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Author Topic: War on Zombies  (Read 18416 times)

Strife26

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Re: War on Zombies
« Reply #360 on: September 19, 2011, 11:05:12 pm »

USA

Whoops, I build two labs, four credits to the project.

My additional spy does the same thing that my previous one did.

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Tack

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Re: War on Zombies
« Reply #361 on: September 19, 2011, 11:22:35 pm »

Strife? Orb? Your replies to my proposal?
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Sentience, Endurance, and Thumbs: The Trifector of a Superpredator.
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Strife26

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Re: War on Zombies
« Reply #362 on: September 19, 2011, 11:33:01 pm »

Are we saying that the zombie threat is public knowledge now?
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Tack

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Re: War on Zombies
« Reply #363 on: September 19, 2011, 11:45:16 pm »

Yeah. I wasn't allowed to form my organization until it was
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Sentience, Endurance, and Thumbs: The Trifector of a Superpredator.
Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

micelus

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Re: War on Zombies
« Reply #364 on: September 20, 2011, 01:17:25 am »

Aye, the zombies are now common knowledge.

Scotland
Put 2 credits into training in Ecuador.
Put 2 credits into trying to reinforce the economy. Again.
Put remaining 4 credits towards researching Project: Elementa Mirum.

Scotland agrees to The Green Light Project, sort of. I might put a credit in occasionally, but not every turn. Also, it was hard not to make a pun about greenlighting the Green Light Project.
Alrighty, that should work. Anyway, what do the numbers in the brackets mean? I'm still relatively new to this, and I have no idea if you told me already.

Those are what we call rolls

1 is very bad
2 bad
3 is ok
4 is good
5 is excellent
6 is great but has unintended side effects (which can be very bad)

Anyway, I probably won't be updating today. Or the next day. Or the day after that. Going to update my RTD and after that I have to go study for the SC, which anyone in NSW would know about. I doubt anyone else is from there though.
« Last Edit: September 20, 2011, 01:29:19 am 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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Tack

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Re: War on Zombies
« Reply #365 on: September 20, 2011, 01:25:41 am »

UNSW represent. (Not)
Good luck.

Uh, Orb said no. Haven't gotten any response from Strife though.

And when were you putting up the next turn? As long as it gets updated, I'm happy.
« Last Edit: September 23, 2011, 07:18:37 am by Tack »
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micelus

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Re: War on Zombies
« Reply #366 on: September 23, 2011, 09:09:13 pm »


TURN 7
(Making a new rule: Labs are limited to 20 per group.)
(Due to the slowness of my updates, and the people who forget to post, I may consider just abandoning the game.)

United Kingdom

4 credits are put into Project Sol. -4 credits
You give two credits worth of funding to help the citizens. +2% morale

You sign the first contract of the Green Light Project. 1 lab has been taken over by GLP members. -1 lab

Stats
- 3 labs (1 under GLP control)
- 6 credits per turn
- 80% morale

Credits: 10

Research Projects:
Project Dragoon: 23 turns
Project Sol: 5 turns

Australia

As much as you would wish to send the Opposition to die with the zombies, you simply can't. Being a democracy has its limitations.
Another automated factory is being constructed. 4 credits. -1% morale

(1) The war on zombies is not going well at all. They have devoured four of your troops, even a SASR regiment. They have broken through your defenses and are probably on their way to Darwin and Perth.
(6) One of your generals stationed in the area however has held out in a fortified base. He reports that the zombies have intelligent strains that lead packs of zombies and "listeners" who's senses are highly sensitive to everything.

STATS

- 7 labs
- 1 automated factory (1 being constructed)
- 6 credits per turn
- 6 troops in Australia
- 60% morale

Credits: 18

Research Projects

Project Seastalker: 77 turns and 90 credits to fund.

Canada

You sign the first GLP contract. 4 labs have been given over to the GLP for research purposes
8 credits are spent on two labs. -8 credits


Stats

- 11 labs (4 under control of GLP) (2 being constructed)
- 7 credits per turn
- 5 troop in Canada
- 1 troop in South America
- 87% morale

Credits: 1

Research Projects
Increase production: 9 turns

Russia

You commission the training of three cossack units. -9 credits
4 credits have gone into the economy. (6) With good results. +3% morale
You sign both GLP contracts.
(2) One of your labs have mysteriously exploded.

Stats
-3 labs (2 labs given over to GLP)
- 2 Spy training centres
- 8 credits per turn (1 credit being given to GLP)
-17 troops in Russia
-4 cossack in Russia
- 75% morale.

Credits: 44

Research Projects


Mongolia

Mongolia signs both contracts.
Infrastructure has been improved. +2% morale. +1 credits
Stats
- 2 credits per turn (1 credit given to GLP)
- 2 troop in Mongolia
-2 spy centres
-4 spies
- 89% morale

Credits: 3

Research Projects
Wind Power: 2 turns

United States

Project Valve complete.
Credits not required for project; already complete.
Credits being given over to labs.-8 credits

Stats
- 18 labs
-4 spy training centres
-3 spy ready
- 12 credits per turn
- 14 troops in US
- 60% morale

Credits: 6

Research Projects

Saudi Arabia

-4 credits spent on repairing troops.

Stats
-2 labs
-1 spy training centre
-1 spy
- 7 credits per turn
-7 troops in Somalia
-59% morale

Credits: 10

Research Projects:
Project Urbanization. 21 turns.

Scotland

Biogenic Alteration Project complete.
Credits are spent on the training in Ecuador.-2 credits
Credits are spent on trying to reinforce the economy. (5) The credits are well spent. +5% morale. + 1 credits per turn
Ecuador has leaked your training camp to the international press. (1) Your people are shocked that their government would do such a thing. -20% morale

Stats
- 4 labs
-1 training grounds in Ecuador
- 6 credits per turn
- 65% morale

Credits: 13

Research Projects:
Project Sol: 7 turns
Project: Elementa mirum 50 turns

Japan

 ??? ??? ??? ??? ??? ??? ???

Stats
- 7 labs
-  8 credits per turn
-61% morale

Credits: 13

Research Projects
Project REX :11 turns


Organisations

Reaper Inc

Your men find no signs of infection in Berlin or the surrounding area.
(4) The German government allows you to speak to the Chancellor. (4) It seems that the Chancellor is working on eradicating the zombie threat. (5) He is loathe to allow you to train troops but he will give you a license to do so if your pay a fee of 4 credits.
(4) It takes two credits, but you are able to put an ad on TV about joining Reaper Inc. (5) You've gained a troop. -2 credits

 Stats
 -3 troops in Germany
 -1 credits per turn
 
 Credits: 4
 
 Research Projects
 

Al-Shabaab

(1)Unfortunately for you, the Chinese have superb defenses around Beijing and the surrounding land. You think they were actually laughing at your demand.
(4) The Somali government, while fearful, does not surrender. Some of their men are however. -2 troops of Somali government.

(4) Iran...decides to throw you two credits.
(1) The quarantine didn't go well. Some of the survivors, seeing that they were about to be killed, have actually escaped the fortification. Who knows the damage they may cause?
(2) The various groups are non-commital.

(3)The Chinese army is taking coastal villages and towns along the South-Eastern coast. No troops are stationed there.
(6) Your men have won a major battle against the UN. Victory is nearing.
(3) Ethiopian troops are slowly taking back western parts of your nation.

Stats
- 1 credits per turn
-8 troops in Somalia

Credits: 1

Research Projects
Facilities: 1 turns

 Grey Guard Industries

 ??? ??? ??> ???

Stats
-1 lab
-1 credits per turn
-1 troop in Somalia.

Credits: 2

Research Project
Project Abacticus: 10 turns


Green Light Project

Various nations have given support to your group. (2) China and other nations barely glance over the documents before rejecting the contract.

The base is being dug underground. (2) Unfortunately, you soon find precious Minoan artifacts and buildings. You can't expand any further without damaging them. Greece and the world's more intellectually inclined will be outraged if you do this.

Greece has sent you a message demanding a meeting.


Stats
-9 labs
-3 credit per turn
-2 troops

Credits: 8

Research Projects
Porto Prisons. 10 turns
Rapid Aircraft. 13 turns
Holding Cells. 3 turns
« Last Edit: September 23, 2011, 09:11:04 pm by micelus »
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Do you hear that, Endra? NONE CAN STAND AGAINST THE POWER OF THE DENTAL, AHAHAHAHA!!!
You win Nakeen
Marduk is my waifu
Inanna is my husbando

Taricus

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Re: War on Zombies
« Reply #367 on: September 23, 2011, 09:13:22 pm »

Australia

12 Credits are to get more troops operational and get those zombies dealt with. Another factory is to be built and 2 credits into Seastalker.
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adwarf

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Re: War on Zombies
« Reply #368 on: September 23, 2011, 09:15:17 pm »

United Kingdoms

Continue as normal, but use two credits to build an Infantry unit.
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Firelordsky

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Re: War on Zombies
« Reply #369 on: September 23, 2011, 09:52:59 pm »

Mongolia

Begin using 4 credits to train a elite unit of freddiewongs Mongol Cav.
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Sinpwn

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Re: War on Zombies
« Reply #370 on: September 23, 2011, 11:46:31 pm »

Canada

Spend all possible credits on labs.

(Do I still gain research from those labs, or are they completely cut off from me?)
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NRDL

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Re: War on Zombies
« Reply #371 on: September 24, 2011, 01:46:22 am »

Russia

Use spy network to find out who PMed Micelus blew up the lab.  Use the cossacks as peacekeepers, have them crack down on any organized crime rings. 

Once again, invest money in infrastructure, along with labs and pharmaceutical stuff. 

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Tack

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Re: War on Zombies
« Reply #372 on: September 24, 2011, 03:04:17 am »

Yeah, since when was I stealing labs from people? I just wanted the blueprints from their research.

The Green Light Project (Cure)

Send new ambassadors to all countries which didn't reply to the contract- Australia (Taricus), USA (Strife), Scotland (MrBrown), Japan (Geen).


Bump the research on the Assault Aircraft. (4cr)
Arrange for a meeting with the Governor of the Cretan Periphery. (PM?)
Use Cossack training to enhance our paratrooper squads ($$?)


Edit: Also, Almost never updating is waaay better than never updating. At least this way we have something to look forward to later.
« Last Edit: September 24, 2011, 03:06:07 am by Tack »
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Azkul

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Re: War on Zombies
« Reply #373 on: September 24, 2011, 03:34:49 am »

Al-Shabaab

Will the facilities be done this turn? Will I be able to commit nuclear assets  this turn?

Send a final ultimatum to the Chinese, demanding they leave Somalia and recognize Al-Shabaab as the legitimate Somali government. If they reject, nuke Hong Kong. (While threatening further nuclear attacks on other cities if they do not comply)

Send a final ultimatum to the Somali government, demanding they surrender and recognize Al-Shabaab as the legitimate Somali government. If they reject, do nothing. (Just bluffing)

Hunt down and kill the escaped prisoners

Mount a very large attack on the UN forces
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shadenight123

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Re: War on Zombies
« Reply #374 on: September 24, 2011, 03:53:20 am »

where did grey guard industries end up to?  :(
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