TURN 5CLARIFICATION: IT TAKES AT LEAST 4 CREDITS TO SPEED UP A PROJECT. EVEN IF THE PROJECT HASN'T BEEN SPED UP ONCE.
United Kingdom
Money is spent to boost research.
A troop has been raised after much negotiation with the Opposition.
Project Jackal has been completed. There is now increased weaponry production and workers have been hired to keep these factories going. Your citizens however are rather angered at this militarization, (4) all though you have been able to lessen the impact via a long speech about protecting the Falklands. -2% morale
Stats
- 4 labs
- 6 credits per turn
- 78% morale
Credits: 6
Research Projects:
Project Dragoon: 29 turns
Project Sol: 12 turns
Australia
You decide to put all research and funding into Project Walker, until your reminded that Project Walker was completed on monday while you were busy getting drunk with your ministers.
With Project Walker completed, production is up by almost 70%. Unfortunately, a large number of people have become unemployed. -9% morale.
You spend another 2 credits on a troop.
You have received word of some strange disease in WA. What could it be?
STATS
- 7 labs
- 6 credits per turn
- 10 troops in Australia
- 71% morale
Credits: 12
Research Projects
Project Seastalker: 87 turns and 90 credits to fund.
CanadaYou allow the construction of 2 labs, costing eight credits in total.
The economy has been improved.(5) You now have an extra 1 credit per turn, and the people are more confident in you. +4% morale
(4) Satellite parts are being built and imported without much fuss. -8 credits
Research begun on increasing the production of Athabasca oil sands.15 turns
Stats
- 11 labs (2 being constructed)
- 10 credits per turn
- 4 troop in Canada
- 1 troop in South America
- 87% morale
Credits: 1
Research Projects
Increase production: 15 turns
RussiaAll the money in the treasury has been spent on increasing the economy. While useful, critics and your political rivals are starting to call you a fool, idealist, and a wallet with holes (in good russian idioms of course). -8% morale
You decree that 10 nukes should be produced. A good number of your advisors shriek and shout at you for that. You have a suspicion that some of them may leak the information...
Stats
-6 labs
- 2 Spy training centres
- 9 credits per turn
-17 troops in Russia
- 70% morale.
Credits: 36
Research Projects
Cossack Project: 4 turns
MongoliaYou spend some credits on constructing a lab, ( You can't afford two)
Your advisors are still requesting 3 credits to upgrade the country infrastructure.
(4) A rather seedy group of men have come to you offering their services. They will set up shop here in Mongolia and spy for you as long as you protect them from outside threats. Do you accept? (This will probably make Mongolia a competitive player in world politics;just remeber to PM me your espionage actions if you accept.).
Stats
- 2 credits per turn
- 2 troop in Mongolia
- 87& morale
Credits: 2
Research Projects
Wind Power: 4 turns
United States
The president has ordered two labs to be constructed. -8 credits
A new project, entitled Project Valve, has been opened up by the President. 19 turns.
Stats
- 12 labs (2 labs being constructed)
-2 spy training centres
-1 spy ready
- 12 credits per turn
- 4 troops in US
- 3 troops in Saudi Arabia
-7 troops in South America
- 79% morale
Credits: 10
Research Projects
Project Valve: 19 turns
Saudi ArabiaAs part of your agenda, you have allowed the construction of a spy training centre, for later use. -4 credits
2 credits have been given as aid to Madagascar. (4) The information isn't all that good. The infected have been inside the capital again, and there are sightings in the south.
Two troops have been raised in fear of future attacks by pirates. -4 credits
Another two credits have been used to equipping your military with more modern weapons. -2 credits
Using your now strengthened army, you decide to take the fight to the pirate lands. (4+2) The Somalian government agrees without much fuss.
Three of your troops land on the northern coast.(5) They soon find a large pirate stronghold filled to the brim with pirates. (3-1) However, the pirates have been banding together and joining forces ever since GGI started pillaging villages. (3-1) In fact, this village even has walls, turrets, and other defenses.
Meanwhile, another the remainder of your troops have surronded the pirate village that pushed back the GGI offensive. (1-1) Unluckily for you, these pirates are smart. They've updated their defenses, building barricades, walls, gates, heck they have a crude castle. They even have pikes and boiling oil or water; your troops can't tell from their position. Worse yet, they've made allies and equipped themselves with the GGI weaponry. Even their tactics seem sound!
Finally, you set up a new Project entitled Urbanization. You put 4 credits into it. 75 turns.
Stats
-2 labs
-1 spy training centre
- 7 credits per turn
- 5 troops in Saudi Arabia
-59% morale
Credits: 0
Research Projects:
Project Urbanization. 75 turns.
Scotland2 Credits is insufficient for research boosts.
3 Credits is insufficient for research boosts.
Project Kame is complete. The training grounds are now complete.
Stats
- 4 labs
-1 training grounds in Ecuador
- 5 credits per turn
- 80% morale
Credits: 14
Research Projects:
Project Kame: 1 turns
Biogenic Alteration: 4 turns
Project Sol: 13 turns
Project: Elementa mirum 57 turns
Japan
Morale decrease due to tsunami. -12%
Stats
- 11 labs
- 10 credits per turn
-6% morale
Credits: -5
Research Projects
Project REX :24 turns
Organisations
Al-Shabaab
(2) Your existing positions are extremely weak; for the most part they could be dismantled a few hits. It will take time for them to be upgraded. Do you wish to spend credits to speed up the process?
(6) You gather a team to find out more of the disease in Madagascar. A goodly team have been sent off by ship. What they learn is horrifying. The disease has become extremely contagious; infected are attacking people everywhere and those who are bitten become one of them. Your men soon find out about the more intelligent infected. They lead groups and seem to communicate through gestures and scents. Recently, your men were ambushed by these infected. One of them were bitten, however, only he knows that. They are now heading back to Somalia. with an infected. On a ship. Right towards you.
8 credits is used to produce 4 troops.
(5) Your attacks on the UN supply lines are successful; some troops were forced to leave Somalia to rest. Some have died. 2 UN troops have left Somalia.
(3) You are able to get a suicide bomber into Somalia; however he does little damage. He manages to blow up a hovel or two.
Stats
- 1 credits per turn
-9 troops in Somalia
Credits: 1
Research Projects
Grey Guard Industries
(1+1) You send a message to the president of Madagascar. He completely refuses your aid. Strange....
Stats
-1 lab being constructed
-1 credits per turn
-3 troop in Somalia.
Credits: 1
Research Projects
Project Abacticus: 12 turns
Reaper Inc.
An organisation known as Reaper Inc. has been formed. No one as of yet knows where they are based or their goals. (Who ever wanted this organisation, please answer those questions and post actions)
Stats
-2 troops
-1 credits per turn
Credits: 6
Infection:
The Infection has spread beyond Madagascar and has changed tremendously. They have invaded Australia and other countries.
((Yes, I know I should be studying, but I got bored...Anyway, back to the books. Will add in the rest later))