Nice to see another player. We really need lore though.. Can you write some?
Standard Battle Dress Uniform (SBDU)
The Standard Battle Dress Uniform consists of an across the board improvement of the previous uniform. A tactical webbing with the classification "TW" is derived, each designed to hold the number of magazines, munitions or other equipment a soldier needs for their loadout, usually based around their primary weapon. In addition, the provision for a individuals survivability in a combat scenario was considered intensely: Thus, the introduction of a kevlar lining in the entire clothing, as well as the production of a installable chest, abdominal, side and backplate, which is easy as sliding in and out of the pouches that are sewn to the uniform.
The helmet is designed to look exactly like the Sakura, and the only difference between our soldiers is rank pins on the left breast of the uniform. While this was intended to prevent enemy fire teams from targeting commanding officers and specialists, it does so effectively and completely without any side effects.
Right, going to list the issues. First, our uniform isn't. We mostly dress for colder climates, and adapting to warmer climates with MIP isn't going to be an immediate problem. Second, I'll get into that after getting you up to speed.
Transport Capacity: 1/2 (1/1 Oil imported)
Resources: 2 Ore, 2 Oil (1/1 imported)
Credits: none for now
Weapons
M-14 Rifle (Cheap): Based on a historic design from home, recreated after research by the Historic Rifle Study Program. Good accuracy at Long and medium Range. 1 Ore, 1 Oil
Soliton Stun Pistol (Cheap): An updated, more reliable design focusing on the stun mode. Guarantees a black out, but won't kill, and slightly more accurate, making it usable (though still not accurate) at medium range. Costs were cut when designing batteries, though. Not any more expensive, at 2 Ore, 1 Oil
Electrical Power Cells for the New Age: Better batteries, solving the power loss issue, and increasing the accuracy into mostly accurate at medium range and perfect accuracy at close range. Can be turned down to a less accurate, but less wasteful mode in an emergency.
Ionic Repeating Gun (Expensive): A fairly accurate energy gun in the rifle style. Has an area of effect on strike, where charged particles are scattered into the air and then seek ground. Deadly. 3 Ore, 2 Oil
Panzerbüchse 40: 'Mangan der Günstig' Sniper Rifle (Cheap): A waste of materials, nothing is the right size. In theory would have been an anti-materiel gun, but when it does manage to shoot instead of backfiring, the bullet is equivalent to an airsoft pellet. 2 Ore, 2 Oil
Vehicles
STAR-Transverse (Very Expensive): A small personal tank, unarmed but heavily armored, that can fit 4 people. An optional truck bed can be fitted for transport, and it's large wheels can move over practically anything. Hybrid engine so it doesn't consume much fuel, and as it gets cheaper it will provide more TC. Provides 1 TC right now. 5 Ore, 2 Oil
STAR-Earthmover (Very Expensive): A tank-tractor, slightly less armored than the Transverse, a bit slower, and only fits 2. But, has attachment points for many tools useful for building infrastructure, such as a bucket arm, plow, dozer scoop, road grader, trencher, or forklift. One slot can be fitted with a trailer instead. Pretty much capable of laying out a road system on it's own, minus asphalting, which improves the TC of the STAR-Transverse by 1, and improves the static defenses and deployment speed in controlled areas. 5 Ore, 2 Oil
STAR-War Titan (National Effort): A humanoid 18 foot tall mecha, controlled with brain power. "I want to move the left arm" moves the left arm; but it is slow, and the armor is untested, if thick and suited to multiple climates. Carries an elite Ionic Repeating Gun, and a massive sword-shaped club. Acts as a communications hub for Sakura Helmets nearby, and improves their terrain data for display on HUD. 7 Ore and 5 Oil.
Other
Standard Uniform: A plain uniform with very little decoration or utility. There is a space for rank insignia, and some colored markings but it's rather plain.
ARC-CRAFT: A project to create cybernetics. Created a super-spider-ape, and a person capable of controlling nearby Bluetooth devices, but they are either unable or unwilling to remove their helmet. Lots of useful data for future cybernetic projects, but not immediately useful; as a research project aimed towards enabling future technologies, definitely succeeded, because we do have universal sockets for attaching prosthetic now.
Alien Diplomacy Initiative: An attempt to make peace with the native (or alien imported) wildlife, especially anything intelligent. Has successfully reduced the aggression by at least one tribe of Blossom Yetis, and yielded a working universal translator that can be worn on a headband. Capable of translating at least one primitive species language.
Sakura Helmet (Expensive): A helmet integrating the translator, translating language and surface thoughts into concepts, and then using concepts with surface thoughts to translatne them into understood language. Contains a HUD capable of usually telling friend from foe - or at least, capable of identifying squad members from anything else, and highlighting the terrain in low visibility. Has a reliable self-destruct, though it's not perfect. 4 Ore, 1 Oil
Infrastructure
Mass Industrialization Project: Factories and power plants so that you're not stuck scraping together a living in tough circumstances. Provides comfortable living conditions and 1 Ore or 1 Oil.
Mass Radio Net: A network of radio towers in Yūi and on the city outskirts. Do need to be maintained, and take some time to build, but provide ample ability to communicate and coordinate throughout territories the SDRB controls. Due to Soliton technology, has a better range than traditional radio, and we are building prefabricated bunkers and small outposts to support remote towers throughout our territory.
First weapon that was developed was the
S-Model Pulse Pistol, a Stun Pistol. It's issues were then fixed with the
Power Cells for a New Age.
Also during this first turn, the Mass Industrialization Project and the Mass Radio Net came to be. Which also shows a very big flaw in your own revision. The first is obviously that we have no previous uniform, besides the base model. The second, is that our own weapon can effectively take out someone wearing the uniform described, as can any of our energy weapons so far. The third is that the lowest power, these pistols have the abilty to shoot a couple hundred shots. Moreover, at the max level, 40 Shots of perfect accuracy at close range, and mostly accurate at medium. One shot is often all that is needed to drop someone, and carrying some in a bag isn't that difficult.
The IRG effectively renders these pistols a solid close range option, as a side arm. And that gun also runs off four of these cells.
Next Turn, I was the only one to submit something. ARC-CRAFT wasn't really perfect, but it paved the way. The STAR-Transverse on the other hand...
Lore Piece for that turns contest.. We really need lore to hopefully win the contest, and we were penalized for getting any in so late.
That Turn's Revisions, in which slavely or diplomacy. Diplomacy won, but not by votes but by luck.
The other was the MRN revision, which worked out wonderful. Though both did well.
More Lore. Still by me alone. We need Lore.
Next Design Phase, no mech like I would have wanted, sadly. But those two do help, mostly in fortifications setup.
Revision Phase. The IRG is most definitely a design. The Sakura Helmet wasn't, but the tracking and self-destruct feature bumped the difficulty. We did end up with a very nice helmet though.
Design Phase. If it wasn't clear, Flabort really liked the design as something he would expect to see near the end of prewar. As it said in off topic though, it burned. It works, but it needs refinement, something Revision Phases are made for. Reducing the size will reduce the ore cost, as well as likely reduce the oil cost, due to using hydraulics and the reduced size needing less power to run.
The other was the recommended sniper rifle. We have something, but manufacturing screwed up the sizes of the parts. That's also an easy fix in a revision.
For infantry, we have the Pulse Pistol for Close Range, as well as medium, as a sidearm. The IRG is an AoE rapid fire gun, with 1 and a half shots a second that fry both humans and electronics. It will also be cheap as soon as MIP finally brings in the Ore. As such, nit is a very good weapon.
The M-16 has good accuracy at long and medium range, serving as a kinetic weapon.
Also, Flabort set it as M-14 in the spoiler when the design result says M-16. https://en.wikipedia.org/wiki/M16_rifleThe PzB 39's new form was easy. It was meant to serve as an anti-material sniper rifle, rounding out our arsenal. Instead, the parts are sized wrong, and that needs to be fixed. Once fixed, we will have covered short, mid, and long range, as well as anti-armor for vehicles.
For vehicles, the Transverse stands above all as the best TC vehicle, easily able to act as our supply line wherever we may need it. Other than that, we have the Earthmover for setting up bases pretty quickly.
The War Titan works as a tank, but at the moment, it has a number of flaws that need revising, not least of which is cost. Reducing the size and fixing the minor bugs with simple solutions will net us a Tank that is the bane of infantry and vehicles alike. It's IRG will completely fry most vehicles' systems if they use electronics, and likely kill the ones inside as the electricity grounds through the metal. It also has the option of completely crushing any form of fortifications. Once brought down an oil and ore cost, it will be VE, and a mainstay of our pushes forward.
Other stuff. Our standard uniform works well enough. ARC-CRAFT helps with the mech, and if we fix the problems with the mech, we can make power armor next with that experience. ADI hasn't shown any results yet, but it may one day. And the Sakura Helmet, other than helping corrodinate, is also the basis for a power armor system's controls along with the Mech.
Infrastructure is the ever useful MIP, and the Mass Radio Net for communications. And not listed is the BCS which makes radio interception somewhat pointless.
Effectively, I'd like to fix the PzB 40's size issues, and the War Titan. Once done, they won't need any more work done on them, and we'll be well set towards winning.
We can do the Rocket Bombardment later on, next design phase. As once again I state we don't have rockets yet, and this is Revision, for fixing problems. And Flabort says there won't be a penalty for the ones I wrote, since it's just fixing issues..