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Author Topic: War on Zombies  (Read 18494 times)

MrBrown

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Re: War on Zombies
« Reply #135 on: September 06, 2011, 03:15:44 pm »

Neato. Also, don't be surprised if I take a little longer, other than school and sleeping and those other unnecessary things, I have bad internet here, so....yeah.
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Strife26

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Re: War on Zombies
« Reply #136 on: September 06, 2011, 10:03:38 pm »

USA

Eh, I can't count, building two labs, then putting eight credits and all my lab work into the economic improvement project (Initiative termed: Difficult Deal)
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micelus

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Re: War on Zombies
« Reply #137 on: September 07, 2011, 03:19:17 am »

Just a notice, This game is 3rd priority in updating. Sorry.

EDIT: Actually, I'll update right now.
« Last Edit: September 07, 2011, 03:34:56 am by micelus »
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Masked_Hunter1825

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Re: War on Zombies
« Reply #138 on: September 07, 2011, 03:37:20 am »

Can I be.. germany?
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micelus

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Re: War on Zombies
« Reply #139 on: September 07, 2011, 03:39:29 am »

I'm sorry, but I'm already encumbered with too many things to update. So no.
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Masked_Hunter1825

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Re: War on Zombies
« Reply #140 on: September 07, 2011, 03:41:01 am »

Aw.
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micelus

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Re: War on Zombies
« Reply #141 on: September 07, 2011, 04:22:51 am »

Turn 3
Nations

Canada

Seeing the foolishness of trying to master nuclear fusion, it is decided that it will be put on hold.

2 labs are being constructed. -8 credits

Research is put into improving the economy. Will be complete in 1 turn (due to labs).

You fire all your ambassadors involved in the trade deals, however, due to a lack of funds you cannot hire ones to replace them.

Stats

- 8 labs (2 being constructed)
- 8 credits per turn
- 1 troop in Canada
- 1 troop in South America

Credits: 0

Research Projects

Improve Economy: 1 turn

Mongolia

The labs have been able to devise ways to improve the nation's infrastructure. It will cost 3 credits however to enact them.

Another part of your government decides that the economy needs a boost. (2-1) Without any funding however, as well as their lackluster attempt, they fail miserably at getting your people to improve the economy.

Stats
- 2 credits per turn
- 2 troop in Mongolia

Credits: 2

Research Projects

Saudi Arabia

The king spends 4 credits to establish 2 regiments.

They are then sent to the coastline to defend the villages and towns from pirate raids.

(1) Unfortunately, the pirates have massed a massive attack force on a section of your coast. (3) vs (1) Your new troops perform miserably and die for their foolishness. 2 credit are needed to repair the area. 1 troop is lost.

Meanwhile, a diplomatic channel with Madagascar is opened. (4) They are reluctant to talk, but realize they need aid urgently.

(2) They report that the disease is horrible. Many villages in the north of the island have been infected and the disease...Is causing people to start attacking others. Due to a lack of facilities the authorities have not been able to lock them down and are resorting to simply killing them. (5) The symptoms however are easy to spot. The eyes become reddish and darker, blisters form all over the body, and blood flows regularly from the anus. (6) Amazingly, in this the Madagascar government has taken steps to creating a vaccine. However, they do not have adequate facilities and equipment so the vaccine is no where near done. You reply that you may send support.

Stats
-2 labs
- 5 credits per turn
- 4 troops in Saudi Arabia

Credits: 4

Research projects

Deeper Oil Wells: 1 turns

Australia

5 credits are used to speed up Project Walker.
1 credits is given over to Madagascar.

Stats
- 7 labs
- 6 credits per turn
- 6 troops in Australia

Credits: 6

Research Projects

Project Walker: 2 turns.

Scotland

You spend 3 credits on building up the training grounds in Ecuador. They will be complete in two turns due to aid from Ecuador.

(5) Your labs are made to halt research and look at radioactive elements. (Do I just make this up or were you expecting something. Not my field of research) It seems that the elements are heavy in mass...and have few electrons and protons. They seem to corrode things over time.

Stats
- 4 labs
- 5 credits per turn

Credits: 7

Research Projects:
Project Kame: 2 turns
Biogenic Alteration: 9 turns
Project Sol: 17 turns


Japan

You spend 6 credits on REX.
You spend 2 credits on improving national food production.

The rest of the credits are put into lab construction. -12 credits.

Stats
- 6 labs (3 being constructed)
-  10 credits per turn

Credits: 12

Research Projects
Project REX :31 turns

United States

8 credits are spent on creating labs.
The rest is put on the Difficulty Deal which is composed of the military efficiency and civilian efficiency projects.

Stats
- 8 labs (2 being constructed)
- 10 credits per turn
- 4 troops in US
- 3 troops in Saudi Arabia
-7 troops in South America

Credits: 0

Research Projects

Military Efficiency: 1 turns
Civilian Efficiency: 1 turns

United Kingdom

All your credits go to your projects.

You also decide to use two labs for an economic project, but your advisers...advise against it stating that if you were to do so, research on the projects would take much longer.


Stats
- 4 labs
- 6 credits per turn

Credits: 0

Research Projects:
Project Dragoon: 32 turns
Project Sol: 16 turns
Project Jackal: 3 turns

Russia

Used all 18 credits to raise 9 troops.
(2) The government tries to increase federal income, but really without funding for these things, it is extremely unlikely anything will come out of it.

Al-Shabaab has accepted your offer. They offer to flatten the Statue of Liberty , if you supply nuclear suitcase bombs.


Stats
-6 labs
- 9 credits per turn
-17 troops in Russia

Credits: 18

Organisations

Al-Shabaab

Using your 2 credits, you raise a troop.

You once again ask Eritrea for supplies (1-1) but this time, they rebuff you and demand your end of the bargain before any other agreements are made. (2-1) They also refuse to pressure Ethiopia.

(1) The various militant Islamic groups around the world, while sympathetic to your cause, cannot send anything to you.
(1) Your agents to Madagascar don't even leave the Somalian borders before they are killed by troops.
(3) Fortunately, your luck with the pirates is much better. You raid and pillage at least 3 villages, with some casualties. 2 credits earned.

Stats
- 1 credits per turn
- 5 troops in Somalia

Credits: 2

Research Projects

Grey Guard Industries

Your income is used to create another troop.

One regiment is sent to patrol along the seas in their borrowed freighters. They try to protect trading ships and coast towns. (4) Suffice to say, the lesser pirates are far too fearful of fighting you. Although they are able to mass a large raid when you were busy.

The other two land in Somalia and try to eradicate the pirate villages.(6)vs(2)/(6)/(5) Your troops ready for their campaign. With their vast training and relatively advanced weaponry, they mow down the pirates before they can react. You are able to take and destroy one pirate village rather easily as they were not ready for such an attack. The next two however have prepared themselves after hearing news of the attack on their brethren. The second village is heavily fortified with pirates and their equipment. (1) Your commander is a fool. He decides that your men can take on the pirates. (4+1) vs (2+2) Amazingly, your commander was right. Your troops have better tactics and better equipment. Your foes have old, broken, and outdated guns. Their only advantage is their numbers. After a long firefight, the village is taken and every man, women, and child is killed. You did however lose half a troop, so that troop won't be combat ready until more recruits can be found. The third village is not as defended as the last pirate stronghold, they don't even have all that many men here; they probably ran or went raiding. (6+1) vs (6+1). The fight is long and bloody. You lose much of your men and you reduce many of theirs as well. (3) vs (3) The battle yet continues. (3) vs (5) Eventually, the pirates flank your positions and kill most of your men. (5) Luckily, a quarter of your men make it out, along with their commander. The village is untaken.

All in all, the raids have gotten you 9 credits.

It will take 2 credits to bring your troops to full number.

Stats
-1 credits per turn
-1 troops in Saudi Arabia
-1 troop in Somalia.
-1 incapable troop in Somalia

Credits: 9

Infection

The infection has worsened. The authorities have taken to shooting any who have signs of the disease. Many of the infected are wandering off into the wilderness. There have been reports of whole villages being discovered either infected or dead. The outside world still believes the infection and disease to be mild.
Spoiler (click to show/hide)
« Last Edit: September 07, 2011, 03:23:42 pm by micelus »
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Do you hear that, Endra? NONE CAN STAND AGAINST THE POWER OF THE DENTAL, AHAHAHAHA!!!
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NRDL

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Re: War on Zombies
« Reply #142 on: September 07, 2011, 04:32:47 am »

Russia

The country needs money, now.  Some ( slightly ) increased taxation should give the country enough funds to enact the increased boost of Federal income.  Hopefully. 

Use the 9 troops ( those are technically 9 armies right? ) to defend the motherland.  Use 5 for general border patrol, the other 4 should be used to prevent crime within highly populated areas. 

Once I get enough credits, I propose this to Al Shabaab: I will give 3 ( yes three ) nuclear bombs, with the aforementioned top-secret codes which only I know.  These are the requested targets: The Statue of Liberty ( a morale killer, but little else, ), Washington D.C., and the largest military headquarters in the U.S.  Not actually sure which one is the largest, I'll leave that to Al Shabaab.  Do we have a deal?

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Taricus

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Re: War on Zombies
« Reply #143 on: September 07, 2011, 05:03:49 am »

Australia
Recruit 3 Troops with 6 credits.

Start drawing up plans for Project: Seastalker.

Spoiler: Project- SEASTALKER (click to show/hide)
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micelus

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Re: War on Zombies
« Reply #144 on: September 07, 2011, 05:10:36 am »

nvm. ignore post.
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Sinpwn

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Re: War on Zombies
« Reply #145 on: September 07, 2011, 05:24:15 am »

Canada

-Hire more ambassadors
-Build one lab
-Continue researching increased income
-continue exports of vanity items and imports of useful items and obsidian.
-spend the rest on troops.
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Orb

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Re: War on Zombies
« Reply #146 on: September 07, 2011, 06:16:24 am »

I should have four credits left over, no? Maybe I should have included my treasury in my post.

I stockpiled last turn's resources, and then I spent 4. I've lost 2 resources total from pirates.
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micelus

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Re: War on Zombies
« Reply #147 on: September 07, 2011, 06:20:33 am »

I count three, but I messed up the turn, so I might be wrong.
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Azkul

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Re: War on Zombies
« Reply #148 on: September 07, 2011, 11:10:45 am »

Al-Shabaab

Create 1 troop

Make a big push to attack the "legitimate" Somali government, using all the troops. Try to gain control of all of Somalia


Once I get enough credits, I propose this to Al Shabaab: I will give 3 ( yes three ) nuclear bombs, with the aforementioned top-secret codes which only I know.  These are the requested targets: The Statue of Liberty ( a morale killer, but little else, ), Washington D.C., and the largest military headquarters in the U.S.  Not actually sure which one is the largest, I'll leave that to Al Shabaab.  Do we have a deal?

That would mean the three bombs would be used destroying the targets, and Al-Shabaab would gain nothing out of it.

As well as the three bombs used to destroy the targets, Al-Shabaab requests that Russia gives 10 additional bombs to Al-Shabaab.
« Last Edit: September 07, 2011, 11:18:19 am by Azkul »
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Ghazkull

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Re: War on Zombies
« Reply #149 on: September 07, 2011, 12:28:39 pm »

Mr.Grey was more than happy about the campaign in Somalia.

Gentlemen the Somalia Campaign is a huge success, it turns out the Somalian Pirates were stockpiling what they captured and sold it for laughable prices. However our black market dealers managed to get the tenfold prices out of it. Therefore our income this years skyrocketed by a whopping 1000%! in short we currently have 10 Credits at our disposal. I say we use this income, to A) errecting a lab and B) getting the research results from the Scots. Concerning the rumours of our losses in Somalia, i suggest we contact the Saudi Arabian Government. All in all i suggest the following plan for this year:

4 Credits: Lab
2 Credits: reinforcing the Somalian Regiments
? Credits: in Clone Research
? Credits: Special Use
? Credits: new Soldiers
Continuation of Somalian Campaign
moving the Saudi Arabian Regiment to Somalia

As you can see i have left 3 points qith a Question mark. In this case i suggest we start a Cloning Project although i think our Doctor knows more of these things. When you look upon your PDAs((PM)) you will see what is noted under Special Use. With,if any remains, the remaining funds we should raise new Regiments...

 
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