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WCM

Mad Medicine Inc.

WCM
Jul 16th, 2016
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  1. Nation Name: Mad Medicine Inc.
  2. Nation Race(s): Humans (50%), Slimes (50%)
  3. Color: Pink
  4. Fluff: Hearing of the changes that happened to people in the colonies a group of curious, and some would say mad, individuals put together an expedition to study this phenomenon. They were determined to find the reason for the change and to harness it to create changes that would enhance the lifespan of humans indefinitely.
  5. Settlements: University City(capital), River Lab One(Town), Railgun Inc.(Outpost, Courtier)
  6. Territory: 35
  7. Population: 263 (+5/turn)
  8. Food: 418 (surplus +12/t)(income +17/turn)(expenses -5 from troops)
  9. Currency: 101 (surplus +11/t)(income +12/turn)(expenses -1 from troops)
  10. Resources: Power: 178+8 (+9/turn), Stone: 43+1 (+1/turn), Wood: 43+1 (+1/turn), Ore: 43+1 (+1/turn)
  11. Special Resources: Professional Xenobiologist, Caged Doppelgangers: 12, Captive White Elephants, Winged Elephants, Wampus Pack, Mad AI, Doppelganger Abomination, Doppelganger Alpha
  12. Structures: [Government Building], [Powerplant III], [4 Farm II], [Mine I], [Quarry I], [Lumberyard I], [Labs III], [Railgun; Labs V], [Trading Port I; +2 currency/turn], [Missile Factory II], [Silos I]
  13. Defenses (Capital): 1
  14. Military: 1 Interns with Experiments [militia], 1 professional sharpshooter mercenary [+1 (-1 food/t, -1 currency/t)], Mad Speed Hovercraft [+1 (-1 power/t)], 'Mad' Dire Ramburger [+3 (2 food/t)], Doppelganger Abomination [+4(-2 food/t)], 1 ??? Missiles, Libertiria security drone [+15 {Flight}{Shields}{Bombard: 3}], Railgun Doppelganger Abomination [+4.4 (-1 food/turn)]
  15. Tech:
  16. -Production: [Engineering III], [Agriculture II (+2/t)], [Energy Production III (+4/t)], [Efficiency I], [Green Economy I (+1/t)]
  17. -Bio-Change: [Medicine V], [Slime Research II], [Genetic Engineering II], [DNA manipulation I], [Genetics V], [Cloning II], [Bioengineering II]
  18. -Digital: [Basic AI; AI I], [Programing II], [Internet III]
  19. -Military: ['Mad' Energy Weapons IV], ['Mad' Hovercrafts II], [Altech Energy Weapons I], [Navigation II], [Rocketry IV], [Combat Drugs II], [Military Augments I]
  20. -Aquatic tech: [Waterproofing II], [Shipbuilding I], [Submersibles I], [Underwater Structures I], [Water-born ecosystems II]
  21. -Utility/Other: [Domestication II], [Robotics II], [Science II], [Anti-espionage V] [Espionage II]
  22.  
  23. Eccentricities:
  24. [Completely Mad]: Normalcy is boring! The scientists of the corporation find the unorthodox much easier, but don't really bother with the mundane.
  25. [Determined]: The corporation are still determined to complete their mission, granting bonuses to research toward it, though they suffer greater penalties toward actions that contradict it.
  26. Completed Projects: [Project Slider (+3 food/t)][Project Libertiria]
  27. Courtiers: Railgun Inc.
  28. Trade Routes: [The Circle; +2 currency/turn], [Afraika; +1 currency/turn] [Albion; +1 currency/turn], [Machina; +1 currency/turn], [Odab; +2 currency/turn].
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