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Results 2058
Country: United States of America
Territory: Continental US, Alaska, Pacific Islands, Puerto Rico, Greenland
Allied Territory: Canada, Mexico, Central America, Caribbean
XCOM: Military, Diplomatic, Training, Research
Canada: Economic, Diplomatic, Partial Union (Military, Diplomatic, R&D)
Mexico: Economic, Diplomatic, Partial Union (Military, Diplomatic, R&D)
Japan: Diplomatic, Military
Australia: Diplomatic, Military
Central African Union: Diplomatic
Central America: Sphere of Influence
Caribbean: Sphere of Influence
Panama Canal: (Trade Capacity: +1)
Control of the canal significantly improves your ability to interdict movement between the Atlantic and Pacific. This has benefits in both war and peace.
Hardened Electronics:
Hardened electronics are more durable.
XCOM Research: (Cost: 50%, CoS: +5%)
Assistance and cooperation from the world's best scientists and engineers has proved a great boon to your R&D programs.
XCOM Training: (Quality: +1)
Training and advice from the world's best soldiers has greatly increased the efficacy of the American military's training programs.
Japan: 2000 (0%)
Oil: 2/2
Food: 2/3
Armour: 1/2
Consumer: 2/3
Infantry: 1/3
Munitions: 2/3
AeroSpace: 1/3
Industrial: 1/3
Electronics: 2/3
Australia: Industrial -> +500
Australia: Munitions -> +300
Japan: Food -> +300
Japan: Oil -> +1000
Central Africa: AeroSpace, Armour, Infantry -> +2000
Central Africa: Munitions -> +500
Central Africa: Food -> +500
Central Africa: Electronics -> +600
Central Africa: Consumer -> +0
Sphere: Generic (x2) -> +400
Argentina: Consumer -> +200
Germany: Oil -> +600
Germany: Electronics -> +700
MenOhVA.png
RQ0Asc5r.png
Europe:
-United Kingdom of Britain and Ireland
--'Alliance' with France.
--Exporting Industrial Equipment to France.
--Importing Consumer Goods to France.
-France:
--'Alliance' with UK.
--Alliance with Germany (EU).
--Exporting Oil to Germany.
--Recolonizing Africa.
--Colonizing former Qatar and Bahrain.
-Germany
--Alliance with France (EU)
--Unhappy with French cowardice.
--Importing Oil from USA, France.
--Importing Electronics from USA.
--Produces Consumer, Military.
--Electronics, Oil Market.
-Russia
Asia:
-Japan
--Importing Oil from Australia.
--Importing Food from USA.
--Importing Oil from USA.
-Australia
--Importing Industrial Equipment from USA.
--Military alliance with USA.
Africa:
-Central African Union
--Leads Independent Nations Treaty Organization (INTO)
--Alliance with Turkey, Israel (INTO)
--Produces Oil.
--Food, Electronics, Consumer Market.
--Importing Military Equipment from USA.
--Importing Food from USA.
--Lots of debt.
South America:
-Argentina
Tax Base: 19500 (40%) [10000@195%]
Income: 7800+7500
Expenses: 1000+2230
Debt: 327% [63800]
Interest: 3% [1914]
Morale: Good
Demography: Good
Growth: Decent
Recruits (Size: Large, Quality: Experienced, Upkeep: 1000)
Officers (Size: Small, Quality: Veteran, Upkeep: 20)
Infantry (Size: Medium, Quality: Veteran, Upkeep: 100)
100 M1A1 'Aquilino' Main Battle Tanks (Upkeep: 30)
50 M200 'Reaper' Mobile Artillery (Upkeep: 20)
Vehicle Crews (Size: Small, Quality: Veteran, Upkeep: 10)
4000 F-1 'Templar' Multi-Role Fighters (Upkeep: 600)
300 A-2 'Eagle' Ground Attack Fighters (Upkeep: 150)
400 B-0 'Raider' Light Bomber (Upkeep: 100)
150 B-1 'Bastion' Heavy Bomber (Upkeep: 150)
Personnel (Size: Medium, Quality: Elite, Upkeep: 50)
Highways: Good
Rail Network (Cargo): Intact
Waterways: Excellent (Good Capacity: +1)
Electrical: Excellent (Trade Good: Oil)
Water: Good
Communications: Excellent (Resistance (Cyberwar): +1)
Housing: Good
Agriculture: Excellent (Trade Good: Food)
Officer Schools: Decent (Cost: 75%)
Militia: Good
Spaceports: Good
Factories: Partially Automated
-Alien Alloy: Excellent
-Orbital: Good (Cost: 50%)
-AeroSpace: Excellent (Cost: 50%, Quality: +1)
-Armour: Decent (Cost: 75%)
-Infantry: Good (Cost: 50%)
-Munitions: Excellent (Cost: 50%, Quality: +1)
-Consumer: Excellent (Economic, Morale: +1)
-Electronics: Excellent (Cost: 50%, CoS: +5%, Economic)
-Industrial: Excellent (Cost: 50%, CoS: +5%, Economic)
Weapon Fragments: 80

Events:
Recent events in Japan have significantly reduced its agricultural output. As a result, imports of American grain have skyrocketed, pushing total agricultural revenue up significantly.

Unrestricted Actions:
[Alloy Railways (2x)] (3) -> +63
Work on the new rail system is off to an excellent start as cheap government credit encourages a massive boom in rail construction. Improved mining and construction technologies allow for the cheap placement of rail not just in relatively flat and unobstructed terrain, but below the ground or in the sky. Massive alloy reinforced tunnels allow unimpeded passage through hilly terrain while alloy stilts suspend lines above residential areas. Although the boom will likely take a few years to play out, its initial effects are already manifest in the steadily dropping price and shipping times of freight rail.

Alloy Railways Locked, 2 years remaining.
Cost: 1000

[Recovery Loan to Japan] (1) -> +45
A significant loan, free of interest, is offered to Japan to aid their recovery efforts. The Japanese government is quick to accept, and the funds are soon put to work rebuilding broken infrastructure and replenishing their depleted foreign currency reserves. The increased availability of foreign currency allows companies to import the raw materials required for recovery, and the Japanese economy begins to rebound.

+20% Japanese Tax Base, Trade.Loans <- {Japan: 2000 (0%)}.
Cost: 2000

Military Actions:
[Fusion Reactor (Aircraft) (2x)] (3)
Fusion Reactor (Aircraft) Locked, 2 years remaining.
Cost: 1000

Industrial Actions:
[Lunar Base (3x)] (2)
Lunar Base Locked, 1 year remaining.
Cost: 2000

Financial Actions:
[Sell Consumer Goods to Central Africa (2x)] (2) -> +53
The negotiations for expanded trade deal with the Africans is largely uneventful. Your foreign interlocutors, having won election on a platform promising a return to pre-war pricing, are very receptive to the proposal. The profitability of the market will not be confirmed until trade is established, but preliminary reports seem to confirm previous estimates.

Sell Consumer Goods to Central Africa Locked, 500 profit expected, 1 year remaining.
Cost: 600

Diplomatic Actions:
[XCOM Integration (3x)] (4)
XCOM Integration Locked, 3 years remaining.
Cost: 400

Research and Development Actions:
[Orbital Shipyards (3x)] (3) -> -12
Research into orbital shipyard is off to a rocky start this year. Ships capable of carrying large quantities of industrial supplies into orbit, crucial for the continuing development of a lunar base, are in short supply. Consequently, the researchers are unable to send the necessarily research material into orbit. As a result, little progress is made.

No Effect.
Cost: 1000

[Advanced Surgery (3x)] (2)
Advanced Surgery Locked, 1 year remaining.
Cost: 1000

[Improved Radar (2x)] (1)
The improved radar systems are finished this year. There are substantial quantitative improvements in all the usual metrics; range, fidelity, miniaturization, etc. In addition, your researchers are able to derive two substantial qualitative improvements from the alien technology. The new radar is capable of simultaneously scanning a greatly widened range of frequencies. Certain models can even extend this range into the visual frequencies, although not without some loss of fidelity at lower frequencies. As a result, the effectiveness of stealth materials will be greatly reduced. Any effective stealth will now require a low cross section over a substantially greater range of frequencies.

Unlocked Military Actions (Erect Planetary Fortifications, Strategic Defense Initiative), Improved Industrial Action (Strategic Signal Initiative), Unlocked Equipment (Improved Radar).
Cost: 400

Financial Report:
Income: 7800+7600=15400
Expenses: 1000+2230+9400=12630
Interest: 1938
Net Profit: 832 -> 800 (Rounding for ease of use.)
Debt -> 327%
 
Planning 2059
Country: United States of America
Territory: Continental US, Alaska, Pacific Islands, Puerto Rico, Greenland
Allied Territory: Canada, Mexico, Central America, Caribbean
XCOM: Military, Diplomatic, Training, Research
Canada: Economic, Diplomatic, Partial Union (Military, Diplomatic, R&D)
Mexico: Economic, Diplomatic, Partial Union (Military, Diplomatic, R&D)
Japan: Diplomatic, Military
Australia: Diplomatic, Military
Central African Union: Diplomatic
Central America: Sphere of Influence
Caribbean: Sphere of Influence
Panama Canal: (Trade Capacity: +1)
Control of the canal significantly improves your ability to interdict movement between the Atlantic and Pacific. This has benefits in both war and peace.
Hardened Electronics:
Hardened electronics are more durable.
XCOM Research: (Cost: 50%, CoS: +5%)
Assistance and cooperation from the world's best scientists and engineers has proved a great boon to your R&D programs.
XCOM Training: (Quality: +1)
Training and advice from the world's best soldiers has greatly increased the efficacy of the American military's training programs.
Japan: 2000 (0%)
Oil: 2/2
Food: 2/3
Armour: 1/2
Consumer: 2/3
Infantry: 1/3
Munitions: 2/3
AeroSpace: 1/3
Industrial: 1/3
Electronics: 2/3
Australia: Industrial -> +500
Australia: Munitions -> +300
Japan: Food -> +300
Japan: Oil -> +1000
Central Africa: AeroSpace, Armour, Infantry -> +2000
Central Africa: Munitions -> +500
Central Africa: Food -> +500
Central Africa: Electronics -> +600
Central Africa: Consumer -> +0
Sphere: Generic (x2) -> +400
Argentina: Consumer -> +200
Germany: Oil -> +600
Germany: Electronics -> +700
MenOhVA.png
RQ0Asc5r.png
Europe:
-United Kingdom of Britain and Ireland
--'Alliance' with France.
--Exporting Industrial Equipment to France.
--Importing Consumer Goods to France.
-France:
--'Alliance' with UK.
--Alliance with Germany (EU).
--Exporting Oil to Germany.
--Recolonizing Africa.
--Colonizing former Qatar and Bahrain.
-Germany
--Alliance with France (EU)
--Unhappy with French cowardice.
--Importing Oil from USA, France.
--Importing Electronics from USA.
--Produces Consumer, Military.
--Electronics, Oil Market.
-Russia
Asia:
-Japan
--Importing Oil from Australia.
--Importing Food from USA.
--Importing Oil from USA.
-Australia
--Importing Industrial Equipment from USA.
--Military alliance with USA.
Africa:
-Central African Union
--Leads Independent Nations Treaty Organization (INTO)
--Alliance with Turkey, Israel (INTO)
--Produces Oil.
--Food, Electronics, Consumer Market.
--Importing Military Equipment from USA.
--Importing Food from USA.
--Lots of debt.
South America:
-Argentina
Tax Base: 19500 (40%) [10000@195%]
Income: 7800+7500
Expenses: 1000+2230
Debt: 327% [63800]
Interest: 3% [1914]
Morale: Good
Demography: Good
Growth: Decent
Recruits (Size: Large, Quality: Experienced, Upkeep: 1000)
Officers (Size: Small, Quality: Veteran, Upkeep: 20)
Infantry (Size: Medium, Quality: Veteran, Upkeep: 100)
100 M1A1 'Aquilino' Main Battle Tanks (Upkeep: 30)
50 M200 'Reaper' Mobile Artillery (Upkeep: 20)
Vehicle Crews (Size: Small, Quality: Veteran, Upkeep: 10)
4000 F-1 'Templar' Multi-Role Fighters (Upkeep: 600)
300 A-2 'Eagle' Ground Attack Fighters (Upkeep: 150)
400 B-0 'Raider' Light Bomber (Upkeep: 100)
150 B-1 'Bastion' Heavy Bomber (Upkeep: 150)
Personnel (Size: Medium, Quality: Elite, Upkeep: 50)
Highways: Good
Rail Network (Cargo): Intact
Waterways: Excellent (Good Capacity: +1)
Electrical: Excellent (Trade Good: Oil)
Water: Good
Communications: Excellent (Resistance (Cyberwar): +1)
Housing: Good
Agriculture: Excellent (Trade Good: Food)
Officer Schools: Decent (Cost: 75%)
Militia: Good
Spaceports: Good
Factories: Partially Automated
-Alien Alloy: Excellent
-Orbital: Good (Cost: 50%)
-AeroSpace: Excellent (Cost: 50%, Quality: +1)
-Armour: Decent (Cost: 75%)
-Infantry: Good (Cost: 50%)
-Munitions: Excellent (Cost: 50%, Quality: +1)
-Consumer: Excellent (Economic, Morale: +1)
-Electronics: Excellent (Cost: 50%, CoS: +5%, Economic)
-Industrial: Excellent (Cost: 50%, CoS: +5%, Economic)
Weapon Fragments: 80

Note: The unit catalog has been moved to an informational threadmark for easier maintenance.
Name:
Description
Chance%, $Cost(bonus from each doubling of investment%), years
Effects

Unrestricted Actions:
[Alloy Railways (2x)] (2)
[]
Military Actions:
[Fusion Reactor (Aircraft) (2x)] (2)
Industrial Actions:
[Lunar Base (3x)] (1)
Financial Actions:
[Sell Consumer Goods to Central Africa (2x)] (1)
Diplomatic Actions:
[XCOM Integration (3x)] (3)
Research and Development Actions:
[]
[Advanced Surgery (3x)] (1)
[]

Militaristic:
Reintroduce Conscription:
We simply don't have enough men in uniform to reconstitute even a single branch of the armed forces. If we intend to do so, we must first begin conscription.
70%, 2000(+10%), 3
Military <- Recruits(Massive, Trained), ???
Note: Conscripting 10 million men may have adverse economic consequences.
Note 2: Another volunteer action will become available if you exhaust your existing pool of recruits.

Erect Planetary Fortifications (Location):
A perfect defense of an enemy with control of the orbitals is, sadly, not possible. However, there remains tremendous room for improvement. Your recent research has revealed means of giving fortress much greater defense against orbital attack. Improved architecture provides greatly increased resistance to both orbital and terrestrial bombardment. Redesigned artillery emplacements are capable of interdicting orbital invaders. Both missiles and landing craft are vulnerable to the new cannons. Cutting edge radar systems permit engagement of stealthy scout craft. Performance is further improved by ample use of alien materials.
Continental US:
The American heartland must remain the first priority of any defensive strategy.
90%+5%, 6000x0.5(+5%), 1
Continental US <- Fortifications (Minor, Alien Alloy, Improved Radar)

Greenland, Caribbean, and Pacific Islands:
While not technically part of North America, these islands may serve as gateways for invasion.
80%+5%, 3000x0.5(+5%), 1
{Greenland, Caribbean, Pacific Islands} <- Fortifications (Minor, Alien Alloy, Improved Radar)

Alaska and Canada:
Although the northern territories are less densely populated, their defense is no less important.
85%+5%, 4000x0.5(+5%), 1
{Alaska, Canada} <- Fortifications (Minor, Alien Alloy, Improved Radar)

Mexico and Central America:
Although the southern territories are less wealthy, their defense is no less important.
85%+5%, 4000x0.5(+5%), 1
{Mexico, Central America} <- Fortifications (Minor, Alien Alloy, Improved Radar)
Note: 'Minor' fortifications is because they only include planetary installations. Standard and Major fortifications include orbital installations. Minor fortifications are still excellent by terrestrial standards.

Officers (Size: Medium, Quality: Veteran, Upkeep: 100)
Infantry (Size: Large, Quality: Veteran, Upkeep: 500)
1000 M1A1 'Aquilino' Main Battle Tanks (Upkeep: 150)
600 M1B1 'Bradley' Infantry Fighting Vehicles (Upkeep: 90)
200 M100 'New Orleans' Armoured Personnel Carriers (Upkeep: 50)
600 M200 'Reaper' Mobile Artillery (Upkeep: 150)
400 M300 'Avenger' Mobile SAM (Upkeep: 60)
Vehicle Crews (Size: Medium, Quality: Veteran, Upkeep: 50)
4000 F-1 'Templar' Multi-Role Fighters (Upkeep: 600)
300 A-2 'Eagle' Ground Attack Fighters (Upkeep: 150)
400 B-0 'Raider' Light Bomber (Upkeep: 100)
150 B-1 'Bastion' Heavy Bomber (Upkeep: 150)
Personnel (Size: Medium, Quality: Elite, Upkeep: 50)

Expand Officer Core:
America's core of officers is currently sufficient. However, it may prove insufficient for the needs of your rapidly expanding military.
85%, 2000x0.75(+5%), 3
Recruits(Large, Experienced, 1000), Officers(Small, Veteran, 20) -> Officers(Medium, Veteran, 100); Officer Schools -> Good (Cost: 50%)

Train Navy Personnel:
An orbital navy will require personnel to operate the spacecraft. We should train these personnel now rather than wait for the need to become urgent.
75%, 2000x0.5(+5%), 3
Recruits(Large, Experienced, 1000) -> Navy.Personnel(Medium, Veteran)

Train Vehicle Crews:
Our mechanized forces have reach the limits of their current personnel numbers. We must train additional crewmen if we wish to operate additional vehicles.
85%, 2000x0.75(+5%), 2
Recruits(Large, Experienced, 1000), Army.[Vehicle Crews](Small, Veteran, 10) -> Army.[Vehicle Crews](Medium, Veteran, 50)

Train Infantry:
Our new recruits will require further training to meet the high standards of American infantrymen.
90%, 3000x0.5(+5%), 2
Recruits(Large, Experienced, 1000), Infantry(Medium, Veteran, 100) -> Infantry(Large, Veteran, 500)
Compact Equipment:
Improved miniaturization techniques allow our engineers to fit more features into our soldier's equipment. While this is already a significant benefit, future technology development will create an even greater need for compact equipment.
80%, 500(+10%), 3
+1 Equipment Slots
Note: Equipment slots are used to add technologies to military units. For instance, a rifle might have Hi Cap Mags and Laser Sights.

Fusion Reactor (Vehicle):
Improved miniaturization techniques, when combined with fusion technology, allow for fusion reactors small enough to fuel a vehicle. The myriad benefits of such an arrangement include thickened armour, greater speed, and a lightened logistical load. The innovation will even make super heavy tanks, previously an impractical pipe dream, feasible.
80%, 500(+10%), 4
Unlocks New Equipment: Vehicle Fusion Reactor

Fusion Reactor (Aircraft):
Improved miniaturization techniques, when combined with fusion technology, allow for fusion reactors small enough to power aircraft. The sheer power of such an engine would permit the creation of larger, heavier, aircraft. In addition, traditional aircraft would see improvements to engine power and reductions in fuel volumes.
80%, 500(+10%), 4
Unlocks New Equipment: Aircraft Fusion Reactor

Strategic Defense Initiative:
The possibility of rendering ICBMs ineffective via orbital interception has long tantalized. The bedrock of MAD would be overturned concordant with the utility of MIRV warheads. Limited and expensive launch capacity made previous attempts impractically, if not outright fantastical. Low cost hydrogen fuel and advanced alloy rockets solve this problem neatly. A new Strategic Defense Initiative incorporating the latest laser point defense technology is now possible. While it would not prevent the usage of nuclear bombers and cruise missiles, it would render hostile ICBM systems completely ineffective. By incorporating recent developments derived from alien sensors, future developments in ICBM stealth will be similarly ineffective. The system would not be entirely immune to interdiction, but the alloy armoured satellites would resist many existing anti-satellites weapons.
80%, 6000x0.5(+5%), 3
Gain Orbital Anti-ICBM Network.
Industrial:
Expand Factories (Type):
Increased industrial capacity is always worthwhile. Expanding your factories would strengthen America both economically and militarily.
75+5%, 1000x0.5(+10%), 1
Factories.Type -> CUR_LEVEL + 1, ???

Permit Elerium Manufacturing:
We have finally begun to uncover the secrets of the alien fuel technology. Mass production of Elerium is now possible, although costs remain high. These costs are further exacerbated by military importance of the technology; stringent security measures are necessary to maintain a US monopoly. Fortunately, prices are likely to drop as manufacturers gain experience and economies of scale are developed.
70%, 1000(+10%), 3
Factories <- Elerium: Mediocre (Cost: 400%)

High Pressure Plumbing:
Plumbing and sewer networks can take up significant amounts of space and prove expensive to maintain. Fortunately, advances from the miniaturization program allow the economic creation of compact, durable networks of highly pressurized piping. When combined with state of the art filter technology, a complex web of piping can be reduced to a handful of slim pressure pipes. These systems require less obstructive maintenance and are more convenient for consumers.
85+5%, 500x0.5(+10%), 3
Tax Base +5%, Water -> Excellent (Morale: +1)

Alloy Railways:
The alien materials are not only of military utility. They also have substantial commercial potential. The aging rail network is in dire need of modernization. Unfortunately, the towns, villages, and cities established along old rail routes block the choicest paths. For decades our trains have been doomed to weave amongst the terrain rather than pierce through it. We can solve this problem.
With particularly durable and noise insulating materials, we can erect massive tunnels through the sky. There is no need for massive, and expensive, buttresses to stave off gravity. Simple Alien Alloy poles will do. Neither are local noise ordnances are a match for Ethereal materials science.
75+5%, 1000x0.5(+10%), 3
Tax Base +10%, Rail Network (Cargo) -> Good

Strategic Signal Initiative:
The Ethereals Invasion demonstrated both the fragility and the importance of global communications. The effects of their efforts at interdiction are still keenly felt despite the passage of decades. Your military, diplomatics, spies, and traders alike would benefit greatly from instantaneous, uninterruptible, and high bandwidth global data transfer system. With recent advantages in rocketry and your improved communications technology, this could be affordable accomplished through a truly prodigious number of communications satellites. The network would even have the potential to jam, or even monitor, enemy communications.
Recent developments in radar and other sensor technology have the potential to further improve SSI. The vast distances and harsh size constraints of satellite design create limitations for traditional sensor technology. Contemporary alien-derived radar is not similarly restricted. Satellites will be capable of providing real time, high fidelity mappings of the entire world across a variety of visual and non-visual spectra. GPS, cartography, drone strikes, meteorologists, and internet trolls playing capture the flag will all benefit.
80%, 2000x0.5(+5%), 2
Gain Orbital Communication Network: (Trade Capacity: +3, ???), Orbital Navigation Network: (Trade Capacity: +2, ???)

Lunar Base:
American citizens have already begun establishing outposts, campsites, and vacation homes on the moon. We must formally incorporate Luna into the Union as American territory. Like the frontier territories of old, it shall initially be federal land; states shall be formed only when the population grows large enough to justify the change. To make this situation de facto, not merely de jure, we must build a lunar base. Further development will be needed, but this is the necessary first step.
85%, 1000x0.5(+10%), 3
Territory <- Luna

Expand Panama Canal:
The Panama Canal is a wonder of engineering. However, it is limited by both throughput and maximum tonnage. Improved construction technologies can solve both problems. A significant expansion of the canal, while costly, would be both practical and profitable.
75+5%, 2000x0.5(+10%), 4
Panama Canal (Trade Capacity: +1) -> Panama Canal (Trade Capacity: +3)
Financial:
Investigate Trade Opportunities (Select One: {France, Russia}):
We need to reduce our debt. Perhaps favorable trade deals would convince our debtors? We'd have to look for opportunities first.
70%, 100(+5%), 1
Trade Information

Sell Military Hardware to Australia: (Degrees of Success)
Australia has begun a substantial overhaul of their military to meet the needs of their new alliance. This initiative requires substantial purchases of military hardware. Australia has been reluctant to enter a long term arms deal for reasons of national security. The recent alliance has reassured them; our merchants could, with diplomatic support, compete for these purchases. They would have a good chance of success; American military hardware is significantly cheaper than Australian equivalents.
75%, 300(+10%), 2
Trade Deal with Australia, +200-500 Trade Income By Degree of Success

Sell Munitions to Australia: (Degrees of Success)
American munitions are the cheapest and most effective in the world. It would be wasteful not to supply our allies with these wonderful advantages.
While the Australians have little immediate need for ammunition, they do maintain a significant stockpile. If you were to purchase said stockpile for weapons testing, then they would be willing to switch to American suppliers.
80%, 1000(+10%), 1
Trade Deal with Australia, +200-400 Trade Income By Degree of Success

Sell Alien Alloy to Australia: (Degrees of Success)
The alien alloys have, as recent construction has shown, great civilian potential. As the only country capable of producing the materials, America has the potential to profit substantially through their export. The only obstacle is national security, we will not risk losing the strategic advantage of alloy production. Fortunately, civilian export presents minimal danger. Australia, like most council nations, retains a considerable stockpile of untouched alien alloy for future research. The addition of American alloys would not provide substantial benefit to their engineers.
75%, 400(+10%), 2
Trade Deal with Australia, +400-800 Trade Income By Degree of Success

Sell Consumer Goods to Central Africa: (Degrees of Success)
The Central African Union has a shortage of consumer goods such as cars and telephones. Our businessmen are eager to end this shortage. We need merely negotiate a trade deal.
85%, 300(+10%), 2
Trade Deal with CAU, +200-1000 Trade Income By Degree of Success

Declare Bankruptcy:
Eliminate debt at the cost of massive damage to the economy.
60%, 1000(+10%), 3
-5000 Tax Base, Assets Liquidated, ???
Diplomatic:
Natalist Propaganda and Japanese Automation:
Recent increases in productivity have substantially increased real wages. The economy is in the midst of boom, and Americans are wealthier than ever. However, population growth remains substantially below the desired levels. Couples have continued to work for dual full time incomes, limiting their capacity to raise children. Encouragement of reproduction may be the solution. It could induce families to reduce their combined hours worked to have more children. There would be some reduction in productivity, but it could be countered by importing highly automated Japanese machinery.
Chance: 50% Cost: 1000(+10%), Time: 3
Population.Growth -> Good

XCOM Integration:
XCOM has begun to work quite closely with the United States government. Their research has already been integrated with government research training. Most of their training takes place in collaboration with US military personnel. Many were US citizens before joining XCOM. Most have spent more of their adult lives in America than in their homeland. It may be possible to integrate XCOM into the US government entirely. The benefits would certainly be sufficient to justify the endeavor.
Chance: 90%, Cost: 100(+5%), Time: 10
Gain XCOM Heroes, Gain XCOM, +1 R&D Action

Japanese Basing (Okinawa):
The island of Okinawa was for decades home to American military installations. With the advent of the Long War and the subsequent chill in international relations, the bases were left abandoned. Without domestic interest in the war torn region or foreign agreement, there was little chance of a reestablished American presence. However, the third Sino-Japanese war is finally over, and relations with the Japanese are much improved. This presents an opportunity to reestablish a strategically important foothold in Asia.
Chance: 90%, Cost: 400(+5%), Time: 1
Establish military base in Okinawa.

Japanese Basing (Jeju):
The South Korean island of Jeju is one of many coastal regions claimed by Japan after the third Sino-Japanese war. It would make for a strategic location from which to project American influence in the region. The Japanese would likely to willing to cede it in return for a modest fee.
Chance: 80%, Cost: 400(+5%), Time: 1
Establish military base in Jeju.

Japanese Basing (Chinese):
The Chinese cities of Shanghai and Hong Kong were some of many coastal regions claimed by Japan after the third Sino-Japanese war. They would make for strategic locations from which to project American influence in the region. In particular, they would allow for increased interaction or surveillance of the former Chinese republic. The Japanese would likely to glad to cede them in return for a modest fee.
Chance: 80%, Cost: 3000(+5%), Time: 1
Establish military base in Shanghai, Hong Kong, +10% Japanese Tax Base.

Japanese Basing (Hainan):
The Chinese city of Shanghai is one of many coastal regions claimed by Japan after the third Sino-Japanese war. It would make for a strategic location from which to project American influence in the region. In particular, it would allow for increased interaction or surveillance of the former Chinese republic. The Japanese would likely to glad to cede it in return for a modest fee.
Chance: 80%, Cost: 1000(+5%), Time: 1
Establish military base in Shanghai, +5% Japanese Tax Base.

Japanese Basing (Hong Kong):
The Chinese city of Hong Kong is one of many coastal regions claimed by Japan after the third Sino-Japanese war. It would make for a strategic location from which to project American influence in the region. In particular, it would allow for increased interaction or surveillance of the former Chinese republic. The Japanese would likely to glad to cede it in return for a modest fee.
Chance: 80%, Cost: 1000(+5%), Time: 1
Establish military base in Hong Kong, +5% Japanese Tax Base.

Central African Military Alliance:
The Central African government was recently forced to defend against French colonial conquest. This presents an opportunity to deepen our relationship with a defensive military pact. Such a pact would likely convince the Africans to accept more beneficial treaties. However, our own citizens will likely oppose even a defensive war on behalf of the Africans.
Chance: 70%, Cost: 100(+5%), Time: 1
Military alliance with Central Africa, possibility of further cooperation.
NOTE: If a military alliance forces you into a war which your people oppose you will lose Morale.

British Alliance:
The United States of America once had a long standing 'special relationship' with the United Kingdom. The Ethereal War left this relationship damaged, perhaps to the point of destruction. The British remain displeased with America's decision to abandon its international responsibilities. However, they are prepared to forgive and forget. The relationship may be, if not repaired, replaced.
Chance: 70%, Cost: 200(+5%), Time: 1
Diplomatic alliance with United Kingdom, possibility of further cooperation.

German Alliance:
Germany does not particularly like the United States. They feel you, like France, chose to cravenly protect your own interests while your allies fought, bled, and died. Your supposed monopolization of XCOM has been neither forgiven nor forgotten. Unlike France, you are not part of their beloved European project. Even a simple declaration of friendship would be an uphill battle. However, the Germans are not entirely intractable. They will relent if only America proves herself a worthy friend once more.
Chance: 60%, Cost: 200(+5%), Time: 1
Diplomatic alliance with Germany, possibility of further cooperation.

Argentine Alliance:
Argentina does not particularly like the United States. They fear that you, like France and your friends across the pond, will turn to imperialism. Unlike the European powers, however, you will not need to cross an ocean to reach their shores. If you wish to build a friendship with Argentina you will need to reassure them of your intentions. The first step is an alliance, albeit one without a mutual defense clause.
Chance: 55%, Cost: 200(+5%), Time: 1
Diplomatic alliance with Argentina, possibility of further cooperation.

North American Welfare Union:
Differing welfare policies among ourselves, Canada, and Mexico pose an obstacle to integration. We must adopt a common level of welfare across the continent. Of course, Canada is reluctant to relinquish portions of their system and Mexico cannot afford too significant an expansion.
Chance: Blocked (2060), Cost: 100(+5%), Time: 5
Welfare Union with Canada, Mexico.
Research and Development:
FXeDvLH.png
Advanced Small Arms:
Improved small arms.
100%, 500x0.5(+5%), 1
Unlock New Small Arms Techs

Advanced Body Armour:
Improved body armour.
100%, 500x0.5(+5%), 1
Unlock New Body Armour Techs
Advanced Artillery:
Improved artillery.
85%+5%, 500x0.5(+5%), 1
Unlock New Weapon Techs

Advanced Armour:
Improved vehicle armour.
85%+5%, 500x0.5(+5%), 1
Unlock New Armour Techs
Naval Gauss Weapons:
Gauss weapons are the logical next step in our armaments development program. Unlike beam lasers, gauss weapons accelerate physical projectiles. Advanced electromagnetic technologies derived from Alien armaments improve tremendously on chemical propellants. The results are electrifying.
75%+5%, 1200x0.5(+5%), 5
Unlock Military Equipment

Alien Power Systems:
Our newfound ability ability to synthesize Elerium allows us to begin research on the aliens' most impressive technologies. The Ethereal Elerium generators produce vast quantities of power with remarkable thermal efficiency. A human equivalent would further improve the capabilities of the American military and lay the groundwork for Elerium propulsion.
70%+5%, 1000x0.5(+5%), 3
Unlock Military Actions and Equipment

Alien Aerodynamics:
XCOM's revolutionary 'Firestorm' interceptor has proven the potential of Alien Alloy airframes. With our newfound ability to manufacture the strange alloy we have the opportunity to utilize alien materials in the creation of similar craft. However, our understanding of the alloy's aeronautical properties remains rudimentary. Further research is required before our aircraft may take full advantage of the Alien Alloys.
90%+5%, 500x0.5(+5%), 3
Unlock New Military Actions

Alien Armour:
Alien Alloy is durable enough to serve as surpassingly excellent armour absent any further improvement. The alien warships surpassed even this high standard. However, we remain unable to replicate the hardening techniques necessary to replicate the high grade alloy plates used in the construction of alien vessels.
60%+5%, 1000x0.5(+5%), 30
Unlock New Materials Techs, ???
Alien Hardware:
The alien computers run on hardware vastly more complex than even the most advanced supercomputers. Dr. Shen believes further research may pave the way to not only more practical general use, but genuine reproduction.
75%+5%, 1000x0.5(+5%), 4
Unlock New Hardware Techs

Alien Software Programming:
The alien software makes use of algorithms, optimizations, and other improvements of potential use in human software development. By systematically applying these innovations, we can revolutionize the field of computer science.
70%+5%, 500x0.5(+5%), 3
Unlock New Industry Action
Orbital Shipyards:
The orbitals offer many opportunities for industry. The vast expanses of space offer a nearly infinite supply of free real estate. Asteroid capture offers a lucrative source of mining operations. The lack of a planetary gravity well allows mammoth shipyards to construct vessels unbound by the need to attain escape velocity.
Unlock Asteroid Mining, Unlock Orbital Manufacturing
70%+5%, 2000x0.5(+5%), 3

Orbital Fortresses:
Recent advances have brought orbital military installations into the realm of practically. Orbital fortresses will not provide a potent new layer of defense against extraterrestrial threats, they will serve as platforms from which to launch terrestrial operations.
Unlock Standard Planetary Fortifications, Unlock Major Planetary Fortifications
70%+5%, 2000x0.5(+5%), 3

Orbital Habitats:
Development of orbital industries will require humans to operate them. Orbital habitats will save these workers a lengthy and expensive commute. Development of accompanying agricultural technologies will even permit the establishment of entirely self-sufficient outposts.
Unlock Orbital Agricultural Stations, Unlock Orbital Residential Stations
70%+5%, 2000x0.5(+5%), 3

Interplanetary Construction:
Orbital construction techniques are suitable for many tasks, but constructing installations in the void between planets will require additional research. The lack of a planetary gravity well dramatically changes the building environment, presenting both challenges and opportunities.
60%+5%, 6000x0.5(+5%), 30
Unlock Interplanetary Shipyards, Interplanetary Habits, Interplanetary Fortresses, Alien Construction
Advanced Surgery:
The alien surgical techniques may have been used for dark ends, but they were undeniably effective. Further study could lead to significant medical advances and allow the development of advanced cybernetics.
75%+5%, 500x0.5(+5%), 3
Unlock New Industry Action, Unlock New Cybernetics Techs

Alien Biocybernetics:
The mysterious alien substance known as MELD contains tremendous potential. The advanced nanomachines are the key to untold biological and cybernetic miracles. The Mechanized Exoskeletal Cybersuit, or MEC, is a key example of MELD's biocybernetic nature. Study of these devices may be the key to successful replication of the substance.
60%+5%, 1000x0.5(+5%), 4
Unlock New Biocybernetics Techs, ???

XenoGenetics:
All known aliens specimens exhibited signs of extensive genetic manipulation. Crude imitation of the most overt changes made XCOM operatives truly superhuman. A better understanding of the alien genetics may be key to further development of GeneMod technology.
65%+5%, 1000x0.5(+5%), 3
Unlock New Biology Techs, ???
Mental Communication:
Psionics can be used to enhance the mind. The first stage of this process is communicating with oneself. Bizarrely, this somehow includes telepathic conversations with other humans.
80%+5%, 500x0.5(+5%), 1
Unlock New Mental Psionics

Somatic Awareness:
Psionics can be used to enhance the body. The first stage gives increased awareness of one's body. Users obtain preternatural reflexes and can push themselves to the limit and beyond.
80%+5%, 500x0.5(+5%), 1
Unlock New Somatic Psionics

Mental Assault Utilization:
Psionic powers can be used to interact with the external world. The most basic of these powers attack the mind's of others. Even the most disciplined of warriors are unsettled by the rank violation of their psyche. The most courageous heroes panic when a sufficiently primal fear is induced.
80%+5%, 500x0.5(+5%), 1
Unlock New External Psionics
 
So we're going to have...3 actions this turn?

Well, it'll be an easy plan.
 
I'm thinking Advanced Small Arms and XenoGenetics as the research actions. The first half because I'm still deeply uncomfortable with our absolute lack of soldier tech and the second because it's relatively cheap and the techs it unlocks have neat names.

For the free action, I'm thinking High Pressure Plumbing, since that's also cheap and pop-boosting.

Uh, so the plan'd go like this?

[ ] Plan Cheap-Cheap
[Alloy Railways (2x)] (2)
-[] High Pressure Plumbing 85% (3) (500)
Military Actions:
[Fusion Reactor (Aircraft) (2x)] (2)
Industrial Actions:
[Lunar Base (3x)] (1)
Financial Actions:
[Sell Consumer Goods to Central Africa (2x)] (1)
Diplomatic Actions:
[XCOM Integration (3x)] (3)
Research and Development Actions:
-[] Advanced Small Arms 100% (3) (500)
[Advanced Surgery (3x)] (1)
-[] Xenogenetics 65% (3) (1000)
 
I don't know if you saw, but Argentina owns Brazil, we need to deal with northern South America, either sphereing them or dealing with Argentina. Claytonimor
 
I'm thinking Advanced Small Arms and XenoGenetics as the research actions. The first half because I'm still deeply uncomfortable with our absolute lack of soldier tech and the second because it's relatively cheap and the techs it unlocks have neat names.

For the free action, I'm thinking High Pressure Plumbing, since that's also cheap and pop-boosting.

Uh, so the plan'd go like this?

[ ] Plan Cheap-Cheap
[Alloy Railways (2x)] (2)
-[] High Pressure Plumbing 85% (3) (500)
Military Actions:
[Fusion Reactor (Aircraft) (2x)] (2)
Industrial Actions:
[Lunar Base (3x)] (1)
Financial Actions:
[Sell Consumer Goods to Central Africa (2x)] (1)
Diplomatic Actions:
[XCOM Integration (3x)] (3)
Research and Development Actions:
-[] Advanced Small Arms 100% (3) (500)
[Advanced Surgery (3x)] (1)
-[] Xenogenetics 65% (3) (1000)

That's how you'd make the plan, but you're probably not going to get much traction with it. Lots of support for some China basing on SB where most if the players are, and that research is generally way down the priority list. And I'm pretty sure some of the costs you listed are wrong since you didn't account for the cost multipliers and aren't denoting a boost to the action.

Also, bad idea to lock an unrestricted action for high pressure plumbing. It doesn't give enough of a return to be worth locking an unrestricted slot for 3 turns at this point.
 
I don't know if you saw, but Argentina owns Brazil, we need to deal with northern South America, either sphereing them or dealing with Argentina. Claytonimor
Those are buffer nations between us and Argentina they can't be sphered without... consequences.

Also here's the SB plan by Void Stalker.

[X] Plan Bases and Research
Unrestricted Actions:
[Alloy Railways (2x)] (2) (1000)
[] Japanese Basing (Chinese) (1) (80%) (2000)
Military Actions:
[Fusion Reactor (Aircraft) (2x)] (2) (1000)
Industrial Actions:
[Lunar Base (3x)] (1) (2000)
Financial Actions:
[Sell Consumer Goods to Central Africa (2x)] (1) (600)
Diplomatic Actions:
[XCOM Integration (3x)] (3) (400)
Research and Development Actions:
[] Orbital Shipyards (3) (75%) (1000)
[Advanced Surgery (3x)] (1) (1000)
[] Alien Software Programming (2x) (3) (80%) (500)

Income: 7,800 + 7,600 = 15,400 (+500 more from trade deal)
Expenses+Interest: 3,230 + 1,914 = 5,144
Action Cost: 6,000 + 3,500 = 9,500
Total Costs: 14,644
Net: 1256 (1300)
New Debt: 62,500 (1875)

Okay, retrying orbital shipyards in research and also going for alien software programming, as it is opens up an industrial action on completion and part of the hope is getting improvements to research by digging further into the electronics tech. Otherwise grab the basing for another boost to Japan's economy.

On the topic of SSI I see us starting it in either the Industrial action slot next year or in the slot freed up by alloy railways the year after that. The unrestricted slot for next year would be the pop growth action. We are at 14/16 trade routes and adding route 15 this turn and start on route 16 next turn so doing the SSI next year would give us 5 more routes when we need them. It really depends on what Lunar Base and Advanced Surgery open in terms of industrial actions because of the current industrial actions we have I rate them as
1. SSI
2. Elerium manufacturing

High pressure plumbing will likely wait until we unlock a 2nd industrial slot due to being a cheap option we can slot in without impacting the budget too much 3 turns at 500 with a 100% CoS.

After SSI and Elerium upgrading Elerium factory level along with pushing orbital factory to excellent (at good currently) are good uses of SSI.
 
That's how you'd make the plan, but you're probably not going to get much traction with it. Lots of support for some China basing on SB where most if the players are, and that research is generally way down the priority list. And I'm pretty sure some of the costs you listed are wrong since you didn't account for the cost multipliers and aren't denoting a boost to the action.

Also, bad idea to lock an unrestricted action for high pressure plumbing. It doesn't give enough of a return to be worth locking an unrestricted slot for 3 turns at this point.
That's fine. I'm just spitballing since there's, like, five of us on this site.
 

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