Turn 3Nations
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.