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.
CanadaYou 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
RussiaYou 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
MongoliaMongolia 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.
ScotlandBiogenic 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
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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