This SG is based almost entirely off of a
past post of mine in the "Games you wish existed" topic in Other Games. In short, a combination of XCOM and the Stargate universe. (Namely just the Stargate SG-1 series though). With some 4X mixed in as well.
"Hello, agent."The committee is really unnecessarily mysterious, you think to yourself, staring at the black silhouettes while in the spotlight yourself.
"We've gone over your requisition and have greatly considered the possibilities of such a request. While potentially promising, further investigations of this... object, appear to be high-risk with a small or even nonexistent short term payoff. Yet the potential, both scientific and otherwise, is too great to pass over.""In short," another figure starts announcing,
"We have decided to establish a permanent division with you being its head. This top-secret division will be housed in an unused underground military base. Funding will be minimal, and a skeleton staff along with roughly two squadrons of soldiers will be immediately available. Address the paperwork on your way out and meet the driver waiting outside to be taken to the future location of your division.""You are dismissed."...
Surprising, to say the least. While a whole
division of the Agency is an amazing career opportunity, the funding and support is still disappointing. The driver of the car suddenly speaks, interrupting your thoughts.
"We're approaching the site now, sir."
You disembark from the vehicle as it drives away. The base itself has a fairly nice location. It was originally intended as a simple showcase of power and to aid in defense of the area in the case of an attack. Construction was stopped early on as funding ran out, and they were left with a small (but still secure) unused underground base.
Looks like no one was let in until you arrive, and that you were the last one here. You see roughly 30 'regular' staff and 16 uniformed soldiers, assault rifles in hand. You briefly greet your staff and issue the order to let them all into the base.
....
With the last of the essential preparations finished, the base is ready to run. The Device has already been lowered into place and the staff have all been given assignments. The soldiers have also set up a guard schedule due to the lack of any other military support from the government. Once in your office, you pull out the folder regarding the Device. In it is a brief summarizing report of the initial investigations and background of it.
Official Military Report - Interstellar Transit DeviceComposed by Alex Williams, Chief Scientist, RIA.
This device was uncovered in the ruins of an unknown background (architechtural analysis shows that it doesn't match with any known ancient civilizations.) The ruins were mostly left alone thanks to being completely sealed, but after a group of ruin desecraters looking for easy money were seemingly vaporized by automated defenses, an official search team was dispatched.
Most of the ruins didn't yield much, although appearing to be very advanced, there was nothing that could be salvaged, and the automated defenses couldn't be recovered after elimination.
Yet that search team did find the subject of this report - the Device. Shaped like a large "portal" in the traditional sense, essentially. A upright ring with a hollow center. It was found that we could do something resembling controlling the gate by implementing a device found in the ruins with our computer systems. After a long series of experiments and investigations, an internal database was found with a list of what appeared to be coordinates. We further found that putting these coordinates through our 'enhanced' systems into the Device creates what I believe to be a wormhole. Five different robotic excursion units were sent out to five different coordinates. The four surviving ones reported radically different star alignments and geography, proving the theory of it leading offworld.
So in short, this Device, and its companion "Dialer" (and in our case a hybrid Dialer-Human computer system constructed by yours truly) can be used to travel offworld given a set of valid coordinates.You've already seen this, but it's good to refresh your mind. Technicians have already installed the hybrid Dialer device and the Device into their respective locations and the Device is theoretically ready to be used when you feel is necessary.
Now it's time to really start managing this Division. You have a small staff, a small amount of soldiers, a mostly-empty base, small amounts of funding, and a device that lets you travel offworld. It's up to you to decide what to do with these resources.
(You also keep in mind that along with all that stuff, you should officially name your division, name the base, name the Device, and name its dialer unit.)
No planets have been logged.
Coordinate Index currently houses extreme amounts of Device coordinates. Any one of these can be dialed on the Base's device.
Funds: 3,000,000 Cr
Base Size: 5x5 tilesPower Usage: 45/50(-10p) Control Room: A room that houses the Hybrid Dialer along with control & support staff. Has a window to the Device Room, controls the Device room entirely, and has equipment for controlling/managing the entire base as well as supporting + managing away teams.
(-30p) Device Room: The room housing the device. Houses the device, ramping to it, and various equipment dedicated to controlling aspects such as direct input and powerflow to the device.
(+50p) Reactor: A self sufficient nuclear reactor providing 50 power.
(-1p) Staff Quarters: Has enough room and housing for 60 personnel.
(-3p) Barracks & Armory: Armory and barracks for soldiers. Has enough room for 20 soldiers and large amounts of weaponry + armor.
(-1p) Exit: Self-explanatory. Multiple elevators (freight and otherwise) to the surface.
16/20 Soldiers
16 Trained Soldiers
- GWMM-17 Rifle (Multipurpose Assault Rifle)
- Basic Body Armor (Kevlar Armor)
50/60 Regular Staff
20 Technicians (Keep base running)
10 Control & Support Staff (Manage away teams and staff Control Room)
5 Management (General upper-management of program)
15 General Staff(Food, Custodial, Etc.)
Note: Only items of higher value or that are worth noting are listed here.
- Transit Device
- Hybrid Dialer
Wages handled by Government.
Maintenance handled by Government.
No purchases have been made recently with the Division's account.
3,000,000 Credits
Heya!
If you need more information, just request it and it'll be given to you. If the information is important to playing the game, it'll be added to each update, like the status of your base. Sorry for the map. I really wish I knew of a better way to make a grid-based map like that without fancy D&D-dungeon-maker-program type stuff. For the foreseeable future I'm just using paint.net.
CatalogThe below listings will be updated every time a new thing to purchase becomes available. And by that, I mean that if you figure out how to make a deathstar in update 10,000, then the stats and cost will appear here.
Security Room
2x1, -5p, $400,000
Serves as a series of security checkpoints with heavy blast doors and regular doors/gates, allowing for stationing of guards and future upgrades like automated defenses. Can defend from both sides, but usually oriented to mostly defend against a given side.
12 men can be stationed here at any given time in terms of long-term use, but in a combat scenario (for example) many more people can use this spot for defense. Holds two manned MG emplacements both near one entrance faced towards that entrance.
Small Medbay
1x1, -3p, $350,000
Can hold 20 people in quarantine and 10 people in regular medical care at any given time. Advanced medical equipment but nothing too special. Needs to be staffed by 5 medical personnel.
Quarantine Room
1x1, -1p, $150,000
Quarantines up to 40 people for an indefinite period of time given rations are brought in routinely. Fully secure, and can also effectively serve as a make-do ‘brig’ if needed.
Underground Hangar
2x1, -2p, $400,000
Can hold any type of vehicle – land, air, or sea. Can hold one huge vehicle, and for every size level down it can hold 2x as much compared to the next level up. (Huge – 1; Large – 2; Moderate – 4; Small – 8; Tiny – 16) Has an openable ‘top’ revealing the surface so is a potential access point, but would take effort to fully breach. Essential for many vehicles, and even for those that can be used without it, placing them in the underground hangar prevent upkeep fees and allow for faster deployment time.
Nuclear Reactor
1x1, +50p, $1,000,000
A heavy military-grade nuclear reactor producing +50 power.
Light Nuclear Reactor
1x1, +20p, $400,000
A ‘light’ nuclear reactor producing +20 power.
R&D Room
1x1, -5p, $500,000
Houses up to 15 employees (scientists/engineers). Manages research, reverse engineering, manufacturing, prototypes, experimentation, etc.
Is a perfectly fine lab, but due to its size and nature, it isn’t particularly effective at mass production of anything.
Advanced R&D
1x1, -7p, $650,000
Houses up to 30 R&D-type employees. This serves as a more dedicated and advanced version of the R&D room. While still dealing with both research and development, Advanced R&D rooms both utilize better equipment and don’t deal with manufacturing. Meaning that they’re able to fit twice as many research personnel in a single tile space.
As stated previously, Advanced R&D Rooms are unable to actually produce any discovered technologies. While it does contain very limited manufacturing capabilities for prototypes, its facilities are in no way prepared to do any kind of effective manufacturing.
Workshop
1x1, -10p, $400,000
The workshop is a dedicated manufacturing space for producing items invented by R&D. While the workshop can't be used to research anything with, it does have to be staffed by up to 5 engineers for max efficiency.
Barracks/Armory
1x1, -3p, $200,000
Houses up to 20 soldiers, has a moderately-sized armory for handheld weaponry and devices, and also has 2 jail cells in it ‘in case’.
Small Staff Quarters
1x1, -1p, $150,000
Houses 30 staff. Fairly self-explanatory.
(Large) Staff Quarters
1x1, -1p, $450,000
Houses 60 staff.
Entrance Creation/Destruction
$30,000
The creation/removal of a room entrance.
Surface Observatory
0p, Moderate, $300,000
Helipad
0p, Small, $30,000
Can hold, fuel, and maintain two large helicopters indefinitely. No advanced systems and does not extend underground in any way.
Warpgate Room Independent Ventilation
Light, $50,000
Fit the Warpgate Room with air circulation systems capable of operating independently for multiple weeks. Ventilation system can be automatically/remotely switched on or off the main ventilation system.
Light Transport Helicopter (RAT-530)
Moderate; Surface Helipad or Underground Hangar, $50,000
Can transport 7 people (including co-pilot, but not pilot) at a time. Fairly large but not huge fuel reserves. Goes at 38mph.
Light APC (TLA-10)
Moderate; Underground Hangar or Surface @ $2,500 per week, $40,000
Can transport 10 people including those in the front. Contains decent armor but some sacrifices are made for a vehicle small enough to fit through the gate. If this vehicle is not kept inside an underground hangar, fees of $2,500 per week are incurred.
Quad ATV (SATT-30)
Tiny; Underground Hangar or Surface @ $2,500 per week, $8,000
A single seat all-terrain quad ATV. Has a small amount of storage space in the back for storing supplies. Like the APC, it can be stored above-ground for $2,500/week.
Unarmored Truck
Small; Underground Hangar or Surface @ $2,500 per week, $20,000
A small unarmored truck. Can fit about 8 people comfortable inside, including the driver and passenger seat. Though the back is best for carrying supplies and equipment.
Portable AA Gun (DMAA-536)
Tiny; Underground Hangar, $15,000
A portable (either dragged by hand or stored in a transport vehicle) AA gun that can fit through the gate.
Submersible (ESTU-3)
Moderate, Underground Hangar, $50,000
Fits 6 people including the driver. This submersible is reinforced wot withstand high pressures, radioactivity, acidity, as well as other hostile elements that could be present. Pretty cramped, though.
Heavy Duty RSU (HDRSU)
Tiny; Underground Hangar, $20,000
A heavy and reinforced RSU. Still equipped with the same instruments as a regular RSU, but the various reinforcements and such allow it to operate in much more hostile environments.
Scout plane (MARV)
Small; Underground Hangar, $30,000
A small foldable-wing scout plane. Goes at around 100mph and is manned by a single pilot. Can be brought off the ground from within the Warpgate room before passing through the gate.
Scout Helicopter (MARV-H)
Small; Underground Hangar, $30,000
A small scout helicopter that can fit through the gate.. Goes at around 45mph and is manned by a single pilot. Can be brought off the ground from within the Warpgate room before passing through the gate.
The listed price for these weapons is the “deployment cost” and is deducted every time a team is ‘deployed’ with one of these weapons.
Rocket Launcher
$75 per deployment
A basic unguided shoulder-fired missile weapon.
IRM12 MANPADS
$150 per deployment
An IR-guided shoulder-mounted SAM launcher.
Mortar (MOM-631)
$200 per deployment
A very basic mortar that can be easily carried around and quickly deployed on the field.
Claymore Mine
$30 per deployment
Fairly self-explanatory. A claymore mine.
Anti-Materiel Rifle
$50 per deployment
A large infantry piece of weaponry with heavy rounds designed to be used against military equipment.
Heavy Machine Gun
$40 per deployment
A standard deployed heavy machine gun. Can be quickly deployed in the field, and is best operated by 2 men.
Flamethrower
$40 per deployment
A standard military flamethrower.
Base Staff
$5,000; Staff slot
Any kind of non-combat personnel for the base who doesn’t require any intensive specialized training.
Medical Staff
$7,500; Staff slot
A medically-trained staff member proficient in general medicine and emergency care.
R&D Staff
$20,000; Staff slot
Covers four types of staff: Scientist, R&D Tech, Engineer, and Linguist. Engineers mostly just cover production and non-groundbreaking designs, R&D Tech do reverse engineering and groundbreaking designs, while scientists handle theory. Linguists handle, well, language. Staff the R&D lab.
Soldier
$15,000; Soldier slot
A well-trained soldier taken from the military.
Combat Engineer
$20,000 + 500/week; Soldier slot
A trained combat-engineer. As good as a soldier, but able to construct structures and items as well as repair things on the field.
Specialist
$25,000 + $5,000/week; Soldier Slot
A specialist with certain skills that differentiate them from regular soldiers.