Turn 0
The calm before the storm
The commanders all arrived at their bases at similar times. Each base was bustling with people, ready to protect their nation to the very end. However, the individual programs were not fully ready yet. They were missing equipment and soldiers for their upcoming battle.
Each commander had a dossier on the state of the world prepared. Each was not very pretty, yet still remained optimistic. The societies of Earth had not collapsed into anarchy, and all the governments were still functioning. The cities shelled during the initial attacks had many survivors, and the militaries are finally regrouping against the threat of future attacks by the aliens.
While it still looks doubtful humanity stands a fighting chance if the aliens actually tried, all the commanders could do was hope.
Political Status: Tense
Alien Status: Attacks stopped. For now.
Terror Status: No terror at all whatsoever. That's not gonna last.
Trade & Resource Status: All trade routes are unthreatened
RecruitingThe first thing any self respecting program would do is hire special op squads, or maybe military squads, if they feel like risking it. Special Op squads are the backbone of (most) programs, and do most of the heavy lifting. Think of them like soldiers in XCOM. They cost quite a bit though, at 20 credits per 20 person squad. They level up as a whole squad, but you can equip them individually.
Military Squads, or their equivalent (Russia has Volunteer Squads, which are literally free and not nearly as skilled as regular military squads. North Korea has conscript squads, which are cheaper, worse, military squads.) are also an option. Military squads are more or less the generic mooks of your organization. They can do everything SpecOps squads can, but at much less effectiveness. They can't level up at all, and can only equip stuff (as a whole squad) you have production lines for. Best used for either throwing extreme amounts of people at a problem, doing low-level missions, etc.
ProductionProduction is handled quite simply. When you can produce something, it'll show up in your production report, with its cost. Then, you can build it and get it the next turn. Alternatively, you can build a satellite production base and assign the new base to a single production line. Production lines offer virtually infinite amounts of an item. If you setup a production line for plasma guns, everyone and their kids in your program can get a plasma gun. You can also ship production lines to other players, letting them use that near infinite supply at the cost of you not being able to.
Research and DevelopmentYou can research anything you want, within reason. Research is, well, researching something and figuring out how to do things. Development is the practical use of something. They're not mutually exclusive, so you can research and develop an item at the same time. However, while research is a guaranteed success after X time, production is more iffy. For example, if you wanted to research a Hyperdrive for some reason, you'll definitely be able to find out how hyperdrives work within a reasonable time period, but the actual design relies on the development side. With good bonuses/rolls, you can get a super hyperdrive which does awesome things, or a hyperdrive that blows up half of the time you try to use it.
In short: You can research anything. Research succeeding is guaranteed. Quality of designs/physical products gained from R&D is not guaranteed, and can be influenced with bonuses.
Keep in mind research isn't limited to reverse engineering. Among lots of other things, doing stuff like "Try to find people selling a fast attack ship in the market" falls under research.
Researching & ScientistsAllocate an amount of researchers to any research project you want to start. Research projects do not cost funds, only scientists, and maybe their topics of research. (Meaning if you autopsy a corpse, say goodbye to that corpse.)
See your personnel tab for your scientists amount. For an example of researching: "I allocate 15 scientists to Project A, and 5 to Project B"
Anything elseAsk. Please.
"Missing content" can usually be handled via researching it. Want ships? Look for them. Or design them.
Kiryu-KaiTreasury: 120 Credits, 25/turnThe government of Japan decided that the best way to deal with aliens was via superior, or at least equal, technology. With this in mind, a large underground lab which was constructed earlier under Tokyo was seized by the government, which then began to rebuild most of it into a functioning base, where all their future operations would start at.
Whitehawk BC-37
VTOL Capable
30 Soldiers, no vehicles
Speed: 2u
Cost: 18c
Land Hopper 391
VTOL Capables
50 soldiers, or 1 med. Vehicle/15 soldiers
Speed: 1u
Cost: 12c
H-36 Interceptor
Not VTOL Capable
Fighter
Speed: 4u
Armament: 8 ‘Harasser’ Missiles (comes equipped)
Cost: 22c
‘Harasser’ Missile
Missile
Shockwave-style Payload
Speed: 14u
Cost: 2c
X-78.C Assault Rifle
Very high speed ordinance
Projectile Weapon
Automatic
Uses conventional bullets (don't need to purchase these)
Costs 1c/2 rifles
Scientists: 2c/Scientist
Military Squad: 5c/20 people
SpecOps Squad: 20c/20 people
Nothing being researched.
Nothing being produced.
Nothing can be produced.
Virtually infinite supply of Modern Equipment
Large converted underground lab, Tokyo
Extensive Testing Chambers - Slight bonus to the 'development' side of R&D.
ARCTreasury: 120 Credits, 25/turnFollowing the initial alien attacks, some of the few people in Northern Canada have been reporting lots of strange government air traffic near their homes and workplaces.
Finally operating, the arctic base now houses the majority of ARC in a secure installation with a heavy anti-air presence, hopefully denying any early alien advances if they come in the future.
Whitehawk BC-37
VTOL Capable
30 Soldiers, no vehicles
Speed: 2u
Cost: 18c
Land Hopper 391
VTOL Capables
50 soldiers, or 1 med. Vehicle/15 soldiers
Speed: 1u
Cost: 12c
H-36 Interceptor
Not VTOL Capable
Fighter
Speed: 4u
Armament: 8 ‘Harasser’ Missiles (comes equipped)
Cost: 22c
‘Harasser’ Missile
Missile
Shockwave-style Payload
Speed: 14u
Cost: 2c
X-78.C Assault Rifle
Very high speed ordinance
Projectile Weapon
Automatic
Uses conventional bullets (don't need to purchase these)
Costs 1c/2 rifles
Scientists: 2c/Scientist
Military Squad: 5c/20 people
SpecOps Squad: 20c/20 people
Nothing being researched.
Nothing being produced.
Nothing can be produced.
Virtually infinite supply of Modern Equipment
Arctic Compound, Northern Canada
Heavy Projectile Anti-Air Defense Installations - Bonus when defending base.
God's FrontTreasury: 120 Credits, 25/turnRussia's unique approach to the prospect of alien defense appears to be working so far. The extreme amounts of posters, TV presence, and more have people flocking to the reinforced cold war era base to join God's Front. Hopefully the proven "throw people at it" strategy will work against aliens.
Whitehawk BC-37
VTOL Capable
30 Soldiers, no vehicles
Speed: 2u
Cost: 18c
Land Hopper 391
VTOL Capables
50 soldiers, or 1 med. Vehicle/15 soldiers
Speed: 1u
Cost: 12c
H-36 Interceptor
Not VTOL Capable
Fighter
Speed: 4u
Armament: 8 ‘Harasser’ Missiles (comes equipped)
Cost: 22c
‘Harasser’ Missile
Missile
Shockwave-style Payload
Speed: 14u
Cost: 2c
X-78.C Assault Rifle
Very high speed ordinance
Projectile Weapon
Automatic
Uses conventional bullets (don't need to purchase these)
Costs 1c/2 rifles
Scientists: 2c/Scientist
Volunteer Squad: FREE - Max 40/turn
Military Squad - 5c/20 people
SpecOps Squad: 20c/20 people
Nothing being researched.
Nothing being produced.
Nothing can be produced.
Virtually infinite supply of Modern Equipment
Reinforced Cold War era base, Moscow
3 Volunteer Squads, Modern Equipment.
10 Scientists
PDETreasury: 120 credits, 25/turnWhen public access to some select buildings in Brasilia was cut off, most people didn't complain, but were curious at the sudden amount of foot traffic into those buildings.
The sprawling underground complex underneath Brazil's capital is home to their effort to keep the alien invaders off their land. A couple officials' requests to attempt to understand the aliens seem to of paid off, with some of the best psychologists and translation equipment being brought to the base.
Whitehawk BC-37
VTOL Capable
30 Soldiers, no vehicles
Speed: 2u
Cost: 18c
Land Hopper 391
VTOL Capables
50 soldiers, or 1 med. Vehicle/15 soldiers
Speed: 1u
Cost: 12c
H-36 Interceptor
Not VTOL Capable
Fighter
Speed: 4u
Armament: 8 ‘Harasser’ Missiles (comes equipped)
Cost: 22c
‘Harasser’ Missile
Missile
Shockwave-style Payload
Speed: 14u
Cost: 2c
X-78.C Assault Rifle
Very high speed ordinance
Projectile Weapon
Automatic
Uses conventional bullets (don't need to purchase these)
Costs 1c/2 rifles
Scientists: 2c/Scientist
Military Squad: 5c/20 people
SpecOps Squad: 20c/20 people
Nothing being researched.
Nothing being produced.
Nothing can be produced.
Virtually infinite supply of Modern Equipment
Underground Complex, Brasillia
Psychologists - Slight bonus to alien psychology
ADUTreasury: 125 Credits, 25/turnThe officials were at first confused as to the future location of their base, but then were extremely lucky in their search, thanks to the strict policy of conserving resources in the base creation process. Government documents concerning an abandoned program were found, leading to a hidden complex military base. From there, the base was cleaned up a bit, upgraded, and was ready to go. This extreme stroke of luck saved them about five credits in base construction fees.
Whitehawk BC-37
VTOL Capable
30 Soldiers, no vehicles
Speed: 2u
Cost: 18c
Land Hopper 391
VTOL Capables
50 soldiers, or 1 med. Vehicle/15 soldiers
Speed: 1u
Cost: 12c
H-36 Interceptor
Not VTOL Capable
Fighter
Speed: 4u
Armament: 8 ‘Harasser’ Missiles (comes equipped)
Cost: 22c
‘Harasser’ Missile
Missile
Shockwave-style Payload
Speed: 14u
Cost: 2c
X-78.C Assault Rifle
Very high speed ordinance
Projectile Weapon
Automatic
Uses conventional bullets (don't need to purchase these)
Costs 1c/2 rifles
Scientists: 2c/Scientist
Military Squad: 5c/20 people
SpecOps Squad: 20c/20 people
Nothing being researched.
Nothing being produced.
Nothing can be produced.
Virtually infinite supply of Modern Equipment
Underground Military Base, located near London
PRDFTreasury: 120 Credits, 25/turnMost likely thought unimportant, North Korea, upon seeing signs of alien invasion, activated
PROJECT SAVE-THE-GLORIOUS-LEADER and the local military was immediately converted to a force determined to keep their nation on the top, where it belonged.
To facilitate the new goal of the military, an unused underground palace was converted into a military base. The conscripts get a bit confused at the chandeliers in the gun range, but other than that, it's a pretty good location. Thanks to the nationalism found in North Korean, it was easy getting two squads of "volunteers" to begin with.
Whitehawk BC-37
VTOL Capable
30 Soldiers, no vehicles
Speed: 2u
Cost: 18c
Land Hopper 391
VTOL Capables
50 soldiers, or 1 med. Vehicle/15 soldiers
Speed: 1u
Cost: 12c
H-36 Interceptor
Not VTOL Capable
Fighter
Speed: 4u
Armament: 8 ‘Harasser’ Missiles (comes equipped)
Cost: 22c
‘Harasser’ Missile
Missile
Shockwave-style Payload
Speed: 14u
Cost: 2c
X-78.C Assault Rifle
Very high speed ordinance
Projectile Weapon
Automatic
Uses conventional bullets (don't need to purchase these)
Costs 1c/2 rifles
Scientists: 2c/Scientist
Conscript Squad: 5c/50 people
SpecOps Squad: 20c/20 people
Nothing being researched.
Nothing being produced.
Nothing can be produced.
Virtually infinite supply of Modern Equipment
Renovated underground palace, Pyongyang
1 Conscript Squad, Modern Equipment
10 Scientists
Area 51Treasury: 135 Credits, 31/turnWhen the attacks first started occurring, the reaction of the employees in Area 51, sans their annoyance at the US government for ignoring their warnings, was fairly nonchalant. However, the alien invasion was their lucky break, increasing funding yet again, along with a nice sum of money to start up with, 15c. The installation was expanded, and a new mission received.
Whitehawk BC-37
VTOL Capable
30 Soldiers, no vehicles
Speed: 2u
Cost: 18c
Land Hopper 391
VTOL Capables
50 soldiers, or 1 med. Vehicle/15 soldiers
Speed: 1u
Cost: 12c
H-36 Interceptor
Not VTOL Capable
Fighter
Speed: 4u
Armament: 8 ‘Harasser’ Missiles (comes equipped)
Cost: 22c
‘Harasser’ Missile
Missile
Shockwave-style Payload
Speed: 14u
Cost: 2c
X-78.C Assault Rifle
Very high speed ordinance
Projectile Weapon
Automatic
Uses conventional bullets (don't need to purchase these)
Costs 1c/2 rifles
Scientists: 2c/Scientist
Military Squad: 5c/20 people
SpecOps Squad: 20c/20 people
Nothing being researched.
Nothing being produced.
Nothing can be produced.
Virtually infinite supply of Modern Equipment
AAETTreasury: 120 credits, 25/turnAustralia was hit pretty hard during the initial attacks, but remained in one shape. Funding immediately went to an alien defense program, along with resources from production centers confiscated by the government. In the middle of Australia, a new compound was constructed, with underground lanes to many sources of resources, to allow equipment no matter what.
Whitehawk BC-37
VTOL Capable
30 Soldiers, no vehicles
Speed: 2u
Cost: 18c
Land Hopper 391
VTOL Capables
50 soldiers, or 1 med. Vehicle/15 soldiers
Speed: 1u
Cost: 12c
H-36 Interceptor
Not VTOL Capable
Fighter
Speed: 4u
Armament: 8 ‘Harasser’ Missiles (comes equipped)
Cost: 22c
‘Harasser’ Missile
Missile
Shockwave-style Payload
Speed: 14u
Cost: 2c
X-78.C Assault Rifle
Very high speed ordinance
Projectile Weapon
Automatic
Uses conventional bullets (don't need to purchase these)
Costs 1c/2 rifles
Scientists: 2c/Scientist
Military Squad: 5c/20 people
SpecOps Squad: 20c/20 people
Nothing being researched.
Nothing being produced.
Nothing can be produced.
Virtually infinite supply of Modern Equipment
Military Complex, Australia
Underground Transit Lanes - Without destroying these, your base can never cease to get resources, though resource collection can slow.
HHSTreasury: 120 credits, 31/turnNo one really thought Syria would divert their attention to the aliens. With the invasion, the rebels of the nation grew in power. No one really knows how, but some say increased support for their cause, while others blame the aliens for supplying them.
Regardless of this, Syria started pouring extreme amounts of their income and GDP into an alien defense program, even going so far as to have it absorb a large part of the military. Experts in weapon production from around the world were hired and brought to the new central military base. While it would have to juggle the rebels and the aliens, the new branch of Syria's government did not intend to fail.
Whitehawk BC-37
VTOL Capable
30 Soldiers, no vehicles
Speed: 2u
Cost: 18c
Land Hopper 391
VTOL Capables
50 soldiers, or 1 med. Vehicle/15 soldiers
Speed: 1u
Cost: 12c
H-36 Interceptor
Not VTOL Capable
Fighter
Speed: 4u
Armament: 8 ‘Harasser’ Missiles (comes equipped)
Cost: 22c
‘Harasser’ Missile
Missile
Shockwave-style Payload
Speed: 14u
Cost: 2c
X-78.C Assault Rifle
Very high speed ordinance
Projectile Weapon
Automatic
Uses conventional bullets (don't need to purchase these)
Costs 1c/2 rifles
Scientists: 2c/Scientist
Military Squad: 5c/20 people
SpecOps Squad: 20c/20 people
Nothing being researched.
Nothing being produced.
Nothing can be produced.
Virtually infinite supply of Modern Equipment
Large Military Base, Syria
Weapon Experts - Slight bonus to R&D of weapons
This took me ~1.4 hours, which is a new high for me. Consequently, I probably made some mistakes. Let me know so I can retconn them if you see any please.