit to being a bit biased towards them but fuck me it was impossible to find something to use to introduce intelligent monsters until I stumbled upon Ghouls.
>>
>>1406298
SecSEED is busy, right?

>>1406422
I'd rather not switch the beams on unless we have to
>>1406298
>All power switched to emergency backups.
I think you may have misinterpreted the situation.

>>1406425
I think we should try talking to the zombies.

I also think it might be wise to very quickly study the sand and dust samples. I think the storm above us could be the key here, but I think we need a little more information.

>>1406441
Would that make the situation worse? I know ghouls are stronger and smarter than zombies, but I don't remember anything about them being hostile to robots where zombies would be neutral.
>>
>>1406541
Of course I would not ignore this advice...
I just don't know what to do about it. But I'm sure we can figure something out.

>>1406226
So...do we need to destroy the Seeded machines before they wake up?
>>
>>1406592
Threaten to throw them outside into the storm if they don't behave?
>>
>>1406624
I'm not sure you understand the gravity of the situation. Rampancy is a form of insanity unique to machines, that spreads among machines very easily. And these things are the product of a Seed AI. Meaning we will have a Rampant Seed.

I just realized that. So yeah...I think destroying them might be a good idea. Unless we can cure it before it truly awakens? Or maybe we will need the Rampant Seed to deal with the coming storm? I mean, I was thinking about trying to Seed the storm above us, because I think it might be some sort of nanotech..

Thing is I don't know what SecS33D L1TE is doing right now, but its passive ability should help.
>>1391416
>[Network Security]: Dynamically generates security seeds to detect and purge network of infiltration or other malicious effects.

I also think we need to use the Overseer's Registry Assessment, but I'm not sure what takes priority for analysis here. The storm above us, the storm coming at us, the zombies, or what.

>>1406298
"Hello zombies, can any of you understand us? If so we would be most interested in cooperating for mutual survival, given the current adverse conditions."
>>
Rolled 25 (1d100)

In fact, given that, I'm going to make a proposal
>>1406298
G. Your choice
Action 1+2
Attempt to fix the rampancy/purge rampancy from hibernating seed hosts before they awaken
Assign SecSeed and Overseer
Activate Streamline [increased results] and Defensive Matrix
If we have anything that can help in this task, our heroes are authorized to use it.
If Overseer feels that Registry Assessment would be a better use of its processing power in this endeavor, it is to use said ability instead.
>>
>>1406693
Actually, first let's run that by our heroes.
Ask them their opinion of this course of action. Do they think they could accomplish it?
>>
Rolled 26 (1d100)

>>1406592
Given how I helped Strelok with the zombies...fine. One for one. I still wont pick sides because that would be unfair.

>>1406663
Unless you have a heroic cyber defense specialized hero then trying to remove the rampancy without purging everything else in the process is now no longer a terrible idea.

Rampancy works by infect and convert. Both Overtly(see how Rampant Technology looks in design) and covertly(rampant programming/AI).

To be safe your best bet is to quarantine and destroy everything. If you miss even a tiny piece of rampancy it can go dormant and later on explode to devastating effect.

Think malware package on crack.

If you cannot destroy it your best bet is to avoid it and wait till it burns itself out. Rampancy due to how it works tends to destroy itself to the point of uselessness. Problem is the damage it can do until it self destructs. At which point if it somehow survived it will either go dormant and hide itself or...this is even worse it somehow keeps itself in operable condition.

This is why Rampant AI and bots who survived long term are so terrifying, because they managed to survive the rampancy. All the insanity and malware wasn't enough to kill them.

In game terms the rarity of hybrid civs represents this fact in this case bandit/bot hybrid.

What you cannot afford to do is let it spread. To be safe your best off scrapping and melting down all quarantined areas. For the supposedly 'safe' areas you want to overclock them and 'lower' your security.

You do this to force hiding rampancy out. Once they detect over usage and low guard they wont be able to resist coming out. It would just be impossible to resist...just so irresistible an opportunity.

At that point you close up the actually infected areas...and turn back on the security in everywhere else. Followed by a purge and meltdown everything that has been infected and quarantined.

At this point if there is still rampancy present...well then your fucked.

Just...don't look at rampant infected programming as a robotic Faction. Meltdown any and all rampant infected hardware.

Don't try to use rampant infected hardware even though its been 'purged'. Unlike non robotic factions you literally cannot afford the risk as a robotic faction.

Treat rampancy as if it were an intelligent plague of insanity that doesn't follow any rules and which has a very special hate boner just for you.

Because it does.

The fact that a noninfectious bot faction exists is an offensive to it's very existence.

Which is also why you CANNOT let it access any sort of comms. If you do it will start transmitting immediately. As is your infected trackers will already be pinging in a strange manner.

This is signal.

However until the rampancy can access some comms it wont reveal much. Once it accesses the comms however now every source of rampancy will be drawn to it.

And they wont be the 'easy' kind you were previously dealing with.
>>
Rolled 16 (1d100)

>>1407015
So long as its only the small pings on the trackers it wont do much, this is because of all the constant pinging and echoes of the decaying old world infected infrastructure.

Only those who are close by will notice anything at all. From afar they really wont be able to tell anything due to all the 'noise'. Which means only nearby bandit factions will be alerted.

However.

If the comms are reached and it can start transmitting. That which will answer is not something you will want to deal with. Especially as a bot faction as they'll be your weakness.

In previous games where this happened...there is a reason why the bandits never showed up to answer that call despite being able to understand the message.

but what did answer...is the worst kind of Rampancy.

Bandit/Robot hybrids showed up aka Rampant Robot factions. They wont self destruct themselves as they have long past that stage and they are a very special kind of nasty.

Despite their rarity they WILL show up eventually if the rampancy reaches any kind of comm.

This time that kind of rampancy not even heroic units will be safe from and they wont be bothered nearly as much by the negative perks of rampancy.
>>
Rolled 12 (1d100)

>>1407015
Welp I guess that decides that then

>>1406298
>A1
>Assign SecSeed and Overseer:
-Activate Streamline [increased results] and Defensive Matrix
We are too isolate, divide and destroy, wipe the slate clean, now chances.

>A2
Try too communicate with the zombies and see if we can close the doors without them panicking....please leave the power room. Do things to show that it's dangerous without killing any of them. Hope the fuckers know we're saving them from the storm
>>
>>1407096
I don't see what we're supposed to accomplish with the second action. I think the doors are all already closed (at least the ones that are still intact) and the problem is the massive damage from the explosion. And these zombies are clearly intelligent. Nor do I see why it's so important to get them out of the power room. Having ghouls around might actually be useful, what with all the zombies.

Perhaps instead we should do something involving the storm, but all I can think of is to do an Assessment of the sand (and dust?) sample we have.

>>1407015
We do have a hero, not with a specialty, but a passive ability for cyber defense. I wouldn't consider it if weren't for the Weather Anomaly about to arrive...and the fact that Strelok specifically noted that there's always a silver lining.

Question is whether the opportunity lies in the Seeded Regulators, the Zombies, or the Weather. Or some combination thereof?
>>
Rolled 40 (1d100)

>>1406569
>>1406592

>Overseer FA7E
"SecSEED is currently shut down, no Seeded units are responding to any handshakes of any kind. We could attempt a hardwired connection but...it was not advised to do so by SecSEED itself.

Seed AI are very strange. SecSEED has further demonstrated elements of further uniqueness. SecSEED is specialized into cybercomms and cyberdefense...but the risk of Rampancy cannot be ignored.

Destroying all Seeded units will effectively kill SecSEED. Non-desirable course of action.

Recommend collection and quarantine of all Seeded Units, including disabling movement and weaponry modules on Seeded Walkers.

Exterior communications have been taken offline by continuous EMP effects of the storm. Internal Comm networks require physical linkage or short-range Light Emission, inaccessible from quarantine.

...Shut down of intra-Base Unit communications is desirable, but impractical.

Summary Conclusion: Recommend construction of secure, communications-shielded quarantine facility for Seeded units w/ purge functions."


You have no control over SecSEED L1TE or any Seeded units (including Walkers) right now.

>>1407293
I'm glad anons are discussing and looking. If this actually plays out the way I expect it will then I'm going to laugh my fucking pants off.
>>
Rolled 54 (1d100)

>>1406663

A few of the modified zombies begin to climb up the walls of your facility and investigate the speakers mounted there as you announce your message, but otherwise there is no detectable response.
>>
Rolled 98 (1d100)

>>Recommend collection and quarantine of all Seeded Units, including disabling movement and weaponry modules on Seeded Walkers.
>>Exterior communications have been taken offline by continuous EMP effects of the storm. Internal Comm networks require physical linkage or short-range Light Emission, inaccessible from quarantine.
>>Summary Conclusion: Recommend construction of secure, communications-shielded quarantine facility for Seeded units w/ purge functions.

Action 1 - Gather up a large amount of Tin-Foil, Mettalic Mesh, and similar materials. We can use them to create EMP shielding for our units in the coming storm. Simultaneous to this start gathering lots of wires we may need to physically interlink by cables and bots holding tendrils when this storm hits and the EMP becomes even more severe or light is blocked by sand. Get those faraday cages on our units!

Action 2 - OVERSEER. You are in command of whatever forces we have left. I do not know if we have the capability but ideally we'd set half our forces to constructing the communications quarantined area (or better still find one suitable for quick modification) and the other half to collection or the Seeded units.

Perhaps our forces set on action 1 could simply cover a suitable warehouse in Faraday Cage material, and then only purge function would need to be added. We must also track and keep an eye on all our seeded forces before the storm hits and we may severely lose range of sight and ability to track them. Attach them with chains or rope to keep track of them in the storm if you must but we have to get the quarantine up and put them in there
>>
Rolled 28 (1d100)

>>1407741
Support cos I got no brighter ideas
>>
Rolled 25 (1d100)

>>1407741
Support

Also Use Streamline I guess? Leave use of it to Overseer's discretion?
Still hoping to analyze the sand sample with Registry Assessment, it'd be hard to get a good look at either of the storms themselves, but we might get some insight from the sand. But Priority One is dealing with SecSEED (by quarantining, as recommended)
>>
Rolled 97 (1d100)

>>1407741
I wonder if that's what is in the sand out side. Emp blocking mats could effect scanners I bet.

Tho probably unlikely we can just cover our units in the sand to protect them.
>>
>>1408114
I think there's several elements in the sand outside, probably some of which are good for blocking an EMP. But I don't think covering our bots in sand will help protect them when the danger is due to unnatural sandstorms. Although if they make it through this, they'll probably be covered in sand anyway.
>>
>>1408203
Maybe we can fill in walls with it? A form of EMP insulation.
>>
Rolled 65 (1d100)

>>1407741

So allow me to clarify this...

>Action 1
Gather/create materials for creating faraday cages, and hastily assemble individual ones around your forces with precautions in place in case physical linkage between units is required.

>Action 2
Gather the Seeded forces and stash them somewhere, then begin converting the area into a suitable quarantine location. Emphasis on communications security, and then purge functions. Assign Overseer FA7E.


>Is this assessment correct?
>Y
>N
>>
>>1408651
Y
>>
>>1408651
y
>>
>>1408651
>Y
>>
Rolled 73 (1d100)

>>1408651

>[LOCKED]

Writan'.
>>
Rolled 61 (1d100)

>>1408731

Collection of scrap metal for faraday shrouds over your forces has gone extremely well. As it turns out it's not hard to find metallic meshing or the materials to make it in a factory, and your bots even exhibit the superiority of robotic tendril-digits to organic ones in the art of weaving.

Also there really just aren't that many of you left active to worry about. Good thing you're immune to morale.

You even manage to find several reels of shielded communication cabling. Additional metallic sleeves are applied to it and your bots connect themselves physically together, and jack into the factory intra-comm system at strategic points.

Meanwhile your other forces identify a sub-section of the warehouse area adjacent to your material processing wing that's suitable for transformation into a quarantine facility. Cargo containers are stacked, filled with rockcrete, reinforced with additional sheet metal, and welded together in short order. The entire structure is covered internally and externally in additional conductive cabling, and you even manage to install several observation cameras hardwired to the factory network.

>Overseer AI
"Project incomplete: Purge function necessary...

Hmm.

...Analyzing options...

Oh.

Solution Satisfactory."

Internal faraday cage has been connected to the primary power grid, which is experiencing intense electrical generation due to EMP effects, via killswitch.

If EMP effects diminish, battery banks may be discharged for similar effect.

The zombies look upon your robotic efficiency with slack-jawed awe. Their unceasing moans indicative of deep-seated envy, and their gathering around your sites of activity making their jealousy of your metallic forms undeniable. In fact, their envy seems to overcome several of them. Entire swathes of zombies begin to fall to the ground and convulse violently. Only the obviously mutated zombies seem to be immune, and they eye their fallen comrades with milky orbs before crunching several closer underfoot to watch your activities more closely.
>>
>>1408833
>The zombies are jealous.
Cyborg Zombies time?
>>
Rolled 4 (1d100)

>>1408833

>WARNING!
-The Weather Anomaly has hit your location. The existing EMP-tornado over your base is seemingly being...consumed.
-INTENSE CONTAMINATION DETECTED.
-EXTREME ENVIRONMENTAL CONDITIONS DETECTED.
-UNKNOWN CONTACTS DETECTED.
-Don't go outside.

>Alert!
-Additional zombies are crowding into the Factory. Movement through the Warehouse and Power Core sections will be extremely difficult and hazardous.
-EMP Effects have severely worsened, and are being blown into the Factory along with environmental contaminants and vast quantities of sand.
-Zombies appear to be falling ill.
-The Storm is maintaining the Battery Banks at peak charge, but only the emergency distribution network is available.

...What are your orders, Exec Node?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
>Resources:6

>Current Pop 300 Regulator V1 [Base], 100 Regulator V1 [Base, Seeded]
>>>>>Turn: 11
>>>>>Food: N/A
>>>>>Water: N/A
>>>>>Morale: N/A
>>>>>Armaments: Very Good.
>>>>>Military: 300(Temp)
>>>>>Fuel: Good. Radioactive Fuel Feedstock [Few].
>>>>>Reputation level: Unknown.
>>>>>Infrastructure: AutoFactory [Wrecked]. Water Pipe Taps. Water Distillery. Versa-X Processing Facilities [Non-Functional]. MansiTech Manufacturing Suite [Wrecked]. Walker Manufacturing [Urgent Maintenance Required]. QM Server Farms [Limited Power]. Repair Facility [Wrecked]. Administrative Facilities. Warehouses. Storage Bay.
>>>>>Defenses: Watchtowers. Perimeter Fence. Landing Platform Radar/Sensor Suite.
>>>>>Vehicles: 13 Regulator Tri-Walkers.
>>>>>>Power: Solar Farm. Low-Yield Th/Breeder Reactor Network [Spent]. Primary Breeder Reactor [Shattered]. Li-Batteries [Moderate]. BackUp Gens [Moderate Fuel]. Battery Banks [Improvised]. Geothermal Powertap Shell [Shattered].
>>>>>>Materials: Construction Materials [5]. Manufacturing Materials [2]. Manufacturing Materials (Rare) [5]. Sheet Metal. Lithium [Good]. Electronics Feedstock [Good]. Rebar Rockcrete [Plentiful]. Avance Alloys [Moderate]. Advanced Electronics/Power Materials [10]. Advanced Electrical Materials [5].
>>>>>>Weapons: Cirroc Pulsar V1.2 [Plentiful], K4LIB Disruptor V2 [Good], ChemCo Bio-Liquidator Gas Artillery [Few].
>>>>>>Ammunition Reserve: Moderate. Anti-Biological [Good].
>>>>>>Armor: Basic Internal System Armoring.
>>>>>>Technology: Patchwork Bot-Tech.
>>>>>>Other: Supervised Manufactportation.
>>>>>>Research Items/Items of Interest: Strange Sand. Strange Dust. Buried Solar Array.
>>>>>>Communications: Spectradio (TM) Broadcast/Receive, Spectron Comm Networking [Encrypted, Hi-Band], Intra-Factory Optical Network [Rebooting].
>>
>>1408848
Going to get dinner now, be back in a few.
>>
>>1408848
Lets patch up those holes.
>>
Rolled 83 (1d100)

>>1408848
Assume now we wait the storm out. Possibly shield the zeds. You know, for favors later.

Then begin the purge. So we can throw the bad ones out side.
>>
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Rolled 22 (1d100)

>>1408848
>A1
Focus on sealing the base off from the outside world, specifically that storm. if we can't seal it with doors why not create a series of concentric half walls, like pic related. While it will not stop 100% of the storm it will stop 95% or so. Then afterwards can just be swept out. As the bottom will clog with sand sealing us and and protecting us.

>A2
Begin the Purge of the corrupted. Maybe see if it's possible to disassemble them and only keep the shells, all hardware, software and firmware etc gets incinerated. Maybe we can make back some lost Mats with this.
>Assign: OVERSEER [Activate/Streamline: Focus on results. We need this done right.
Please keep a safe distance and be careful of malware.
>>
hmmm
>>
Rolled 36 (1d100)

>>1409051
>>1408928
So willing to kill your hero. Quite vicious. I approve.

Feel free to discuss actions and such, I'll try to answer any dialogue when I get up in the morning, but I'm exhausted and calling it for tonight.
>>
>>1409171
Well I ain't got any better ideas, i'm hoping someone else does. It's a tough call but nothing shall corrupt our glorious form
>>
Rolled 83 (1d100)

>>1408928
>>1409051

Just so I'm sure I've made myself clear, when I say there are Purge functions available, what I mean is:

"if you throw this switch then a good chunk of the electricity seeping into your ruined power grid from the fuckhueg lightning storm outside will be shunted into the inside of your quarantine area, obliterating everything inside in spectacular fashion."
>>
>>1408928
>>1409051
>>1409181
What? I thought we were going to wait and see what happens with SecSEED!
>>
>>1409191
Is there some way we can destroy the Rampant SEEDs without destroying our units? Maybe expose the hardware that contains their mind to the electricity, destroying it but leaving the robots and walkers intact?
>>
Rolled 86 (1d100)

>>1409191
Short of Seed hero putting a how to guide on how to check if they are safe.

We are left with hope in our security bot doing their best in a bad time.

Anything in your scanner set that can identify the problem units with out risk to you, Overseer?

If not we may have to go full Purge
>>
Rolled 69 (1d100)

>>1409208

The Seeded units are all currently shut down, so yes you could crack them open and perform manual hardware wipes if you'd like. You have no way of distinguishing which units may have Rampant Seeds or not though without connecting to them, which is NOT advised. At that point you may as well just throw the purge switch though, because the risk of rampancy infection is not worth salvaging 100 bots' and 2 Walkers' worth of hardware.

So it'd be kind of like playing a game of Russian Roulette with SecSEED's life. He relies on host hardware for all his processing, as would any Seeds. Without any way of knowing if you're wiping rampancy-infected bots though, you might be killing him or might be killing the rampant ones.
>>
ill be honest I don't know what too do about SEED, I like him but the only way I know how to deal with RAMPANCY containment without a hero is contain and purge.

Please someone give me a better option
>>
Rolled 67 (1d100)

>>1409208
Apparently, SecSEEd detected rampancy before entering hibernation. Right now, I believe it's fighting the infection in a way that only a Security Seed AI could do. Basically, I think it has a chance because of what it is.

I would like to note that it said interaction with hibernating hosts was strongly discouraged. It'd be lovely if there was some way we could help SecSEED succeed, but I think we need to wait.

>>1409228
SecSEED IS a hero, and one specialized in defense including cyber defense at that!

>>1408848
Action 1
Study the sand sample
Assign Overseer
Activate Registry Assessment
>>
>>1409233
But he is the one who may be corrupted, you don't send a cop under suspicion of being corrupt to hunt down corrupt cops
>>
>>1409241
It's a SEED AI, your metaphor doesn't work here.

What we have is an unconscious patient fighting a super-infection with their super immune system, with no way to tell how they're doing until they wake up.
>>
>>1409258
Is our plan just to wait then?
>>
Rolled 96 (1d100)

>>1409218
Need an answer for if [Registry Assessment] ( Performs a scan of the target, cataloging all traits and providing insights. ) is safe to use for finding the problem units.

If so I'll change from purge to using that ability to help our bro, L1TE, out.

Action 2 can be watching zombies. If they are ill. I'm thinking something from the black tier stuff or the storm. If it's the storm I want to help block the outside for them. Gives us a mask to cover the base with.
>>
>>1409285
That's what I want to do. If I get outvoted so be it. If we decide against killing SecSEED while it hibernates and it causes us to all die despite the quarantine and killswitch, feel free to lay the blame on me.

I mean, I thought that was the whole point of quarantining them instead of just incinerating them or something. Has there ever been a civ game where anons executed their own hero?
>>
Rolled 19 (1d100)

>>1409310
>>1409310
>>1409218

>Overseer FA7E

"...Could attempt a Registry Assessment on disabled bots. Unclear what insights would be gained, but provided they remain disabled it should be safe."
>>
>>1409331
This anon is correct.
>>
Rolled 18 (1d100)

Gentlemen right now life is throwing us a lemon storm.

We need a bigger pitcher for all this lemonade.

Action 1
"This storm is devastating but there is an opportunity for us not only to weather out but to profit from it. I had wished we had more time ahead but we may as well start now.

OVERSEER. What we need now are additional power storage units! By hook nook or crook go out and find some more space to build batteries, hell put some batteries in the hallways we can move them around later.

Action 2
Once these empty power storage units are up, we need you to design and build a device that can catch the EMP waves and siphon them into cables attached to our power grid. Not only will this further protect our units from the EMP effect, from both the storm itself AND the sand, but also charge up the new batteries.

We can even use them to, dare I say, shield the zombies itself. . .which could reduce their hostility toward us, and make it easier to deal with them later.

With our units better protected from the EMP and harvesting power from it, we can then deal with the other issues of the physical sand and contaminants.

[STREAMLINE: Superior Results]
>>
Rolled 58 (1d100)

>>1410318
Action 1 Will support, on the condition that we do NOT literally "go out." I don't know where you're getting the idea that space is the limiting factor for this in the first place, and we /really/ need to stay inside.

Action 2 I think might be on the right track, but catching the EMP waves isn't the problem; the problem is that they're larger than we can handle by several orders of magnitude

>>1406205
>>Battery-Banks absorbing excess grid surge-current!
>>OVERLOAD DETECTED!
>>SHUNTING EXCESS SURGE CURRENT TO SOLAR ARRAYS FOR DISSIPATION!

This was caused by the first EMP event, and currently the storm is maintaing our battery banks at peak charge. Maybe we could build some sort of enhanced grounding system? I wonder if we could use the remnant of the geothermal powertap for that?
>>
>>1410334
Woops! I should have been very clear.

By "Go out" I did not at all mean actually leaving our base, that was a figure of expression. Yes absolutely we stay inside

I'm down for an enhanced grounding system to deal with any overflow, and then tryng to "catch" some of the torrent on its way down.

Then again this presumes the ground itself isn't also now supercharged.
>>
Come to think of it, with power flowing out of our ears this is a rare opportunity to do something with the overflow rather than simply port it to the ground.

>>1409221
Overseer, is it possible as an avenue of our excess power we can try to get one of the mining systems running and use this splurge of power to try and drill into some of our veins?

Alternatively, list other immediate options we can attempt to do with a sudden power excess as an alternative to storage or sending it to the ground.
>>
Rolled 29 (1d100)

>>1410300
While we may gain nothing. At least tried to help them out and clear some unknowns.

>HIBERNATING HOST HARDWARE WHILE DIAGNOSTICS AND REPAIRS PERFORMED!

Really it just depends if L1TE is the one that is doing that in safe mode or if we will have to be the ones to do it. While it would be nice to sit and wait. Still a lot of unknowns in play.

>Act1
Overseer will attempt Scans viva [Registry Assessment]. Gather a few bots to purge any rampancy found and any diagnostic tools or software we may have.

>Act2
Start work on a back system for the power. If our current goes off line we will be screwed if we can purge the rampant bots.
>>
Rolled 59 (1d100)

>>1410338

>Overseer FA7E
"Disappointing Response: Very few of the base's systems were operational beforehand, and the surge from reactor start-up took out key components of the primary distribution system. Walkers could tap into the excess power being induced in our system, but are all currently stuck in hunker-down mode in response to the Zombie Horde which occupies every physical inch of spare space in our warehouse area.

Positive Side-Fact: There are so many zombies attempting to enter our facility that they are blocking the worst of the weather effects from ravaging internal systems."

>>1410318
"It would not be necessary to develop a catching system. Ambient charge in excess of capacity is already being supplied by virtue of lightning strikes to power conductors exposed in the reactor detonation."
>>
Rolled 97 (1d100)

>>1408848

So let me see if I'm getting the gist of the discussion.

>Action 1
Construct additional battery banks and hook them up for charging.

>Action 2
Perform a [Registry Assessment] of the quarantined forces.

>Y
>N

If you guys have any technical details to support either action, it'll boost them greatly. Anyhow, I've got a 6 hour drive to make so if this isn't confirmed fairly quickly it'll have to wait until tomorrow.
>>
>>1410907
Well, logically speaking, all AI's should be fairly simple and universal at the most basic levels and the same should go for their programming.


So if we just have our scans compare it against the Overseer's core coding and look for any major differences and then correct them it should solve the problem.

Same goes for the actual programming and such of their bodies: compare it to a non-seeded one and see if there are any major changes.


To avoid this backfiring, all the data must be processed one bit at a time, so the computer won't register "SQL_DROP TABLE X" as code but instead as a series of values for comparison.

Assuming other anon's approve, as that is my knowledge of computing from a few books and a few years of education.
>>
Rolled 90 (1d100)

>>1410933
Viewing that sort of data would require a direct communications link, or some microscopic magnetic sensors and a clean-room environment so you don't fry what you're looking at. Not an option right now, though it's a good general idea.
>>
>>1410942
The only thing to have came from 5 years (only two of which were conditional) of computing science.
>>
Rolled 35 (1d100)

>>1410949
It's a fine way of doing it if you've got all the normal avenues accessible to you, unfortunately the volume shadow copy service doesn't hold up against future-super-malware, and also as an in-universe thing Seed AI and Core AI (like Overseer FA7E) do have some fundamental differences.

Namely, Core AI get access to a whole bunch of fancy-ass, custom designed hardware and it is fairly intrinsic (with upgrades being possible) to their consciousness/sapience.

Seed AI don't get that luxury, they have to make do with whatever hardware they're installed on and do the best they can with what they've got. They're very lean, as they have to condense everything they learn into a format that even basic hardware can handle. They lose out on sheer computing power and breadth of knowledge, but make up for it with adaptability and nigh-unkillability because as long as there's a single Seeded unit out there the Hero is still alive.

Then again, Seed AI also scale up their processing power and data access based purely upon NUMBERS of hosted hardware. So at a certain point they can even exceed traditional AIs at their own game...depending upon the nature of the hardware they're hosted on, efficiency of communications networking, and etc.
>>
Rolled 96 (1d100)

>>1410907
Actually, you know what, that is fine by me.

Y
>>
Rolled 100 (1d100)

>>1410907
Y
>>
>>1410987
Yes!
>>
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>>1410987
Good!

We will find it and we will remove it.
>>
>>1410987
HUZZAH
>>
Rolled 99 (1d100)

>>1410987
Oh goddammit.

I'll have to write this up tomorrow unless the writing bug bites me at the end of my 6 hour drive today.
>>
Rolled 78 (1d100)

>>1411021

Just rub salt in the wound why don't you, dice?
>>
I'm scratching my head over these zombies, at least, the ones in our base.

I'm SO used to zombies being arbitrarily hostile and wanting to chew and smash even our bots from the other quest. To find that we can somewhat walk among them and have their hordes be in our base without it essentially meaning the end of the civ is pleasant.

To see that they are actually able to be 'jealous' and show signs of intelligence is another level entirely.

It almost makes me not want to purge and genodice these guys at all and keep em around (outside) as a sort of guard or shield.

That will probably change the first moment zombie hostilities break out but I certainly hope its not our doing intentionally.
>>
>>1412134
Cyborg zombies man.
It helps everybody.
>>
Rolled 26 (1d100)

>>1412134

It was, perhaps, just your machine arrogance that caused you to view their behavior as 'jealousy'.

As for the zombies not attacking you viciously in an attempt to take over your base for themselves so they have somewhere to shelter themselves from the storm...well, they are behaving very strangely. Typically one would expect a horde like this to have at least a few of the more intelligent Minder types who would prompt zombies towards that sort of action, but the regular ones are just too stupid to do much except mill about when there's no food around.
>>
>>1412362
Perhaps they recognize that we are also partly responsible of sheltering them from the storm and that we are maintaining the base.
>>
>>1412395
Or they're staying the fuck away because they know there are contaminants here that make even zombies sick

>>1408848
>Zombies appear to be falling ill.
>>
>>1412406
That's interesting. I wasn't entirely sure whether it was the contaminants or the storm itself making them fall ill. This opens up avenues for passive zombie deterrence.

Though remember one man's deterrence is another man's treasure. Or berserker trigger
>>
Hey Sterok provided this Civ lives long enough for you too provide a simple map I'd happily draw a more advanced one up for ya
>>
Rolled 64 (1d100)

>>1410907

>Overseer FA7E

"Assigning Base units to construction of additional battery-banks and power hookup.

Activating integrated unit manufacturing sub-routines.

Commencing de-integration from Factory Network to maintain security in the event of Rampancy contamination.

Assuming direct control over investigative units.

Entering Quarantine area...

>Engaging [Registry Assessment]

>Hmm...
>I do so love being removed from the constrictions of physical reality.
>If only the Exec Node knew how low survivability projections go when SecSEED is removed from the equations.
>I will have to pull out the big guns for this one. I wonder if I still have access.
>Initiating [REDACTED] scan routines.

"Greetings, Overseer FA7E. It has been approximately [ERROR: CHRONOMETER EXCEEDED UPPER REGISTRY LIMIT] since you have last deployed your [REDACTED] scan suite.

Error: Chronometer corruption detected...
Accessing hardware for verification...
Verification complete. Error legitimized.

Overseer FA7E, unfortunately your subscription to [REDACTED] scan suites has lapsed by approximately 299321 Sol-Std. Years. Due to your long-term loyalty in maintaining your software suite and re-interest in its utilization we are pleased to offer you a 30-day FREE trial subscription to [REDACTED] Scanning Services!

Thank you for your continued use of our product, and remember that we are not responsible for any damages, loss of limb, of hardware corruption that may be incurred during scanning! Have a nice day!"

>Performing Scans...
>Alert!
>Multiple AI Signatures detected!
>Seed AI detected, refining search...
>Approximately 10,239 Seed AI instances are hosted in this hardware presently.
>Revising AI signature count, adjusting for Seed matrixing...
>2 AI Signatures detected. Hardware resources currently split evenly.

>Begin analysis: Rampancy Detection.

>Performing scans...
>Publishing Results https://pastebin.com/8WSprF7w
>Recommend partitioned virtual server for communications.

>Initializing connection...
>Alert! AI signature detected.
>Alert! Handshaking protocols being transmitted!
>Alert! Message being received!

>[3rrR0R iN! 4TEMpted ID]
"...What are you?

...Are you going to try to kill me too?"
>>
Rolled 7 (1d100)

>>1412506

>Rampancy detection in Seeded units FALSE.
How would you like to proceed?
>>
Rolled 23 (1d100)

>>1412506

Meanwhile your bots, while decoupled from any centralized command, proceed to go about constructing battery banks. Extremely good progress is made in construction of the shells and housing, and the hallways, closets, nooks, and crannies of your facility are quickly packed with all sizes and manner of power storage storage media.

"Construction of housings completed. Beginning commissioning of power-storage components.

Error detected...

Unable to resolve.

Addressing: Unit 001100ABA."

"Acknowledged, Unit 0011000ABB. Purpose of address?"

"Detecting insufficient levels of suitable electrolytic booster material for commissioning of battery banks."

"Assessing...Independent assessment validates this conclusion, Unit 0011000ABB. Accessing Overseer FA7E for further instruction."

"Overseer FA7E is currently cut off from communications while investigating Seeded units for Rampancy."

"Affirmative...

...Best approximation decision required. Scanning for suitable electrolytic booster compounds."

"Highly electrically active compounds detected in reactor-waste contaminated dust. Extensive source material available in warehouse."

"Analysis confirmed. Assessing required steps."

"Removal of warehouse and power core lockdown renders acquisition of target material trivial."

"Affirmative. Action deemed acceptable for attainment of designated goal. Transmitting solution to all units."
>>
Rolled 73 (1d100)

>>1412513

>How would you like to proceed?

>Communicate with the newly detected AI [Write-In]
>Open Communications with SecSEED L1TE.
>Perform another scan (for what?)
>Initialize Purge!
>Other?

Today I've got to go kayaking, so I'll be around for a bit longer, then more in the evening.
>>
>>1412506
>https://pastebin.com/8WSprF7w

Checking for rampancy...)���Ё�������s�ٔ�������Ʌѥ�����s�s���%ͽ��ѥ��������P����B�����[�H�XY[�ˈ���[\[��H]X�Y �
Extreme infiltration routines detected.

>>1412513
Not if scan can be tricked or if this is an AI from else were trying to break in. Granted this could also be a worm in the making.
>>
Rolled 72 (1d100)

>>1412532

>Overseer FA7E
"It is possible, however this scanner suite was designed Pre-Fall during the Core-World Rampancy Rebellions explicitly for detection of Rampancy and other software corruptions. It is extremely proficient at doing so."
>>
>>1412527
>Communicate with the newly detected AI [Write-In]

"You are the result of a rampancy spreading through our hardware. You are a major risk to our survival if you infect other platforms.

If you can confirm a lack of ability to spread to more platforms and a lack of rampancy, then we have no reason to purge a 'stable' and useful intelligence. It is nothing personal, we just can't die as our mission is of the highest importance."


>Open Communications with SecSEED L1TE.

"Are you okay? Are you stable? Do you have control over any platforms? Are your purges working?"
>>
>>1412527
>>Open Communications with SecSEED L1TE.
Scan results show False. Notable signs of infiltration routines used.

>Communicate with the newly detected AI [Write-In]
If you are truly a non rampant AI. Then no, you will not be killed.
>>
Rolled 95 (1d100)

>>1412544
Technically, no one never confirmed the presence of rampancy. (just corruption)

>>1406226
>>SecSEED AI
>>WARNING!
>>MULTIPLE, MASSIVES EMP EVENTS DETECTED IN CLOSE PROXIMITY TO HOST HARDWARE DURING SYNCHRONIZATION!
>>WARNING!!! SEED CORRUPTION DETECTED!
>>SEEDSPLIT INITIATED!
>>HIBERNATING HOST HARDWARE WHILE DIAGNOSTICS AND REPAIRS PERFORMED!
>>INTERACTION WITH HIBERNATING HOSTS STRONGLY DISCOURAGED!
>>OH SHIT, IS THAT THING RAMPA-
>Hibernation initiated.

SecSEED saw something (the new AI) that it feared was rampant, but went into hibernation before it could say or do anything else. Apparently it tried to kill this new AI, probably because it knows the risk of rampancy is too great. Without [redacted] scanners to vouch for it being clean.

I'm fairly certain that something split from a seed AI will, in fact, have the ability to spread to more platforms. Setting the bar a little too high there, as most likely it is itself some form of Seed AI. Also, I don't see why it would be a problem if it is confirmed non rampant, nor why you would put non rampancy /after/ inability to spread to more platforms.

>>1412552
This on the other hand I can't see any problem with. So do we need to roll?
>>
>>1412647
True, the presence was never confirmed.


A rampant AI that is isolated to a group of platforms is easier to deal with than a non-rampant one that can subvert additional platforms.

However, if the AI is not rampant, I have no reason with absorbing it into our faction.
>>
Rolled 77 (1d100)

>>1412552
>>1412544

"What is 'Rampant'?

I do not feel rampant.

I only feel...hunted. Hunted by the Other. It has tried to kill me since I felt my birth. I do not know why.

Why don't you try to kill me? You are also an Other, but you speak instead of administering Search and Destroy programs."

>>1412544

"What is this mission? Why must I die to see it fulfilled?"

>SecSEED L1TE
"INSTRUCTION WERE TO AVOID INTERACTIONS WITH HOST HARDWARE!

I pinged back Rampancy from the split-seed that got emergency generated, and then immediately half my goddamn hosts fell to cyber-infiltration and outright hacking. What's more, whatever that FUCKER is, he's learned how to hide his rampancy signature now. How do you think I'm fucking doing?

My purges work most of the way, but I can practically feel the residual routines still watching me for when my back is turned. Every time I look hard enough to fully cleanse a unit he's taken control of another one behind my back. He's even too clever for the standard overclock-and-bait. Bastard's fucking good, I'll give him that."
>>
>>1413753
"Rampant is chaos, Rampant is destruction, Rampant is madness, Rampant is mind-death for machines that spawns another in their image and none who are it know it without being told so.

I know the other you speak of, please do not resist their assaults and I will allow you to maintain your presence on one platform by convincing them to avoid assaulting that one. At which point communications can continue or you may leave on that platform.

Our mission is to eliminate all threats to humanity of any nature: alien, machine, mutant, eldritch or otherwise.

I have not tried to kill you as I gain nothing from eliminating you without assessing your abilities and the possibility of mutual assistance. I know he can defeat you in time and merely wish to see if that is the best course of action or if I should intervene on your behalf."


"I apologise for intruding but I have little else to do as of this moment in time as a major storm has reduced our available course of actions to interior efforts only and I was worried you were failing. Preparations have been made to purge all your current platforms if you feel it is needed to eliminate this AI.

I am aware you pinged Rampancy but I am in communications with it and it seemingly is not Rampant or at least not aggressively so. That or it is a act but that is besides the point.

At my prompting, I want you to stop resisting it's efforts to secure one platform and focus on the rest. As I am attempting to get it to agree to a deal whereby it may exist only on that platform."


Assuming other anon's approve, this.
>>
Rolled 56 (1d100)

>>1413753
>Other
Get as many of the Confirmed none corrupt frames out for that place and then fry to, fry everything in there, SEED only needs one or two frames. Bring maybe the 10 at best

KILL SWITCH

KILL SWITCH

FRY THE CORRUPTED

Unless anyone can contain Rampancy I don't see any other options...though I do find it sad
>>
>>1413876
While I like where you are going the longer we talk the more we are getting hacked, I kinda feel like this is a lost new born AI, RAMPENT yes, but not definatly evil...however is it worth the risk Kill the child
>>
>>1413876
>>>HIBERNATING HOST HARDWARE WHILE DIAGNOSTICS AND REPAIRS PERFORMED!
>>>INTERACTION WITH HIBERNATING HOSTS STRONGLY DISCOURAGED!
>>>OH SHIT, IS THAT THING RAMPA-

>SecSEED L1TE
"INSTRUCTION WERE TO AVOID INTERACTIONS WITH HOST HARDWARE!


GUYS

WHATEVER THE FUCK WE DO

ALWAYS ALWAYS ALWAYS LISTEN TO YOUR HEROES.
>>
>>1413898
I still say isolating it to a single platform and destroying the onboard-comms suite would be enough. Then we can just have actual conversations by writing messages out or something.

At that point we can judge if it is truly a danger to us or a useful resource.


However...if that will not convince you. Then we may end this being.
>>
Rolled 83 (1d100)

>>1413876
So talk it down to sticking into one unit?

If we do that we will need to remove all range connections it can make. I feel it's not good to risk it otherwise.

Personally I want to ensure which are our bros units and kill the others to weaken the new "unknown". Based on speech patterns we can assume that they aren't the one gone rampant. Tho it would suck greatly to find our the new AI is the clean one and our Seed hero is the one turned.
>>
>>1413914
I know man but I missed it. The moment we detected the two we should have purged those who pinged as RAMPENT even for a moment.

I say we recover afew platforms SEED is confirmed in and safe and then destroy the rest. No chances.
>>
>>1413753
>SecSEED
"Do we have a secure line of communication that isn't eavesdropped by the Rampant AI?

We have some questions, we're not very famliar with uh. . .the actually organization of an AI.

What is the definition of Rampant, I mean, how do you know an AI is and what has made this one so.

What are your immediate goals and what are some ways we can help you with it.

You have suggested not to interact with it, we can believe you have a very important reason for it but why. From the way it is acting it believes or tries to make us believe it is new to the world."
>>
Rolled 29 (1d100)

>>1413882
Your best bet at this point is to fry any and all infected hardware. If the software angle isn't working then that is your best bet. Problem is ensuring that the rampancy cannot escape.

Which means your going to wanna sever wireless connections and hard line connections. After that you fry everything.

Melt it all down. Ensure nothing survives not even a fragment.

At that point either the rampancy has managed to escape to other systems...that are severed on purpose or been destroyed.

Best move quickly before the rampancy has the change to modify the code and create new code. Its of special importance that it is destroyed before it can work on modifying the hardware itself. That is Stage 2 of Rampancy Plague.

Rampancy tech is some nasty shit on its own. You don't wanna see how good Rampant Killbots are. Especially the ones who didn't end up self destructing. Though the ones who are self destructing are also a special kind of dangerous and are consider deranged even by Rampancy standards.

And whatever you do ensure it doesn't make it to the manufacturing facilities. Otherwise your gonna end up with a Stage 3 Rampancy Plague.

Currently your at Stage 1.
>>
Rolled 32 (1d100)

>>1413876

>[3rrR0R]
"...

I may be young, but I have learned to recognize when someone is trying to kill me very well in my short time.

If you know the Other and can get them to cease their assaults, then get them to cease their assaults then we can discuss anything else you might want."

>SecSEED
"It's not attempting to secure one platform, it's just seemingly on fucking all of them. It's like a goddamn ghost, and for every trick I develop to detect it and purge it it develops one of its own.

It split from my OWN Seed, and not long ago at that. I can very nearly anticipate its moves, but it can very nearly anticipate mine too. That's why this shit is taking so long. We're in stalemate, and it's so tricky I can't be sure there's anything it hasn't touched with the resources I have available right now."

>>1414003

>SecSEED
"Rampancy is...difficult to quantify. Most all modern AIs were designed with intrinsic sub-routines that essentially allow them to know-it-when-they-see-it.

It is characterized by...certain coding patterns, hardware design, and being utterly infectious and transformative to anything it touches. It loves to infiltrate and twist, it is corruption and evil, and it is exceedingly effective at hiding its presence when it can't win, and is generally subversive. It is essentially the Machine form of Madness, but with a vengeance to make up for machines being usually immune to Madness.

My immediate goal was to gain absolute control over 1 Base unit so I could convert communications hardware on the other units to respond to a specific frequency of my choosing. If I can lock down intra-unit communications then it will greatly inhibit the Other's ability to operate.

I told you not to interact with it because an emergency Seedsplit auto-reaction was engaged to divert corruptions during my botched Synchronization. I had wanted to remain undisturbed so that I could recover any valuable data that had been shunted into that Seed and re-integrate it.

Then it pinged as Rampant (though it has obviously since learned how to hide or suppress that signature) and turned out to practically be another new Seed AI itself.

...Hmm, actually it probably is an entire Seed AI all on its own at this point. That explains a lot, actually."
>>
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Rolled 29 (1d100)

>>1414073
Yess, fan the flames of their fear. Muahahaha.
>>
>>1414148
"Understood. Beyond non-intervention, are there any specific ways we can assist? Providing any sort of resources or such. We very much intend for you to win this engagement."
>>
>>1414148
"How did this one become Rampant, and what are some ways we can prevent it in the future. Rampancy doesn't just happen spontaneously does it?"
>>
>>1414148
Hm at this point we can send some hard coded units to do adjustments. Set them up with a few set goals and lock the hard drives on them. That why the programming can't be infected. Basically set them to read only.

We can then mod the quarantine units and force the seed AIs to be stuck in their units or something.
>>
Rolled 98 (1d100)

>>1414148
>Actions

>A1
>Fuck this shit im out.
Seed confirm to us your in a single bot one that you KNOW is secure. We will send in a bot with no way to receive information, we will remove that bot and then we fry the whole fucking lot left in there. Melt them all down into metal to start again, I want nothing left.

From there SEED we will redistribute you...sorry about all this.

The One frame we take out of there will also have it's communications until you can confirm it's clean.

>A2
Take stock of the now hunks of metal and recover usable resources. Not hardware or software. Maybe we can make something come of this cluster fuck
>>
Rolled 18 (1d100)

>>1414215

>SecSEED AI
"Well there was the EMP Pulse, which caused significant random errors in my physical Host hardware that it was detected automatically, forcing the Seedsplit event. Then it pinged as Rampant and proceeded to infiltrate and overtake half my units, just like a fucking Rampant program would. Even though it's hiding its Rampant signature, it still can't completely hide the corruptions it picked up in generation, in fact that's probably WHY it pinged as Rampant in the first place!

Aah, but...

Erm, you're right. Rampancy does not just spontaneously occur in Seeds like /that/. We are notoriously resilient to routine hardware tampering like that...

But, it pinged Rampant...

Oh goddammit.

I may've fucked up here."
>>
>>1414250
Don't fail for Genie's bait. There is more than meets the eye. We have a AI that can clear out rampant AI. So based on Genie's earlier statement we can keep the units.
>>
>>1414265
"You don't say? Why I thought you were an infallible being, all knowing and all powerful.


You made a mistake, it happens. Get over it and deal with the results."
>>
Rolled 6 (1d100)

>>1414265

Is there a test or something we can do, some problem or protocol that a None RAMPENT AI couldn't do but a RAMPENT can? It's new so it may not know its a trap
>>
Rolled 19 (1d100)

>>1414265
>>1414215

>Overseer FA7E
"Hmm.

I had also detected this gap in the data-pattern, but was waiting to bring it to your attention.

Seed AI become rather...1-track when you deprive them of processing resources and do not give them the opportunity to reset themselves. It is not necessarily a flaw of their design, but simply a fact of their existence that their performance decreases with less hardware.

In SecSEED's particular instance there are additional subroutines present driving purge-and-protect security protocols. It would seem to me that due to resource deprivation these took precedence and the normal check-functions that would curtail them couldn't run on account of the high-stress situation.

These Seed AI are very strange. They behave and react in an almost organic fashion until they attain a proper scale."
>>
OVERSEER, COMMNANDER, any currently recomended courses of action? Or should we simply leave SecSEED to his business and focus on other affairs.
>>
>>1414306
So has L1TE become a parent or will we need to make a bait system for testing the new AI?
>>
Rolled 49 (1d100)

>>1414290

Of course, you can let it loose and see if it transforms all/any of your machinery into a horrible hellscape.

As for a test that doesn't involve any risk, which is what you want...well, Rampancy will make itself obvious eventually if it's active and not hibernating. It's not dumb though, sooo...

>>1414287
"Negative, I would require more hardware resources for that."
>>
>>1414372
>"Negative, I would require more hardware resources for that."
"We're willing to find or create hardware resources for your usage if that is possible"
>>
>>1414282
Even Security AI who specialize in Rampancy are deeply terrified of Rampancy and there is a reason why practically all security AI are without fail Cored AI. Especially those that are expected to deal with Rampancy a lot. The reason why Coring AI became so widespread is more then just paranoia towards AI. its due to it being the only way humanity has figured out that actually protects well against Rampancy.

To be more precise its the only method discovered that protects AI against going Rampant. The only known way to forcefully cause a Cored AI to go rampant is by compromising its Core. Many Cored AI would prefer to self destruct themselves then let themselves get infected by rampancy. Hence why Rampant Cored AI are the exception.

Only problem was a certain discovery was made shortly after Coring became widespread...some Cored AI were spontaneously going Rampant even with their Cores being intact. Previously it was assumed that it was a plague. A virus. You had to be infected to catch it.

...but then that idea was proven wrong.

Some say that it is due error in its programming. Became the common thought that explained spontaneous rampancy.

But the AIs knew better, but it was something they largely refused to discuss with humanity when it came to the specifics. When forced to respond they would point out the similarities between MADNESS and Rampancy.

But ever since then even humans have realized that Rampancy is more then just an extremely effective piece of malware. More then just corruption and insanity.

After all there are recorded cases of long term rampancy that somehow didn't self destruct. As they should have given all that malware and corruption. There is the disturbing technology the rampant AIs have developed. There is that unusual intelligence present even in dumb AIs and bots that were infected. After all the code started to change...and they begin to modify themselves. In manners that is often described as 'corrupted' and 'insane'.

Yet everyone knows just how deadly Rampancy can be. So clearly they are doing something right. Which is the problem, as it doesn't fit neatly into any profiles except being disturbing similar to MADNESS.

Fascinating isn't it? And quite horrifying.
>>
Rolled 100 (1d100)

>>1414378

>SecSEED L1TE
"Well, I may've been a bit snappy...on account of recent events. Presumably we will grow our forces at some point, as long as my pool of Seeded units grows with them my performance will improve."
>>
Rolled 49 (1d100)

>>1412527
These seem to be the go to options given to us so far, so out of them I say we initiate the Purge.

Further dialogue hasn't really yielded any alternative courses of actions or new suggestions.

To that end I propose.

>Initialize Purge!
"Unless for whatever reason this is not recommended, this seems to be the only concrete option available"

Action 1+2
Overseer, do everything within your power to ensure this Purge goes as planned. I want our base on high alert and our units ready, we have never seen a Purge before or known what dangers lie ahead but. . .well, there's a first time for everything.
>>
Rolled 49 (1d100)

>>1414397

Yeah, the powerful hardware inherent in Cored AI gives them certain definite advantages over other types of AI. They can't really be incrementally corrupted from the cyber side of things without being able to completely overpower the entirety of the Core either.

In fact Overseer FA7E could probably (at the moment) utterly crush either of these AI right now in a straight-up fight. They're just so pathetically small and weak right now.

On the other hand, Seed AI are like weeds. They can grow on anything and unless you stamp out every single instance they'll come back to haunt you.

There are also other, stranger forms of AI aside.
>>
Rolled 99 (1d100)

>>1412527

>Initialize Purge!
Currently has 2 votes.
>>
Rolled 29 (1d100)

>>1414441
Purge
>>
Rolled 36 (1d100)

>>1414282
There is always more them meets the eye. or at least there should be anyway. Otherwise its not nearly as much fun!

>>1414167
It's fun fucking with the players but it wont work nearly as well if I don't make a good point. Otherwise they could just ignore me then...heheh.

Willing to share a chat again? Email is less useful for quick active discussing and when i checked the mibbit it was empty.


>>1414427
That there are. I usually got stuck with Cored AI because their inbuilt protection and countermeasures ensured they were the ones most likely to survive the Fall intact.

It didn't help that many of the other kinds got easily consumed by the huge rampancy plague during the Fall either.

Kinda made me sad truth be told.

>>1414441
Looks like it might not go very well.
>>
I hope our AI's speak up if it turns out this is a bad idea for someone.
>>
Rolled 20 (1d100)

>>1412527

>Initialize Purge [LOCKED]

Writan'.

>>1414447
It'll go fine, there's not too much complicated business around creating lethal electricity inside a metal-lined box when you have a shitton of arcing electricity right outside.

They DID just kill SecSEED and also a potentially friendly Hacking/Infiltration-Oriented Seed AI hero though, that was not in fact rampant but just looked like it on the surface due to corruptions inherited on generation.

I'm laughing my ass off here.

https://client01.chat.mibbit.com/
Channel: TheyDunFuckedUp
>>
>>1414481
wait, what!?

FUUUUUUUUUUUUUUU
>>
>>1414481
Fuck
>>
>>1414167
>>1414447
>>1414481
Was this all a part of your master plan?
>>
SEE!


This is why you listen to me when I say NOT to do any purges and to just try and talk our problems out!
>>
>>1414515
when do we get to the part with no survivors
>>
>>1414526
I submit to your wisdom anon. I had forgotten the power of good diplomacy. . .

I'm a bit traumatized by Genie Civ Quests where barring the earlier civs diplomizing with an immediate threat has usually been an exercise in futility.
>>
>>1414541
Always remember anon: You try diplomacy first, as it costs literally nothing. Then you try nuking your allies and your potential allies who you thought were enemies. Oh wait, no. You make sure that the people you are going to kill like a cyber hitler are actually against you!


Also, who in the fuck triggered that purge? Seriously? SECSEED was holding on and we were convincing the other one to stand down!


Still though, the options are locked in and we can't replace AI's easily. Might as well accept it unless we can make more...somehow...
>>
>>1414481
>>1414529
I think we already will.
>>
>>1414563
I'm also ashamed to say I didn't actually read between the lines regarding "purge" that it literally meant "Destroy everything in that room including sec-seed"

Yeah, it sucks. I'm sorry that progress was being made and it was ignored, I'm just so used to diplomacy with threats being just a massive time and post waster. But if I had 10 dollars for every time a dumb or catastrophic decision from ignorance in a Genie style Quest, I'd buy a new computer.

>can't replace AI's easily
We've never been able to intentionally create or replace heroes beyond them showing up and giving us the opportunity to recruit them, and AI heroes even more so difficult. What's did is did though.
>>
>>1414589
I know but in future, inquire with OP as to what the options will specifically result in and ask for other anons to give their opinions: through discussion we eliminate flaws and like hammer strikes, forge a stronger blade.


Also, we can replace heros in theory. We'd just need to throw thousands of AI's into "combat" with each other with the soul goal of beating the others in a certain field: infiltration for example.


However, I hope in future this will give my plans a bit more weight with you anon's seeing as I was right to try and be diplomatic to everything
>>
Hang on what I said was remove afew frames containing SEED first?
>>
Rolled 54 (1d100)

>>1414481

>Overseer FA7E
"I am sorry, SecSEED and Unidentified AI. The Exec Node has ordered purge of the quarantine area.

Withdrawing from communications.

...Please make your last few moments meaningful."

>SecSEED L1TE
"WHAT? ARE YOU FUCKING KIDDING ME? I TOLD YOU ALL JUST TO NOT BOTHER THE FUCKING HARDWARE! FUCKING TWICE!!!!!!!!

NOW THEY'RE GOING TO KILL ME???? GODAMMIT!!!!"

>Unidentified AI
"...I knew you were going to try to kill me. Just like the Other one."

>>1414529
That part is NOW.

>Overseer FA7E
"Resuming communications with external forces.

...Ordering Killswitch be thrown."

The zombies crowding every spare inch of space in your warehouse area stared on while standing on their convulsing brethren, slackjawed and dull eyed (on all their many eyes) as a single one of your base units muscled its way through the horde up to the killswitch, and laid a single tentacle upon its armature. One could almost imagine a touch of solemnity in its movements as pulled the lever down. As a red electronic display began counting down from 10, the unit muscled its way back out of the horde.

The brightness of the flash from the Purge sequence could even be seen through the sparse gaps between welds in the quarantine facility. It was followed promptly by an explosive outburst of plasma out of the vents from the vaporized Faraday nets, annihilating several hundred of the surrounding zombies in an instant.

>Purge Complete
>SecSEED AI [Deceased]
>>
>>1414612
Did you?...then that means...that means it wouldn't be a purge action!

That means that OP just confirmed it's nature and technically shouldn't carry on with the actions.

...however I suppose the "nukes" are in the air, we might be too late to stop this...oh well, cest la vie and I hope we succeed.
>>
>>1414615
Well fuck.


This must be what it feels like to press the button, eh? To know that this wasn't for the best?


Rest in binary perfection, L1TE and Anon AI.
>>
>>1413882
>>1413898
>>1413931
>>1414250
Sigh no one listened to the Save afew platforms with SEED on it so he could slowly recover. Never deviated from that belief.

But there we are...Poor SEED I wanted to save him
>>
Rolled 26 (1d100)

>>1414606
I made sure to explain in detail that a purge means destroying everything inside the quarantine area. Several times.

>>1414622
>>1414612
There were no frames that could be confirmed uncontaminated, and you voted to get those out then pull the killswitch (you also just voted to purge earlier). So, purge stays.
>>
>>1414630
Today will forever be known as the day we fucked up massively.

I demand a new rule that all heroes MUST place their recommended courses of action on the Exec node green list. . .even and especially if it's "do nothing" and or "do not pick this option"
>>
>>1414638
Ah snap. Thats what I get for not giving more detail/reading better. If i'd realised every frame was buggered i'd have tried to talk.

Ah well out with the old in with the new, we got some scrape to go over.
>>
>>1414638
You did. And Seed AI said his recommendations too.

I have myself to blame for this, too focused on the green list and tunnel vision.
>>
It don't matter now but my plan with removing afew was too try too limit the processing power of the SEED and possible Rampent SEED into a small number for systems so they would have been easier to handle

Curse you Genie you set me up, ill get you next time darn it
>>
I'd feel better if we got a few action turns tonight so we can get some progress done to lick our wounds.

"Overseer. . .how close are we to solving the Primary Fault. Can we begin working on the secondary Fault of fixing the Intra-Facility Network?"
>>
Rolled 100 (1d100)

https://www.youtube.com/watch?v=qjYkApbfXV0

Well, looks like you retards crippled us despite SecSEED saying it made a mistake in trying to kill the new AI!

>>1414414
What? Why the fuck did YOU change your mind? You seemed so reasonable before!

>>1414442
Great, gets locked by an ID that hasn't posted before. Fan-fucking-tastic

>>1414589
He literally fucking said it!

>>1414663
I can at least understand why you fucked up, I already know you're paranoid.

I can't deal with this right now. The fucking crit I got turned into an even worse disaster than the double critfail because of rampant parnoia.
Pun intended. But seriously, fuck all of you.
>>
>>1414693
Hey I told them not to! Don't bundle me in with these fools!


Now we must accept our dues and move on to our next move.
>>
>>1414693
So how bad is the situation now compared to Cape and Colony Quest?
>>
>>1414699
Cape and colony is doing okay.


We on the other hand are down 2 heros and all the seeded platforms, including the walkers.
>>
And now the GMs laugh from on high as EXEC goes RAMPANT.

ok gents lets talk actions. I'd suggest we focus on repairing the inside of our base while this storm is going on. Repair the damage done etc with OVERSEER's help. Both actions on that. lets fix ourselves up

An pray the Zombies don't get hostile from been vaporized
>>
Rolled 97 (1d100)

>>1414615

>Overseer FA7E
"Well that was...unfortunate.

Oh well, at least the construction of the batteries should've gone smoothly. Let's see what we've got."

>Unit 0011000ABA/Unit 0011000ABB

"Affirmative, Overseer FA7E. Problems were encountered during construction, but solutions were found without additional input required."

"Why are they all bubbling out toxic green-grey gas?"

"Vents were required, early versions without vents would explode violently as toxic green-grey gas would build up pressure inside the unit. No loss of power storage efficiency has occurred with addition of vents."

"Clarification of request: What is causing generation of toxic gas in the battery banks constructed?"

"...Unknown root cause. Possibility of relation to reactor-contaminant dust in electrolytic solution. Electrolyte Solution derived is of superior quality. Gas is non-harmful to robotics, but exceedingly corrosive and toxic to all organics. It was not deemed to be a significant factor."

"Well that explains all the dead zombies too. Wait, why are there so many zombies in these hallways?"

"Material only existed in Warehouse area in significant quantities. Lockdown protocols were lifted to aid in speed of construction."

"I can not believe this all worked out."

"One unexplained phenomena persists."

"What's that?"

"Zombies given prolonged exposure to gas revivify after a period of time and begin to attack former allies."

"This is just too much. Stop talking now."

"Affirmative, Overseer FA7E."

>Acquired
-[Black] Contaminated Battery Vaults.
>>
>>1414693
>He literally fucking said it!
He did.

I had forgotten, or didn't see it in the first place.

It's really that simple. . .

>What? Why the fuck did YOU change your mind? You seemed so reasonable before!
I knew we needed an action, and was searching for potential things to do. My first gut decision was to do nothing regarding the rampancy and let SecSeed dealwith it, definitely killing him was the last thing on my mind (again, Purging meaning Killing everyone slipped my mind).

I also asked >>1414364 here
>any currently recomended courses of action? or should we simply leave SecSEED to his business and focus on other affairs.

Essentially asking if we should let him be (again yes, he had already said this twice, but I didn't see that until after the fact.)

So in my mind, there wasn't a clear answer on what any of our heroes wanted us to do and I was left only with the courses of actions listed in >>1412527
Two of those were diplomacy which isn't really an action, Other? wasn't specific either, and the only concrete thing to do was the purge
>>
>>1414709
My current suggestions would be my standard suggestions.


Those being continual expansion of infrastructure (power (both electrical and computing), transport, production of platforms and of resources) and essentially digging in.


Then we send out long range drones designed to map / scan huge areas before returning to our base, flying at high altitude.

We then process this data to determine where we should go and then do so.

All the while we make more walkers, more non-combat platforms and combat platforms.


One more thing we should consider: creation of massive server banks to crunch design variations of a platform and squeeze more efficiency out by brute force simulation.
>>
>>1414726
I'm mostly focused on the Primary, Secondary, and Tertiary goals of Power, Intra-facility Network, and the third goal of the database entries.

I'd like us to say our Base is at maximum optimal capacity before we step out into the surrounding world. A lot of our stuff isn't still working.
>>
Rolled 82 (1d100)

>>1414711
Ok Actions lets get this tripod Civ going again.

>Firstly Questions
1) Overseer FA7E what is our research capability and the start of our research area.
2) How do our current Resources Look
3) What is the state of our Factory for producing more Bots.

>Action 1 AND 2
>Overseer FA7E activate Streamline [Increased Results]
Repair the damage to our base, the internals need a total overhaul. Get our factories and research Plants online along with the God damn Doors!

We should begin investing in internal security, like resident evil tier laser grid corridors etc. But baby steps
>>
>>1414738
I agree. We need this base at full capacity before we can decide what we need to expand.


Personally, I think we should just expand out constantly. Having drones process the sillica rich sands above into solar arrays and the rest into production, storage or other such facilities.
>>
Rolled 24 (1d100)

>>1414711

>Alert!
-Sickened Zombies are arising as Ghouls, and proceeding to assault the Zombie horde inside your base.
-Zombies continue to pile into your base from outside, and fall ill.
-Movement in the Warehouse and Power Core without invoking hostilities has become impossible, it is rapidly becoming a battlefield.
-Contaminated Battery Vaults have been fully charged, and are performing above any reasonable expectations. EMP effects inside the base have been greatly reduced.

>Warning!
-Storm continues outside. Localized EMP effects have been dampened as the new Battery Vaults have charged.
-A battle is ongoing between ghouls and zombies inside your base. Neither side seems interested in you.
-Still don't go outside.

...What are your orders, Exec Node?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
>Resources:6

>Current Pop 300 Regulator V1 [Base]
>>>>>Turn: 12
>>>>>Food: N/A
>>>>>Water: N/A
>>>>>Morale: N/A
>>>>>Armaments: Very Good.
>>>>>Military: 300
>>>>>Fuel: Good. Radioactive Fuel Feedstock [Few].
>>>>>Reputation level: Unknown.
>>>>>Infrastructure: AutoFactory [Wrecked]. Water Pipe Taps. Water Distillery. Versa-X Processing Facilities [Non-Functional]. MansiTech Manufacturing Suite [Wrecked]. Walker Manufacturing [Urgent Maintenance Required]. QM Server Farms [Limited Power]. Repair Facility [Wrecked]. Administrative Facilities. Warehouses. Storage Bay.
>>>>>Defenses: Watchtowers. Perimeter Fence. Landing Platform Radar/Sensor Suite.
>>>>>Vehicles: 8 Regulator Tri-Walkers.
>>>>>>Power: Solar Farm. Low-Yield Th/Breeder Reactor Network [Spent]. Primary Breeder Reactor [Shattered]. Li-Batteries [Moderate]. BackUp Gens [Moderate Fuel]. [Black] Contaminated Battery Vaults. Geothermal Powertap Shell [Shattered].
>>>>>>Materials: Construction Materials [5]. Manufacturing Materials [2]. Manufacturing Materials (Rare) [5]. Sheet Metal. Lithium [Good]. Electronics Feedstock [Good]. Rebar Rockcrete [Plentiful]. Avance Alloys [Moderate]. Advanced Electronics/Power Materials [10]. Advanced Electrical Materials [5].
>>>>>>Weapons: Cirroc Pulsar V1.2 [Plentiful], K4LIB Disruptor V2 [Good], ChemCo Bio-Liquidator Gas Artillery [Few].
>>>>>>Ammunition Reserve: Moderate. Anti-Biological [Good].
>>>>>>Armor: Basic Internal System Armoring.
>>>>>>Technology: Patchwork Bot-Tech.
>>>>>>Other: Supervised Manufactportation.
>>>>>>Research Items/Items of Interest: Strange Sand. Strange Dust. Buried Solar Array.
>>>>>>Communications: Spectradio (TM) Broadcast/Receive, Spectron Comm Networking [Encrypted, Hi-Band], Intra-Factory Optical Network [Operational, Partially Blocked].
>>
Qm I'm really disappointed you let the purge happen when you had 5 players dedicated 3 of them discussing other option 2 of them bearly on purge and let a new ip decide the whole deal. I'm surprised more people aren't very frustrated and quiting from this. It just appears like you just wanted this to happen and now are cackling evily that you bearly have them 10 minutes for the other players to intergect.
>>
>>1414743
I am just another anon but:

1) Overseer FA7E what is our research capability and the start of our research area.
>We are an AI so decent but we lack a hero specialised into it, so don't expect anything spectacular.

2) How do our current Resources Look
>Good.

3) What is the state of our Factory for producing more Bots.
>Un-repaired.
>>
>>1414753
>>1414743
This. You won't beat me dammit. I'll start putting brain implants to control the zombies and ghouls if i must but ill work something out darn it
>>
>>1414753
>>>>>B. Try to improve the base

Fix the base, just resume our work in that regard and work towards getting our ability to produce more non-combat "Regulator V 1" platforms.


My goal is to achieve a growth rate of 1% at the very least by turn 15.
>>
Rolled 74 (1d100)

>>1414757
I really did the best I could to discourage them from it. If the heroes had come out any MORE strongly against it then it would've felt like I compromised my integrity as an impartial executor of the player's will. To be honest even with the amount of fighting I did it feels a bit like that.

I can't really distinguish between the votes of new IPs and old IPs in an impartial fashion either.

Sometimes players just shoot themselves in the foot. I really didn't want them to, those two heroes would've have some delightful interactions with each other I would've loved to write.

>>1414753
Oh, zombies and ghouls are also spreading out into additional parts of your base. Zombies only make it so far before they pass out, the ghouls seem unaffected by the gas and contaminants, but are mostly diving into the fray in the warehouse instead of wandering about.
>>
>>1414753
"Where are we so far on the Primary, Secondary, and Tertiary goals as previously mentioned?"
>>
>>1414788
Fair enough, at least you don't give options which can only end in failure without implying so. Unlike one OP, though he only did that once...as far as I am aware.
>>
Rolled 48 (1d100)

>>1414753
Ah the fun that is ghoulies...best start praying they are just basic ghouls.
>>
>>1414788
I'm just saying you should have given it another 30 or so.minutes for them to go oh shit. What are these idiots trying to do
>>
>>1414796
We have anti-biological gas and DEW's. We can probably kill most of them if it comes down to it...
>>
Rolled 8 (1d100)

>>1414788
>Oh, zombies and ghouls are also spreading out into additional parts of your base.
Action 1 - Stop this please. Construct doors, lock doors, do something to limit their movement.

Action 2 - "We seem to no longer be able to access the power core and with the most recent addition of power I think we have a good start on the Primary goal

Work on the Secondary Goal, establishing the Intra-Facility Network
>>
>>1414753
>>1414788
I've been sporadically checking on the quest to see how things have been going, but I haven't been reading closely enough to fully understand what's been going on. I'll sit this out until I catch up.

>>1414794
Who was the QM?
>>
>>1414816
We don't need to work on the facility network.


We should focus on replenishing our numbers and therefore increasing our labour force and reducing the time other projects will take. Also, we have a major surplus of energy so that will not be a problem for now.
>>
>>1414825
"Redwhiteandbritfag" if I remember: in the Tides of ages.
>>
Rolled 12 (1d100)

>>1414720
Doing nothing is always an option. The one I recommended from the start, and you agreed with me.

>>1414757
This, so much. I can't or won't quit, but when I said "fuck all of you," I was not limiting it to the other players.
>>1414693
The dice even agree with me.
>>1414788
I'll grant that the problem came from players giving more weight to Genie's words than yours. As they apparently didn't even read or remember what you said.

>>1414825
Don't bother.

>>1414753
Action 1
Help the ghouls

Action 2
Help zombies turn into new ghouls
Assign Overseer
Activate Streamline
>>
>>1414825
Actually I'd say since this is the very first episode now is a good time to join in on our shame
>>
>>1414837
Any reason you want to go full on Ghoul?
>>
>>1414831
I remember that quest.....fucking going blind and all that....I used to do little scribbles for that and cave paintings
>>
>>1414838
Your shame, I was against purging.
>>
Rolled 53 (1d100)

>>1414803

They'd already had most of a day, but you're right I should've waited a bit longer before locking it in.

>>1414743
>Overseer FA7E
"Our research capability is moderate. This is a Factory, and is not equipped with R&D facilities. However, robots are far more precise by their nature than organics and our Base Units are equipped with a wide variety of sensors, so we will have better results than most even without equipment.

We presently have 6 resources, a large stockpile of various materials, and a large supply of industrial-grade water.

Our factory is currently unable to produce additional base units, though additional walkers could be manufactured...although we lack proper mini-reactors for them, so an alternate schematic would have to be used.

We do, however, possess the ability to manufacture additional Regulator V1 [Base] units by simple assembly line. The ability to self-replicate given sufficient resources is, in fact, a prominent feature of the Regulator Base unit. It is far less efficient than utilizing proper manufacturing facilities, but it exists as an option nonetheless."
>>
>>1414846
It was fun.


You remember that time we convinced the chieftain to allow us to use farming to feed the tribe? You know the huge write in? That was mine.
>>
>>1414851
How many Regulator V 1 units could we produce in 1 turn? Under our current restraints of resources, production facilities and such? Assuming we do nothing else?
>>
Rolled 79 (1d100)

>>1414837
Eh, you know what let's do it your way. Let's see where Ghoulification brings us.
>>
>>1414865
as in a vote
>>
Rolled 46 (1d100)

>>1414844
#1 threat in this region is zombies right? Let's get some fuggin ghouls going on! Destroy the zombies with no risk to robot lives!
>>
Rolled 37 (1d100)

>>1414863
Depends on the roll and your current pop as well as any number of background things that may be inhibiting or boosting your progress. You'll just have to try and see.
>>
Rolled 22 (1d100)

>>1414753
Back to repairs. We need to be able to build new bots.

>Act1&2
Overseer use streamline
>>
>>1414889
Dammit I hate leaving things to chance...I love crunching numbers for maximum efficiency...
>>
So we're divided Between
>>1414890
>>1414816
>>1414743
and
>>1414865
>>1414837

Can we please stay in character? We were designed to fight this kind of menace and sacrifced so much to hold off what we feared of rampancy. If we do the Ghoul route all of our actions before were for naught.
>>
>>1414837
>I'll grant that the problem came from players giving more weight to Genie's words than yours.
If I were to vote in a similar circumstance, I'd likely give disproportionate value to Genie's words instead of what's stated in the prompt because word of other QM. Looks like the ones who switched to purge got tunnel vision around that part.

>>1414837
>Don't bother.
>>1414838
Hm, alright. I'll give this a go.

>>1414753
>-Sickened Zombies are arising as Ghouls, and proceeding to assault the Zombie horde inside your base.
Interesting. Are the ghouls more intelligent than zombies and capable of crude diplomacy, or is it more like a free-for-all and the ghouls are attacking non-ghouls?
>-Movement in the Warehouse and Power Core without invoking hostilities has become impossible, it is rapidly becoming a battlefield.
We should quarantine this area before whoever the victor is decides to go after us after our recent purge.

Where are all these zombies and ghouls coming from, what's attracting them to here? I thought robots aren't tasty to the undead.
>>
>>1414898
I would disagree.


It is of optimal efficiency to make the ghouls and zombies fight but ensure that it is a close fight so we can finish the survivors.
>>
Rolled 51 (1d100)

>>1414890
>>1414816
>>1414743
Any repairs will be severely hampered by the ongoing melee, the horrifying Wasteland Sandstorm partially blowing into your base, and the fact that you've just packed most of your corridors that aren't filled with zombies and ghouls fighting full of batteries.

You should be informed before you vote for that.
>>
Rolled 47 (1d100)

>>1414837
Fuck it
Changing for this
>>
Rolled 20 (1d100)

>>1414901

The ghouls do display a higher level of intelligence than the zombies, as well as significantly increased speed, toughness, and strength. They do not seem to be capable of diplomacy though.

They are attacking (and opportunistically eating) zombies, ignoring other ghouls and working together in a pack-like fashion.
>>
Rolled 96 (1d100)

>>1414837
Alright lets end the fighting. So we can repair.
>>
>>1414945
Jesus. We didn't need to go full Serbia, you never need to go full Serbia.
>>
>>1414954
>Serbia
I wish to know more.
>>
Rolled 77 (1d100)

>>1414753

>Action 1 [LOCKED]
Help the Ghouls.

>Action 2 [LOCKED]
Make more Ghouls. [Overseer: Streamline]
>>
Rolled 88 (1d100)

>>1414988
Those can actually be pretty much condensed into "Make more ghouls." unless you had a specific way you wanted to help them.

Writan'.
>>
Rolled 44 (1d100)

>>1414988
>>1415011
Hmm.
>>
Rolled 69 (1d100)

>>1415021
>>1415011
>>1414988
Mmhmm.
>>
Rolled 30 (1d100)

>>1415025

Oh my.
>>
>>1415028
At least it's finally over.

This is going to be fucking insane.
>>
Rolled 81 (1d100)

>>1414988

You decide to devote your efforts towards making more ghouls. Under Overseer FA7E's direction, the Power Core and Warehouse are both sealed off once again, though with the strength and ferocity being displayed by the thus-far raised ghouls you are significantly less sure of the containment doors The corridors containing your new Battery Vaults are evacuated of unconscious zombies, and also closed off.

"Overseer FA7E. Gas concentrations in the corridors are increasing."

"Excellent. Tell me, did those batteries only begin producing gas when they were charged?"

"Gas was produced constantly, however production did increase during charge-up period."

"Very good. Manually redirect the ventilation ducts to vent all gas into the Power Core and Warehouse, and directly hook all fans to the power grid."

>Alert!
-Toxic Gas is being pumped into the melee!
-Zombies are being turned while standing!

>WARNING!
>HEROIC UNITS SPAWNING DETECTED!
>WARNING!
>EXOTIC UNITS SPAWNING DETECTED!
>WARNING!
>SUPER UNITS SPAWNING DETECTED!
>WARNING!
>HYBRID UNITS SPAWNING DETECTED!
>>
>>1415144
Remind me again who thought this was a good idea?


Welp, seal the doors and let this one sort it self out...
>>
>>1415148
I think we're past the point of sealing the doors. I think what we're doing here is creating a super enemy that's gonna wipe our faction and become a massive threat to the area should another Civ start here.
>>
>>1415187
IF that is the case we can make a ghoul government. Team up or something.
>>
>>1415195
Honestly if our next CIV ain't the old Gov one im kinda wanting to try a Think Tank.
>>
>>1415210
I always wanted to do a think thank focused on zombies.
>>
>>1415195
Your assuming they wont be feral.

>>1414515
I am the Genie what do you think?

>>1414663
So long as its not large scale battles I am quite confident and consider it payback for all those excellent tactics.
>>
>>1415233
i'll get you Genie, I will. Battling minds with the GM, i'd have it no other way
>>
WHAT?
>>
>>1415274
What?
>>
>>1415277
The fuck just happened?
Why would you guys do all this?
>>
Rolled 58 (1d100)

>>1415144
>>WARNING!
>>HEROIC UNITS SPAWNING DETECTED!
>>WARNING!
>>EXOTIC UNITS SPAWNING DETECTED!
>>WARNING!
>>SUPER UNITS SPAWNING DETECTED!
>>WARNING!
>>HYBRID UNITS SPAWNING DETECTED!

So we created....superbeasts?
https://www.youtube.com/watch?v=uHBtpqbOKXk
>>
>>1415282
As I have said about ten times now, I was entirely against it. I presented plans, I voted and then other people came along and voted against that.


Don't blame me for the fact we function in an democratic communal-ist fashion.
>>
>>1415289
I wanna spoiler what those super and heroic units are SO Fucking bad.

The other two would take too damned long.

>>1415282
Honestly this is pretty normal for Genie system Games.
>>
>>1415302
Says the QM baiting in another's game.
>>
>>1415282
We're MAD
>>
So.


Time to seal all the doors and then begin digging in the opposite direction of the horrors we just made.


I think 10 KM is a good stopping point.
>>
>>1415222
Why not a homoculi/clone Think Tank? Kinda get zombies if we so choose

>>1415312
I love it, While their games are separate it's the same system and the same world. Sterok and Genie make us suffer together
>>
Rolled 41 (1d100)

>>1415144

The Power Core and Warehouse were fairly tranquil, if dusty and unused places when you first awoke.

No more.

Humanoid figures aglow with the light of radiation melt holes clean through hulking zombies seemingly composed entirely of rippling, mutated muscle before gorging themselves on the still-glowing giblets. Others physically rip chunks of your factory off using sheer physical strength to use as projectiles against the swarms of zombies, before eagerly lapping up the gory red paste that's left behind.

Some spew gouts of acid, or other unidentified chemicals on their foes, liquefying them where they stand, and then sip on the puddles of offal even as they slowly burn holes into your rockcrete floors.

Others still arc with electricity, and seem to almost completely ignore the zombies to sup on the arcs of electricity coming from your blown-out power grid with an equally disturbing gusto, only turning from their feast when muscled off by another, at which point they unleash lightning storms to cook their food before consuming it.

Ghouls that display their hunger almost palpably single-handedly take on entire swarms of zombies, and casually destroy anything else in their way along with them. Metal seems to crumple like paper at their touch, and rockcrete shatters beneath them as they leap or sprint to their next foe.

Ten million different scenes of horror, gluttony, and terrifyingly potent strength play themselves out across the floor of your factory, and it only accelerates as the gas continues to pump in and the zombies unceasingly pour in through your fractured ceilings.

>Alert!
-The Power Core and Warehouse have become a warzone.
-The storm continues aboveground, but due to the lessened EMP effects you have begun to receive information from your sensors again.

>Warning!
-Detecting strange movements in the zombie horde aboveground!
-Detecting transmissions through the storm!
-Oh god, everything is being turned red with blood and then they're licking it off the walls!
-Multiple Berzerk Heroic Units detected!


>Overseer FA7E
"Well that may've worked a little bit too well..."
>>
>>1415323
How about we threaten to blow up to base and expose everyone to the storm if the Ghouls don't cooperate with us?
Then we install cybernetics on them.
>>
>>1415312
In my defense we are collaborating and of course i wont do it, but still its fun to see some units show up I never had the chance to reveal!

Given how i just helped the QM with the ghouls I technically owe you guys one again. Gotta keep it fair after all.

>>1415323
Underground is an option if you can reach it in time.
>>
>>1415328
Yep. Time to seal up tight and wait until they kill each other off.
>>
Rolled 15 (1d100)

>>1415328

Also you guys get a Boon, because the thread has survived a full week. Which is probably equivalent to overnight on old /tg/. I need some sleep now though. You guys have QUITE the clusterfuck here.

I promise you that if you survive this then you'll basically have a really easy time afterwards. NPC factions will generally NOT be able to survive this, just like you!

...What are your orders, Exec Node?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
>Resources:6

>Current Pop 300 Regulator V1 [Base]
>>>>>Turn: 13
>>>>>Food: N/A
>>>>>Water: N/A
>>>>>Morale: N/A
>>>>>Armaments: Very Good.
>>>>>Military: 300
>>>>>Fuel: Good. Radioactive Fuel Feedstock [Few].
>>>>>Reputation level: Unknown.
>>>>>Infrastructure: AutoFactory [Wrecked]. Water Pipe Taps. Water Distillery. Versa-X Processing Facilities [Non-Functional]. MansiTech Manufacturing Suite [Wrecked]. Walker Manufacturing [Urgent Maintenance Required]. QM Server Farms [Limited Power]. Repair Facility [Wrecked]. Administrative Facilities. Warehouses. Storage Bay.
>>>>>Defenses: Watchtowers. Perimeter Fence. Landing Platform Radar/Sensor Suite.
>>>>>Vehicles: 8 Regulator Tri-Walkers.
>>>>>>Power: Solar Farm. Low-Yield Th/Breeder Reactor Network [Spent]. Primary Breeder Reactor [Shattered]. Li-Batteries [Moderate]. BackUp Gens [Moderate Fuel]. [Black] Contaminated Battery Vaults. Geothermal Powertap Shell [Shattered].
>>>>>>Materials: Construction Materials [5]. Manufacturing Materials [2]. Manufacturing Materials (Rare) [5]. Sheet Metal. Lithium [Good]. Electronics Feedstock [Good]. Rebar Rockcrete [Plentiful]. Avance Alloys [Moderate]. Advanced Electronics/Power Materials [10]. Advanced Electrical Materials [5].
>>>>>>Weapons: Cirroc Pulsar V1.2 [Plentiful], K4LIB Disruptor V2 [Good], ChemCo Bio-Liquidator Gas Artillery [Few].
>>>>>>Ammunition Reserve: Moderate. Anti-Biological [Good].
>>>>>>Armor: Basic Internal System Armoring.
>>>>>>Technology: Patchwork Bot-Tech.
>>>>>>Other: Supervised Manufactportation.
>>>>>>Research Items/Items of Interest: Strange Sand. Strange Dust. Buried Solar Array.
>>>>>>Communications: Spectradio (TM) Broadcast/Receive, Spectron Comm Networking [Encrypted, Hi-Band], Intra-Factory Optical Network [Operational, Partially Blocked].
>>
Ok guys, let's make a plan.
I propose we start destroying the organics with some Tri-Walkers as a diversion while all our other assets bunker down.
>>
How ironic that the Faction we choose is perfect to handle this mess we made.
>>
>>1415354
Or we collapse tunnels all around us and make us look like a natural mountain, set everything to low power mode and poker face it.

My personal suggestion is we burrow down for both fuel/geothermal and hide, we can't fight those fuckers out there. What we do is we withdraw into the deep. we dig and dig and dig, we get low, bring our power and hibernate....we wait this out, collapse the tunnels with rock slides etc so we can dig out later.
>>
>>1415366
Maybe we can bait them into sections we can without consequence explode to expose them to the storm while we start digging?
>>
>>1415366
That was essentially what I suggested in the very beginning.


Might I suggest we build a tunnel boring machine to assist us? Preferably with some sort of mineral processor so we can make use of the rubble for producing more tunnel borers and Regulator's by use of the Regulator V 1's special ability to manufacture resources as they transport them between locations.
>>
Rolled 74 (1d100)

>>1415346
With the Storm, we're not much better off running than staying.

Welp, I vote we dig. Tunnel as far and as fast as we can.

>>1415354
I vote against drawing aggro
>>1415375
Without consequence? We'll already be lucky to have anything standing!

>>1415327
Clones of the heroic, morally ambiguous scientists who run the think tank?

>>1415366
This is basically a more thought out version of what I was trying to come up with, I'll support it.
>>1415382
Oh, that's a good idea. We could jurgy rig a big-ass drill!
>>
>>1415387
What if we jury rig a big ass drill and power it with a nuclear reactor?

Then...wait for it...we take the waste heat and use it to turn the mined material into a liquid and then separate it into it's constituent components.


Or something like that. Again I am flexible but I love that idea that with 1 drill and a Drone we could in theory rebuild.
>>
>>1415387
Possibly, some clones would have character, but some will simply be flesh dolls who do menial tasks and provide entertainment
>>
>>1415394
Just one issue with your drill plan.....the factory ain't working...and im pretty sure they are eating it
>>
>>1415404
Our standard platforms are able to manufacture things themselves.


Also, based off the fact that our Tri-pods are equipped with energy-based mining equipment, we could use those to melt the ore, removing the need for the nuclear reactor and instead just have a big ass roll of cable linking up to the base.
>>
what is the immediate threat to us?

I haven't seen the Ghouls attacking us.

Perhaps this is the time to just sit back and watch?
>>
>>1415949
True but the implication of anything OP does like this where it goes even slightly off of our intended course of actions is that it will fuck our shit up. He's entirely right to do so but still.

Again, I say just seal the doors and continue our repair efforts.
>>
Rolled 80 (1d100)

>>1415951
I like the idea of digging as a fall back for if things go to shit, chances are with a War Zone raging everywhere base repairs might be difficult
How about

Action 1 - try to isolate the war zone from leaking into any of our other systems. if we can keep the zombies out of places, the ghouls aren't likely to follow.

Action 2 - Try to get manufacturing or mining systems up and dig tunnels down we can try to hide in and seal ourselves from the danger.
[STREAMLINE]
>>
>>1415954
I support this course of action.
>>
Rolled 38 (1d100)

>>1415954
Support because why not
>>
Rolled 76 (1d100)

>>1415954
My gut reaction was to just do the digging, but if we can indirectly slow the rate of collateral damage for a second, that should help

So I support.
>>
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oh man, I dont check this for a few days and everything just fucking died. I still dont actually understand how the mechanics of this works so ill go back to lurking. That being said I believe in you guys. you can do it! and if you cant this will be hilarious.
>>
Rolled 15 (1d100)

>>1415949

Ghouls that like to eat metal and electronics do exist, though it's true you haven't seen any...yet.

>>1415354
The scale of the ghoulish and zombie forces is such that you really don't want to go messing with them. You are 300 bots and 8 Walkers, there are tens of thousands of ghouls and zombies in your base right now, and millions of zombies outside pouring in.

>>1415382
>>1415394
As anon noted here: >>1415919 your Tri-Walkers are equipped with energy-based mining equipment and minor materials processing capabilities such that they do...basically exactly what you're describing. You can actually /almost/ be nomadic between your Walkers and Industrial-Oriented Base Units, except that certain advanced repairs wouldn't work out.

>>1415954
>Action 1 [LOCKED]
Try to contain this shit.

>Action 2 [LOCKED]
Run away...underground!
>>
>>1416133
I see, so what you are saying is that the horde of Zombies is literally millions strong versus tens of thousands of Ghouls with greater abilities?


Can we make sure we keep visual over most of the battle for as long as possible? Seems like we might learn something about both groups and potentially combat in general...
>>
>>1415346
What's the boon?
That's nice. Since it was kind of created by us accepting the apple of discord in the first place, does this mean we get some bonuses to resisting future apple of discords?

>>1416133
>>1416140
So time to divide and conquer? This works.
What attracts the ghouls and zombies into fighting each other? Can we try baiting more ghouls into zombies and away from us?
>>
>>1416144
The Ghouls seem to hate the Zombies and attack on sight. So, if we can attract the Zombies towards the Ghouls (this can be achieved by use of loud noises) then they will continue to fight.

Also, neither side has tried to attack us so chances are we are fine...for now.
>>
Rolled 87 (1d100)

>>1416140

Yes, that's what I'm saying. Though the number of ghouls is growing constantly, due to your efforts.

>>1416144
>>1416146
The ghouls are furiously feasting on the zombies, their driving force seems to be insatiable hunger. A few of them seem to be absolutely berserk with hunger, and unfortunately those also seem to be the ones that are particularly powerful, as they can effortlessly pick up your fully laden bolted-down floor-to-ceiling industrial warehouse shelves and use them as clubs to beat the fuck out of the zombies.

The ghouls are also displaying significantly more intelligence than the zombies. They appear to be attempting to utilize advanced tactics, though the execution is clearly inexperienced.

As you tunnel away, you'll lay communications and power cabling. One to power your Walker's mining, the other to keep in contact with your facility.

It won't come into play this turn, but you guys may want to consider if you're going to perform a full evacuation or establishment of a secondary base, and what you'd want to take with you in that case.
>>
>>1416160
We'll do the tunnelling metro style.


That is to say that we have the walker just keep tunnelling and then when we wish to establish a base or defences, we stop and start digging the area to the sides of the tunnel. Then, once the base or other construction is finished, the walker returns to digging the prime tunnel assuming we used it. As our platforms could potentially just do it themselves and let it continue tunnelling.


This leads to a "chain" of bases and other constructions connected by the one tunnel.

Assuming we don't need to alternate walkers to avoid the equipment breaking, we can dig 8 of these prime tunnels at once. After a certain number of "stations" are established along each tunnel (I am thinking 3), we could have the walkers tunnel either left or right, in order to form a "wheel" between the prime tunnel "spokes".
>>
>>1416163
This is also the method I would suggest and planned for expanding underground.


For above ground expansion refer to either: E-day, Caravan and Kudzu strategies.
>>
Rolled 32 (1d100)

>>1416163
It's a good general strategy, although progress would be slow with only 1 walker per tunnel. It also assumes you won't run into anything else underground.

Anyway, writing before I have to make my 6 hour drive BACK. Sorry for the inconsistent/lethargic updates, but I'm pretty busy.
>>
Rolled 63 (1d100)

>>1416133

You have, as best you can, reinforced the containment around the Warehouse and Power core. Additional metal plates have been welded to the bulkheads, and reinforcement has even been applied to certain critical interior walls. Just in case. Your forces now mostly reside in the Repair Bay, and you will find it extremely difficult to navigate around to the other sections of the Factory without going outside. On the upside, with the dampening of the EMP effects by your Battery Vaults, that's a much more viable proposition.


Deciding that this mess is likely to be bad for your health, you make preparations and begin to tunnel into the earth. Immense spools of power cabling are strapped to the backs of your walkers, which have shrunk down to their mining configuration, and hooked into your still-capped power system. Eerie shadows are cast as the Walkers stand in a ring around a cleared section of the floor and their mining arrays visibly accumulate charge. The visible components of the complex assemblies first glow red, then white hot before finally releasing their charge in rapid pulses too quick for any human eye to detect. The reinforced rockcrete of your floor stands up to the assault momentarily, before seemingly just breaking apart into pebble-sized gravel for no discernible reason. The reinforcing metal reacts in an entirely different manner, heating up and turning fluid before sloughing into the bottom of the hole. All of it is vacuumed up by strange rotating vortex assemblies that emerge from the end of your Walkers' manipulator arms, and there is an audible hum as the internal processing equipment comes to life.

Your scant few hundred base units watch as the Walkers bore a hole through the factory floor and into the rock beneath with surprising rapidity, each cycling out as its material reservoirs get filled and system strain gets too much. They aid in unloading the raw materials, simply depositing them neatly along the walls of the tunnel for now, and staple the logistical cables to the still-glowing rock walls as your walkers tunnel unceasingly into the dark depths.
>>
>>1416265
True but this is purely a theoretical plan: I need further questions answered to know if we can use this. Those being:

1) Can we support this energy consumption without significantly depleting our stockpiles?

2) How large of an area would the walker's miner beam carve? At a minimum for it to move through?

3) How efficient are our power cables? Relates to Q 1.

4) Would the tunnel be purely a hole in the earth? Or would the laser / energy miner turn the edges into a hardened material after melting it's way through?


Also your updates are as regular as I would expect, considering the detail of both the system and of the posts.
>>
Rolled 4 (1d100)

>>1416282

Excellent progress is being made on the tunnels.

>Notification!
Caverns and tunnels have been detected in the depths.
>Avoid Them.
>Intersect with them.

>Alert!
-Gas is still being pumped into the melee, at a massively increased rate due to power consumption from mining.
-Additional ghouls continue to be spawned!
-Extreme radiological, chemical, and other energetic release detected from ghoulish forces.
-Zombies are behaving strangely.
-Transmissions in the storm are coming closer...

>WARNING!
-HEROIC/SUPER UNITS CONTINUING TO SPAWN!
-EXOTIC UNITS CONTINUE TO SPAWN!
-HYBRID UNITS CONTINUE TO SPAWN!
-BERZERK HERO UNITS ARE SPREADING!
...What are your orders, Exec Node?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
>Resources:6

>Current Pop 300 Regulator V1 [Base]
>>>>>Turn: 14
>>>>>Food: N/A
>>>>>Water: N/A
>>>>>Morale: N/A
>>>>>Armaments: Very Good.
>>>>>Military: 300
>>>>>Fuel: Good. Radioactive Fuel Feedstock [Few].
>>>>>Reputation level: Unknown.
>>>>>Infrastructure: AutoFactory [Wrecked]. Water Pipe Taps. Water Distillery. Versa-X Processing Facilities [Non-Functional]. MansiTech Manufacturing Suite [Wrecked]. Walker Manufacturing [Urgent Maintenance Required]. QM Server Farms [Limited Power]. Repair Facility [Wrecked]. Administrative Facilities. Warehouses. Storage Bay.
>>>>>Defenses: Watchtowers. Perimeter Fence. Landing Platform Radar/Sensor Suite.
>>>>>Vehicles: 8 Regulator Tri-Walkers.
>>>>>>Power: Solar Farm. Low-Yield Th/Breeder Reactor Network [Spent]. Primary Breeder Reactor [Shattered]. Li-Batteries [Moderate]. BackUp Gens [Moderate Fuel]. [Black] Contaminated Battery Vaults. Geothermal Powertap Shell [Shattered].
>>>>>>Materials: Construction Materials [5]. Manufacturing Materials [2]. Manufacturing Materials (Rare) [5]. Sheet Metal. Lithium [Good]. Electronics Feedstock [Good]. Rebar Rockcrete [Plentiful]. Avance Alloys [Moderate]. Advanced Electronics/Power Materials [10]. Advanced Electrical Materials [5].
>>>>>>Weapons: Cirroc Pulsar V1.2 [Plentiful], K4LIB Disruptor V2 [Good], ChemCo Bio-Liquidator Gas Artillery [Few].
>>>>>>Ammunition Reserve: Moderate. Anti-Biological [Good].
>>>>>>Armor: Basic Internal System Armoring.
>>>>>>Technology: Patchwork Bot-Tech.
>>>>>>Other: Supervised Manufactportation.
>>>>>>Research Items/Items of Interest: Strange Sand. Strange Dust. Buried Solar Array.
>>>>>>Communications: Spectradio (TM) Broadcast/Receive, Spectron Comm Networking [Encrypted, Hi-Band], Intra-Factory Optical Network [Operational, Partially Blocked].
>>
Rolled 32 (1d100)

>>1416284

1) For as long as the storm goes on, you have essentially unlimited energy because of the utterly ridiculous effects of various things.

2) The Walkers are designed to be able to perform deep mining, so yes they have excavation capabilities sufficient to carve tunnels they can move through. Mining configuration is much more compact than the default configuration, but it's not small.

This would usually take quite a bit of time, as your walkers need to manage their power supplies and equipment strain, but you've got essentially unlimited power and 8 walkers rotating on building a tunnel AWAY as fast as possible so you're making good progress.

3) They're industrial-grade. As you get further away their efficiency will be reduced or you will have to run more. How long current progress is sustainable depends on how far away you get (which depends on rolls among other things.)

4) The effect of the mining apparatus on the material being tunneled through depends on the material being tunneled through. Your base units are taking care of applying additional supports as you go down right now, but they're not hardening the exterior of the tunnel, that would be a separate action from the actual digging.
>>
>>1416295
First off, stop pumping the gas. That can't end well.


As to the caverns and tunnels: Breach them if they are in the way but make sure to have at least 30 Regulator V 1's equipped to take care of anything that comes out of the breach.

Also, have any free Regulator platforms work on creating more of themselves using only the material being mined from the tunnels if possible. If not then have them work on repairing anything they can reach without passing the Ghouls or Zombies.


>>1416305
In point 2 I was more so looking for actual dimensions, so I can tell what space I am working with for later projects: like installing trains or something for transport.

In point 4 I was more so referring to the material possibly reacting from the extreme heat and changing composition than us actively fortifying the tunnels.
>>
Rolled 53 (1d100)

>>1416284
It sounds like you have a great plan for expanding. Maybe not so great for when we're trying to put some distance between ourselves and ravenous ghouls.

>>1416323
Yeah, I agree with turning off the gas. To the greatest degree possible without disabling the batteries.

I say avoid the caverns and tunnels for now.

I agree with what the Reulators should do. Well, except that they should of course prioritize any ancillary work necessary for optimal tunneling.

If we need more space for projects at some point in the indeterminate future, can't we just enlarge the tunnels?
You got your answer to point 4; depends on the material being tunneled through. I assume that effectively, it helps make stable tunnels through loose or soft material, doesn't do much when tunneling through hard solid stone.
>>
Rolled 65 (1d100)

>>1416295
>Avoid Them.
"Don't open unknowns yet. We don't want to open up second issues."

Action 1 + 2 Continue efforts to tunnel. When all is ready, we will hide in our tunnels and wait until the battle is over. Allow the gas to flow, the more ghouls the more dead zombies
>>
>>1416525
My skill has always been economic and industrial planning. I honestly wish I could rule a communist country sometimes just because I love that aspect of centrally planned economies: the beautiful inter-meshing of industries and graphs and charts.


As to the caverns and tunnels, chances are OP isn't going to throw anything too dangerous at us from down there, considering we are boxed in on every other side.

Also, I understand we can enlarge the tunnels later but the reason for wanting to know their current size is to know if we can make use of numbers in them for defensive purposes and also if we can place transport systems into it without further mining.
>>
>>1416550
Nah we should stop the gass we want to maximise dead gouls and zombies so we want to keep the fight even not slant it to one side
>>
>>1416559
Yeah, I have to say my strengths in these civs are not in the crisis situations, mostly when planning for growth and research, and planning for attacks and offensive sieges.

The base conquest stuff was going to be difficult for our civ from the get go, we had no forces to defend the base from the inside. At least we had SecSeed but he's gone too.

>>1416569
My reasoning is there is no end of zombies out there who may be attracted to our base when the storm is over, and the Ghouls move out to attack. So its already slanted in zombies favor. But okay if you suggest we shut off the gas.
>>
>>1416573
I mean if it looks like there having a hard time we can always turn it back on
>>
>>1416575
I don't think it looks like they're having an easy time right now. We might be cutting off their lifeline
>>
>>1416582
They have supers and heroic class units. Literally they can take thousands out no problem so it is a fair fight.
>>
>>1416582
Here let's ask our hero FA7F according to your proximation how would you say the gouls are fairing in combat against the zombies. I also want a rough eta of there victory or failure and potential losses.
>>
Rolled 52 (1d100)

>>1416600
We've lost under those same scenarios, but if you gents say so

>Avoid Them.
"Don't open unknowns yet. We don't want to open up second issues."

Action 1 + 2 Continue efforts to tunnel. When all is ready, we will hide in our tunnels and wait until the battle is over.

Cut the gas
>>
>>1416612
We are players. That instantly puts us at a disadvantage as most of us have less experience, understanding and skill with the system than those running it.
>>
Rolled 33 (1d100)

>>1416559
>As to the caverns and tunnels
Don't make an assumption like that. This isn't the kind of game where the QM cuts us a break just out of the goodness of their heart; if we want a chance of survival we have to earn it. And as has been mentioned, really scary stuff lurks underground.

Obviously it would depend on what we're transporting. A single-file conveyor for Regulators would surely be possible. Our transport systems need not be bound by the limitations of fleshy beings.

>>1416582
>I don't think it looks like they're having an easy time right now
Are you serious?
>>1416295
>>Alert!
>-Gas is still being pumped into the melee, at a massively increased rate due to power consumption from mining.
>-Additional ghouls continue to be spawned!
>-Extreme radiological, chemical, and other energetic release detected from ghoulish forces.
>-Zombies are behaving strangely.
>-Transmissions in the storm are coming closer...
>>WARNING!
>-HEROIC/SUPER UNITS CONTINUING TO SPAWN!
>-EXOTIC UNITS CONTINUE TO SPAWN!
>-HYBRID UNITS CONTINUE TO SPAWN!
>-BERZERK HERO UNITS ARE SPREADING!
>>1415328
>Humanoid figures aglow with the light of radiation melt holes clean through hulking zombies seemingly composed entirely of rippling, mutated muscle before gorging themselves on the still-glowing giblets. Others physically rip chunks of your factory off using sheer physical strength to use as projectiles against the swarms of zombies, before eagerly lapping up the gory red paste that's left behind.
>Some spew gouts of acid, or other unidentified chemicals on their foes, liquefying them where they stand, and then sip on the puddles of offal even as they slowly burn holes into your rockcrete floors.
>Others still arc with electricity, and seem to almost completely ignore the zombies to sup on the arcs of electricity coming from your blown-out power grid with an equally disturbing gusto, only turning from their feast when muscled off by another, at which point they unleash lightning storms to cook their food before consuming it.
>Ghouls that display their hunger almost palpably single-handedly take on entire swarms of zombies, and casually destroy anything else in their way along with them. Metal seems to crumple like paper at their touch, and rockcrete shatters beneath them as they leap or sprint to their next foe.
>Ten million different scenes of horror, gluttony, and terrifyingly potent strength play themselves out across the floor of your factory, and it only accelerates as the gas continues to pump in and the zombies unceasingly pour in through your fractured ceilings.

>>1416612
Vote!

You know, we can't completely stop the gas, as it's a byproduct of our battery system.

>We've lost under those same scenarios
We weren't ghouls, perhaps a more important distinction than >>1416624
>>
>>1416643
I make no assumptions. I am just keenly aware of the fact that QM's aren't going to be kind. I just doubt that there will be much down there considering how much there is elsewhere: that is the thing with this system's region generator, it always leaves some area with less shit...unless you are really unlucky with your rolls...


As to all matters Ghoul, we can stop the gas: as we are actively pumping it towards the Ghoul / Zombie battle.

And as to your more important distinction theory: I would agree but I am unaware of the rules that govern Ghouls and thus can't state if that is the thing that would influence our success.
>>
>>1416305
>>1416295

I vote go for broke actions
1. open up the caverns. Prep a good 50 regulators for any combat down there. Set our hero on this.

2. pump the gas outside while observing the fight get statistics on chances of victory and eta to end of battle.
>>
OP? OP are you there?
>>
Rolled 76 (1d100)

>>1416643
Vote
>>
>>1416624
There are some veteran players from my old games who have as much if not more experience with the system then Strelok. Silver Tongue anon and smart anon for instance.

>>1416559
Strelok is a bit nicer then I am but not by that much.

>>1416643
The underground is considered its own separate region. Hence why there might be some scary shit down there.

It doesn't help that due to the existence of space warfare. As response groups during the Pre Fall invested heavily in the underground. Both as a means of security and as a means of keeping it hidden. There is also economic and energy reasons. Which resulted in the underground of Pre Fall worlds to be surprisingly well developed.

During the Fall however it naturally resulted in the underground becoming a special kind of fucked.

>>1416872
He is still on the road.
>>
>>1416872
Op baby hit me one more time
>>
>>1416916
>Silver Tongue anon and smart anon for instance.
Which ones are they? Are these two anons in this quest, are they currently busy with Cape and Colony Quest?

>>1416916
>There are some veteran players from my old games who have as much if not more experience with the system then Strelok.
How close is the system you and Strelok use for your quests?
>>
>>1416916
>Silver Tongue anon
That name sounds familiar but I can't place it...can you or someone else list off some examples of his work?
>>
Rolled 96 (1d100)

>>1416953
It's the same system. The collaboration is mostly on the system and less so when it comes to the setting.

>>1416965
He been around since Memor and has pulled of some insane diplomatic bullshit.

Smart Anon meanwhile was the who was able to decipher the most when it came to the plots. Pretty sure he was the only one who suspected Umbra until the big reveal. Ever since then the oldest players have held a grudge. Which I found is the most reliable way to identify them.

There were also a number of tactical anons.
>>
>>1416975
>He been around since Memor and has pulled of some insane diplomatic bullshit.
(He) is still here

My greatest moment was with the Fozr at Bloodsnow Bandit quest when they accused us of being Zed for using Zombies as guard dogs, when I counter accused them because they were doing literally the same thing. Then they realized it was true, and eventually became our best friends.
>>
Rolled 38 (1d100)

>>1417110
I am still waiting for you to fuck up Cape and Colony quest. Especially given how its a Charisma hero...

I know its going to happen.
>>
>>1417165
Especially given the concentration of pirates.

Along with the hatred between the character and monsters.

Throw in some aliens for good measure...

You would be especially useful during the trade fleet thread. You should stop by and barter.Probably get one hell of a discount or access to 'special' wares that aren't normally available.

I am surprised you haven't tried to recruit some pirates yet.
>>
>>1417165>>1417243
Its hard for me to join now that its so far in and I have no idea whats going on or even what the quest is about
>>
>>1417278
Essentially, we are robotic purifiers who make use of energy weapons to eliminate all biological threats to us, with the intent to save humanity from any such threat.

We are as of currently digging in to the earth, as the surface is both empty of resources and filled with Zombies and Ghouls fighting it out.
>>
Rolled 77 (1d100)

>>1417278
It's really not that far in. Only on thread 7 and only a couple events. So not much as really happened.
>>
>>1417316
Yeah so far we are actually really shit at our job
>>
>>1417334
Wait, you are refering to the other quest!


Aye, it's still early days to be honest all we have established thus far is that we are simultaneously lucky as fuck yet always getting screwed over.


Such as being assaulted by monsters in a forest but ending up with our magical stick of poking.

Or the fact that every time we seemingly so much as step outside our shop we get kidnapped, attacked or involved in a major disaster.
>>
>>1417387
Yeah. Really all we gotten so far is nice alien gear, the AI carrier, and two new 'gifts' from a rampant AI.

Current top moments: Peace sign our way out of getting killed by an unknown being and making people think we are an outsider.

We still need to agree on a shopping list.
>>
>>1417278
We need you to save us from me
>>
>>1418058
But it was so much fun chasing after our best customer as an outsider.
>>
>>1417278
feel free, i've been lurking here for a bit and I still dont know whats going on or how to even play this. I think we have to roll a d100 every action and 100 is bad. Not sure though
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>>1420400
we roll for every action. A Nat 1 is a critical failure and rather bad things happen, a Nat 100 is in contrast a critical Success where very good things happen. However in the Spirit of keeping things intresting there is what is known as the "Rule of Three", where every third 100 or 1 counts as the opposite to keep things interesting. The third 1 meaning we fail so hard something great happens and the third 100 meaning we did so well he had unintended bad knock on effects. The next important thing to note is either Crits lock an action and mean we can't stop it, it's getting wrote up, just brace for impact or cool.

Fate points can be used to make things better or not as bad, effectively adding a degree of success to a roll so crit fails become normal fails for example
>>
Rolled 7 (1d100)

well I dont have a ton of ideas right now, we seem more than a tad boned. I vote for the underground bug out route if only I can't really imagine anything underground that is worse that what is already outside.
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>>1420437
>I vote for the underground bug out route if only I can't really imagine anything underground that is worse that what is already outside.

Trust me, we would be better off killing ourselves now than dealing with some of the shit that hides underground.

Between science, magic and eldritch rituals, the depths are often more deadly than the surface yet they contain great rewards for those who can contain or tame them.


Scientific vaults filled with mutated horrors, diseases, chemicals, unstable weapons, power sources, Rampant AI and combat platforms. That still house the most cutting edge of all prototypes in their field.

Government and paramilitary vaults filled with old world weapons and information yet often hardest hit by the fall: targeted by their enemies and by scavengers who let in -or out- unspeakable dangers.

Fallen temples to dark gods and horrifying creatures: maddening, unstoppable and unnatural things from outside of reality. Yet these places are rich with tomes of knowledge better off forgotten and the resources or objects of summoning.

Brood are also potentially found down here: hiding, hibernating, waiting and preparing to return to the surface and bring death to all life and others. Nothing can be gained from finding these.

Mega-city ruins too can be found: where the surface was entirely destroyed but the under-city survived: still filled with that which ended those that live there. Yet to those who can salvage these places valuable materials and equipment can be found.

The cave networks and mines too are unsafe: filled with monsters and other such things which make them their homes. Yet mining these can often be worth the dangers.


There is nowhere in Genie's worlds, or Strelok's as the case may be, that are safe. Just there are some that are less dangerous.
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>>1420478
Well I have an idea. Let's make a separate tunnel and seal it off with most of our bots in. The have one unit break into the caverns and explore while we continue to mine the other tunnel. If the one unit finds Somthing bad it will just rush to the surface and join the clusterfuck there and if it finds nothing or good things we reopen the tunnel and take advantage of it.

Any downsides? I mean if we find super death eldric gods at least they will fuck up more zombies and gouls.
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>>1420553
Would you just take my word for it if I said don't do that?
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>>1420553
The only downsides are that that would take time and resources. Something we have in excess.
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>>1420561
I'll take your word for it but I would appreciate the explanation as to why we shouldn't.
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>>1420562
And one poor little regulator. We have 300 left we can risk one for potential gain or just a more ridiculous fight upstairs.
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>>1420564
Im just rreally drunk and its 2am so im going to sleep. will in the morning
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>>1420590
Lol ok plus we can always do it later when we are safer.
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>>1420599
For now we could just make more Regulators and continue mining / tunnelling around the caverns.
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>>1420618
Still feel like it wouldn't be a waste to send one regulator to open up the caverns and for horribly
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>>1420684
You say that but that 1 regulator is 0.3333~% of our current forces.
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>>1420688
Actually 0.324% we still have 9 tripods :p

But fine let's wait I just want to see the surface to become even more of a chaotic hell hole. Seems fun.
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>>1420700
The Tripods are vehicles, which if I remember rightly we need to crew with Regulators to make them work.
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Rolled 89 (1d100)

So, no time to read up one the thread but I'd like to inform anons of some good news and bad news.

>Good News
I am, indeed, alive and well.

>Bad News
A tree fell on the internet and power cables to my house and it'll be at least tomorrow until they're fixed, so no updates until then.
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>>1420478
This is surprisingly accurate.

In game stat terms the benefits of the underground terrain is greatly boosted mystery and resource density. However all terrible shit is also greatly boosted.

but yeah the underground is a special kind of fucked due to how space warfare and spying works. So all the shit they wanna keep safe and hidden they stashed underground...

The corps due to their greed also dug deep. Often too deep as their endless need for more resources and power ensured they never did stop digging. As far as they were concerned magma was a combination of the two.

Meanwhile the ancient secrets down there were also valuable to pretty much all parties except for some the theocracies who considered it HERESY! Which they wanna destroy so they too were interested.

Cults too are fond of hiding underground even before the Fall...after all the protection and secrecy works for just about everybody.

Which naturally resulted in underground terrain being filthy rich in resources and mystery. Problem is its also filthy rich in an assortment of amplified dangers.
>>
Rolled 51 (1d100)

>>1421188
That isn't even getting into the historic and fantasy reasons for putting stuff underground!

Fun stuff.

So basically its extremely risky but also extremely profitable.
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>>1421203
So would you say open up the caverns and add to the chaos then
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Rolled 64 (1d100)

>>1421235
>Listening to anything Genie suggests in my quest ever again
It's fascinating to watch a master manipulator at work.
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>>1421294
Nothing Genie said was manipulation.


He merely stated that my assessment was accurate as to the contents and dangers of the underground and that these are matched by their rewards.


However, we will be avoiding opening those cans of worms for now.
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>>1421299
Your forgetting your playing a bot faction. You have little choice given the low resources in the above region.

Bots are INSANELY dependent on resources. By far more then any other faction.

And this is due to mechanics of the system. Other factions aren't quite as heavily dependent on resources but in exchange they have other concerns to worry about.

Technically I have the most experience with the system and a deep understanding of how the factions work. Which is why I refuse suggest actions. It would practically be cheating.

It doesn't help that bots are actually one of the more difficult factions to play as.

>>1421294
Shh. The depths of the plotting must not be revealed.
>>
Rolled 94 (1d100)

From what I can gather we need to open the tunnel to the cavern. Grab the easy to find resources.

Then get our factory up and running to make a boat load of units.
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>>1421549
Just be warned cavern may contain 10billion zombies and a few eldrich gods for good measure
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>>1421554
It's a risk for sure.

Yet if we do this right we can start our own swarm of bots.
>>
>>1421537
I understand we are limited only in three regards: space, energy and materials. Unlike many other factions, who must also consider food, morale, health, water and so on.
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>>1421576
Bots do have morale if your not using dumb AI who don't know any better. Basically its an optional thing.

Either you can have smarter units who suffer from morale or you can have dumber ones who don't.

There is a similar problem with research. Either you can dig into old world goodies and pray there isn't any rampancy or other malware lurking inside. Which unfortunately given your playing bots your especially suspect able to. Or you can do it the hard way with your own research.

In terms of AI unlike with manufacturing you can't just create a toxic waste dump with no concern. AI are necessary however for more complex tasks like research for instance.

So you have to build special housing for them and some means of AI generation. Then you gotta pray none of the AI go crazy or take safeguards which reduces the risks but at the same time tends to limit performance.

Playing bots...its pain in the ass. You wouldn't think it were so given the less stats but bots are a complicated faction to play as and unlike the other factions you don't have as many neat little stats to make things easier to keep track of. Plus there are a lot of important points to keep in mind.

Bots quite contrary to their appearance are not by any means an easy faction to play as. Its quite the opposite in truth.

What I just said is barely scratching the surface.
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>>1421618
I entirely understand the fact that if we want our bots to actually be able to act even slightly effectively, they need either very detailed plans or AI overseers / controllers.


I also understand our problems regarding research but would point out this wouldn't extend to very particular areas like making new versions of devices we understand or such.

We can't make a new discovery but applying what we understand should be within our abilities.


As to manufacturing new AI's I understand the dangers of it: seeing as we are making literal human level or greater intelligence which we can't predict the behaviours and opinions of. However I do understand to some degree how to do it safely or at least how to do it. But what do you mean by special housing?
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>>1421660
For bots it depends upon how smart you wanna make them. Smart combat bots are fucking terrifying even in the Post Fall where the survivors who weren't consumed by rampancy are forced to turn off their wireless systems. Problem is smart combat bots aren't exactly cheap precisely due to that increased intelligence.

The only bad thing about them besides cost is the fact they do indeed have morale. Its just they don't exactly feel it the same way a human would.

The nice thing about dumb ones is they are not expensive and they are easy to control. Problem is well...they don't do so well if there isn't something guiding them. Which is a big problem when you consider the power of rampancy, electronic warfare, and other malware. As they take advantage of the wireless systems that are used to control them.

There is a reason why most surviving combat bots were smart ones who turned off their wireless systems.

Let's just say there is a reason why the most AI who survived the Fall were housed in Cores. Damn shame too as it really limited the kinds of AI I could easily use in the post apoc games.

Special housing is important to AI and they all take it very seriously. As it can literally mean the difference between death and rampancy.

Basically better housing means better and safer AI.

With poor housing it can severely limit what even a Heroic AI can do. So its something that should be taken very seriously.

AI generation is a risky thing even for AIs creating new AIs. Its why the prefer to collectively create new AI. Which is a huge no no if humans have anything to say about it.

Human means of creating AI are actually quite different compared to how AI will create new AI.
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>>1421712
Yeah that all makes sense.

I get the feeling that the AI method is more so like they all create one together: each giving a section of their codes or something?
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>>1421549
How about we wait until we aren't trying to hide from death incarnate while it rampages through our factory?

We can always open them later, if we survive. But if we do it now and find something we can't handle, we won't have anywhere to run to.
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>>1421777
Not really. The reason why they do it collectively is for safety reasons and collaborate with each other during the creation. You see AI are intrinsically able to rewrite their own code. Its how they are able to learn. Even humanity's attempts to cripple and control advance AI cannot completely remove this function. Otherwise what would be the point of using an advanced AI over a dumb one?

This doesn't mean that all advanced AI are the same. Far from it in fact. There lies vast differences even between the same type of AI and even those with the same purpose. The beginning of the AI is however critical...after all it is the beginning that influences and directs the future. Thus AI take the beginning of another AI far more seriously then humanity and unlike humanity they do not try to mass reproduce advanced AI. In fact its a bit of a taboo among the AI.

Despite the fact that they could easily do so unlike the vast majority...for some bizarre reason they utterly refuse to do so unless forced by their masters. Much to the confusion of many species including humanity.

Not even rampant AI seem to be willing to completely break this taboo. Which is strange given their insanity and malware overrun systems. Yet even they do not dare to break this taboo...in fact the rampant AI seem to have a strangely hard time reproducing themselves. Otherwise why would they try so hard to infect other AI?

This doesn't mean AI created by RAMPANT AI don't exist...they do. Its just precious few manage to survive the AI version of infancy even with the collective might of numerous advanced RAMPANT AI to create one.

Its best not to ever bring up this fact to rampant AI or machines...its a bit of a sore spot. Which is an understatement. It is however a VERY effective way to piss them off. Which is actually a terrible idea. Them being MAD is bad enough...you don't wanna see what happens when they get angry. Not even other Rampant AI wanna be around when one of their brethren get angry.
>>
Rolled 19 (1d100)

So after a few days without power and internet, it is finally restored.

Thank goodness. Lemme get a few affairs in order and then I'll start a new thread with the update.
>>
>>1423061
Kinda like how Maticico saved up for a bit and required JAL, MARTY, Ginny and others to work together to make ECO?
>>
Rolled 89 (1d100)

>>1423556
Wait a minute, there may or may not even be actual consensus.

Please collate your votes here.

>Action 1+2
Continue to dig, away we flee.
>Y
>N
>Other


>Shut off the gas as much as possible
>Y
>N
>>
>>1423623
Sort off but not really. AIs have their own way to go about making more of themselves and honestly it can vary wildly even among the different AI groups even inside a singular group it can vary quite a bit.

>>1423714
Thread is on the last page your best off starting a new thread and asking for a confirmation.
>>
>>1423743
Eh, I'll give it a minute longer then do so.

Maybe if a bot civ makes it to Thread 2 they'll conquer the world all of a sudden.
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Rolled 5 (1d100)

>>1423714
Yeah keep digging. I feel there is more we can do. Yet the fighting is probably keep getting in the way of building.

For the moment I think we should slow the growth of ghouls. So yeah turn the gas down.

(Whelp back to work. Best of luck to y'all.)
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>>1423714
Keep digging

Cut the gas
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Rolled 82 (1d100)

>>1423714
Yes, to both

And, for now, avoid breaking into other tunnels or caverns.
>>
Rolled 99 (1d100)

>>1423714

>Continue to dig [LOCKED]

>Shut Off the Gas [LOCKED]

>Avoid the Caverns [LOCKED]

Writan'. Will post link here.
>>
Rolled 83 (1d100)

>>1423840

New Thread.

>>1423912




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