Advertisement
Archival117

0. FS in the SF - MK.III FULL FRAMEWORK + BAD OUTCOMES

Mar 25th, 2019
453
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 43.62 KB | None | 0 0
  1. Its finally finished. This is the overview of my full vision for the 'FS in the SF' mod expansion.
  2. ---
  3. ---
  4. ACESSING THE FS CONTENT
  5. 1. Visit the Firebase and max out the 'Upgrade Firebase' option (first tier only, currently). Then, select the 'Talk In <Special Force>'s HQ' option. Click it, and then select 'Talk to The Colonel about Future Society intergration'. <<NEW CONTENT BEGINS HERE
  6. By selecting this option, you'll bring up the topic of having Future Society influences down in the Firebase. This will cause her to remind you that she specifically asked you not to bother her with such things when you first hired her. Her exact words for this will vary depending on her selected Personality, shown below:
  7.  
  8. In-Game Experience Thus Far:
  9. //
  10. <Visit Firebase>
  11. <Select 'Talk In <Special Force>'s HQ'>
  12. <Select 'Talk to The Colonel about Future Society intergration'>
  13. //
  14.  
  15. "You bring up the topic of cultural development with the Colonel, and in doing so, you share your hopes that she might be willing to
  16. help you better acquaint the troops with your cultural mores. Her response was less than positive:"
  17.  
  18. 'Kind' personality: "To be honest, I'm not too happy about this idea. Your plans for cultural development are too... Extreme. All we need to focus on is security, raiding, and recruiting. That is what my contract, OUR contract, states in the print. I'm sorry, but innovating upon our culture was not part of our agreement."
  19.  
  20. 'Cruel' personality: "What the fuck? Didn't we talk about this, like, way back? No 'future society' bullshit! That was our agreement, boss. Do not bother me with this."
  21.  
  22. 'Brazen' personality: "Sir, I distinctly remember asking you not to bring any social experiments down here. This is a military installation. These are soldiers, sir. Professional contractors, one and all. I don't want them getting distracted by any sort of cosplay craziness. We have a job to do."
  23.  
  24. 'Shell-Shocked' personality: "Oh no, not this shit again. You know, I had another boss a few years back. Just like you... Slick arcology owner who wanted all of us hired guns to dress and act all wierd, like we were in some sort of fucking movie. But we did what he asked, and the arcology burnt to the ground anyway... I knew from then on that Future Societies are bullshit..."
  25.  
  26. 'Jaded' personality: "Seriously? Why? Your society stuff is stupid. There is a reason that I asked you not to bring that sort of thing down here. We run a tight ship. Its not always the most fun, but it works. Why wear ourselves out playing dress up? That's stupid. Leave us alone."
  27.  
  28.  
  29. 2. After this conversation, the 'Chat with the Troops' option will be unlocked under the 'Talk In <Special Force>'s HQ' option. Select this option, and it will take you to an all-new page. This new page is where you buy FS upgrades for the 18 different 'Components' of the Firebase's culture.
  30.  
  31. In-Game Experience Thus Far:
  32. //
  33. <Visit Firebase>
  34. <Select 'Talk In <Special Force>'s HQ'>
  35. <Select 'Talk to The Colonel about Future Society intergration':
  36. The Colonel rejects your request, using her chosen personality's dialouge option:
  37. 'Chat with the Troops' now unlocked>
  38.  
  39. <Visit Firebase>
  40. <Select 'Talk In <Special Force>'s HQ'>
  41. <Select 'Chat with the Troops'>
  42. <This will open the 'Chat with the Troops' page>
  43. //
  44.  
  45. When you get to the 'Chat with the Troops' page, the following text will appear:
  46. " You walk past The Colonel and move towards the common area to meet with an exclusive group of her very influential officers that are currently relaxing at their favorite table. These men and women are known for their competence, popularity, and authority within in their respective divisions of the <Special Force>, they are hard to replace, and they are always looking to earn more coin; they are the perfect weak link for trickling your Future Society influences down into the Firebase. As the officers make room at their table for you to sit and join them for discussion, you spot The Colonel staring at you from afar, and she does not look happy with you. As you are her employer, she cannot stop you from speaking with her soldiers or moving around as you please, but she can tell that you are up to no good: "
  47.  
  48. Below this text, a modified version of the Future Societies menu from Vanilla Free Cities/Pregmod will appear. It will function much the same way, and hopefully most of that same code can be reused here. Just like vanilla, you have to spend money each week to unlock the next option to invest in (Money is the only thing that advances each FS, in this case). Just like Vanilla, you buy the FS upgrades one after the other. You'll buy the FS upgrades for in the order shown below to advance progression:
  49.  
  50. Descending order of SF FS Upgrades -
  51.  
  52. > Smuggle FS-optimized Foods into Firebase (50k in material and bribes, +5% Acceptance, + 15% Annoyance)
  53. > Smuggle FS-optimized Media into Firebase (50k in material and bribes, +5% Acceptance, + 15% Annoyance)
  54. > Smuggle FS-optimized Slaves into Firebase (150k in material and bribes, +5% Acceptance, + 15% Annoyance)
  55. > Smuggle Slave Processing Cages decorations into Firebase (150k in material and bribes, +6% Acceptance, + 15% Annoyance)
  56. > Smuggle Common Area decorations into Firebase (150k in material and bribes, +5% Acceptance, + 15% Annoyance)
  57. > Smuggle Barracks decorations into Firebase (150k in material and bribes)
  58. > Smuggle Armory decorations into Firebase (150k in material and bribes, +5% Acceptance, + 15% Annoyance)
  59. > Smuggle Command Center decorations in Firebase (150k in material and bribes, +5% Acceptance, + 15% Annoyance)
  60. > Smuggle Drug Lab decorations into Firebase (150k in material and bribes, +5% Acceptance, + 15% Annoyance)
  61. > Smuggle FS-optimized personal items into Firebase (150k in material and bribes, +6% Acceptance, + 15% Annoyance)
  62. > Smuggle Drone Bay decorations into Firebase (150k in material and bribes, +5% Acceptance, + 15% Annoyance)
  63. > Smuggle Garage decorations into Firebase (200k in material and bribes, +5% Acceptance, + 15% Annoyance)
  64. > Smuggle Vehicle modifications into Firebase (200k in material and bribes, +5% Acceptance, + 15% Annoyance)
  65. > Smuggle Hangar decorations into Firebase (200k in material and bribes, +5% Acceptance, + 15% Annoyance)
  66. > Smuggle Aircraft modifications into Firebase (200k in material and bribes, +5% Acceptance, + 15% Annoyance)
  67. > Sneak FS-exclusive Luxury Facilities into Firebase (200k in material and bribes, +5% Acceptance, + 15% Annoyance)
  68. > Smuggle Perimeter decorations into Firebase (200k in material and bribes, +5% Acceptance, + 15% Annoyance)
  69. > Mandate FS-Roleplaying among Firebase personnel (250k in material and bribes, +5% Acceptance, + 15% Annoyance)
  70. > Talk the Colonel into Compliance with an FS of interest (+10% Acceptance, total FS adoption complete)
  71.  
  72. > Buy the Colonel an FS-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  73. (Exists as a seperate option, availible for optional purchase, independant of SF FS progression branches).
  74.  
  75.  
  76. 3. So in execution, after you click 'Chat With The Troops', this is what the new page would look like, verbatim:
  77.  
  78. You walk past The Colonel and move towards the common area to meet with an exclusive group of her very influential officers that are currently relaxing at their favorite table. These men and women are known for their competence, popularity, and authority within in their respective divisions of the <Special Force>, they are hard to replace, and they are always looking to earn more coin; they are the perfect weak link for trickling your Future Society influences down into the Firebase. As the officers make room at their table for you to sit and join them for discussion, you spot The Colonel staring at you from afar, and she does not look happy with you. As you are her employer, she cannot stop you from speaking with her soldiers or moving around as you please, but she can tell that you are up to no good:
  79.  
  80. Repopulation Efforts: focus on mass breeding in order to repopulate the future world.
  81. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  82. > Buy the Colonel a Repopulationist-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  83.  
  84. Eugenics: rebuilding society using restrictive breeding programs reserved solely for society's finest.
  85. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  86. > Buy the Colonel a Eugenecist-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  87.  
  88. Gender radicalism: a radical redefinition of gender that identifies powerful people as male, and everyone else as female.
  89. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  90. > Buy the Colonel a Radicalist-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  91.  
  92. Gender traditionalism: a societal preference for feminine slaves and support for slave pregnancy.
  93. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  94. > Buy the Colonel an Traditionalist-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  95.  
  96. Paternalism: a vision of slave improvement, including slaves' health, mental well-being, and education.
  97. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  98. > Buy the Colonel an Paternalist-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  99.  
  100. Degradationism: a belief that slaves are not human and should not be treated decently.
  101. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  102. > Buy the Colonel an Degredationist-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  103.  
  104. Body Purism: societal disapproval of implant surgery.
  105. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  106. > Buy the Colonel an Purist-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  107.  
  108. Transformation Fetishism: societal fetishization of implant surgery.
  109. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  110. > Buy the Colonel a Transformationist-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  111.  
  112. Youth Preferentialism: increased interest in girls just past their majority.
  113. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  114. > Buy the Colonel a Youth-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  115.  
  116. Maturity Preferentialism: increased interest in mature slaves.
  117. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  118. > Buy the Colonel an Maturity-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  119.  
  120. Slimness Enthusiasm: a fashion for slaves with girlish figures.
  121. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  122. > Buy the Colonel an Enthusiast-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  123.  
  124. Asset Expansionism: societal hunger for huge assets of whatever origin.
  125. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  126. > Buy the Colonel an Expansionist-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  127.  
  128. Slave Pastoralism: societal acceptance of slave products like milk.
  129. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  130. > Buy the Colonel a Pastoralist-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  131.  
  132. Physical Idealism: societal reverence for the idealized human form, including height, health and muscle.
  133. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  134. > Buy the Colonel an Idealist-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  135.  
  136. Hedonistic Decadence: societal acceptance of overindulgence and immediate gratification. Be it food, drink, sex, drugs or whatever one's desire may be.
  137. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  138. > Buy the Colonel a Hedonist-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  139.  
  140. Chattel Religionism: a new strain of religion that emphasizes the slaveholding portions of religious history.
  141. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  142. > Buy the Colonel a Religionist-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  143.  
  144. Roman Revivalism: a vision of a new Rome.
  145. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  146. > Buy the Colonel a Roman-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  147.  
  148. Aztec Revivalism: a vision of a new Aztec Empire.
  149. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  150. > Buy the Colonel an Aztec-themed personal gift optimized for this FS (1,000k + reduces 'Annoyance' by 15%).
  151.  
  152. Egyptian Revivalism: a vision of a Pharaoh's Egypt.
  153. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  154. > Buy the Colonel an Egyptian-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  155.  
  156. Edo Revivalism: a vision of Edo Japan.
  157. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  158. > Buy the Colonel an Edo-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  159.  
  160. Arabian Revivalism: a vision of the Sultanate of old.
  161. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  162. > Buy the Colonel an Arabian-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  163.  
  164. Chinese Revivalism: a vision of ancient China.
  165. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  166. > Buy the Colonel a Chinese-themed personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  167.  
  168. Multiculturalism: a commitment to allow your Firebase's denizens cultural freedom.
  169. > Smuggle in FS-optimized: Foods, Media, Slaves, Slave Processing Cages decorations, Common Area decorations, Barracks decorations, Armory decorations, Command Center decorations, Drug Lab decorations, Personal Items, Drone Bay decorations, Garage decorations, Vehicle modifications, Hangar decorations, Aircraft modifications, Luxuries facilities, Perimeter decorations, Mandate FS-Roleplaying, Talk the Colonel into Compliance
  170. > Buy the Colonel a Multi-Culturalistic personal gift optimized for this FS (250k + reduces 'Annoyance' by 15%).
  171.  
  172.  
  173. Racial Superiority and Racial Subjugationism have both been delibrately omitted. They will not appear in the Firebase in any form.
  174.  
  175. ===IMPORTANT MECHANICS EXPLANATIONS===
  176.  
  177. ACCEPTANCE AND COMPLIANCE
  178. Much like your citizens in the arcology above, it will take much time, decoration, and investment for the Firebase troopers to truly embrace the FS you are pushing on them. In the beginning of a new FS regime, some of them will just be faking it, and most won't care, until you purchase enough upgrades for them to start getting truly immersed and start enjoying themselves. This progression towards true implicit belief in your FS is known here as 'Acceptance'.
  179. There are 18 'Components' of daily life within the Firebase to upgrade/corrupt with your chosen FS flavouring. Each component contributes towards 5% Acceptance, such that purchasing all 18 Components for a given FS will lead to 90% Acceptance, with The Colonel's 'Compliance' needed to make up the remaining 10% (More on this later)
  180.  
  181. Every 30% you raise Acceptance, the general attitude will change:
  182. 30% = Skepticism: They only want your bribe money, but there are still a few hopefuls who see the merits of your FS. Most FS-adherence is just for show at this point.
  183. 60% = Controversy: Some true believers, but many people who just want the money or even just want things to go back to normal. Minor in-fighting, as belief in the FS grows and some people start taking things personal.
  184. 90% = Genuine Acceptance: With widespread enjoyment of FS, and most of the few remaining naysayers being silenced either by your money, peer pressure by freinds, or just having enough fun with your FS over time, your advanced FS Firebase culture flourishes and becomes a comfortable new normal.
  185.  
  186. If you let all 18 components of the Firebase reflect the same FS, the Colonel just might see how much fun her troops are having with that FS and say 'fuck it' and take on aspects of it that she is comfortable with or interested in. After all, it is important for her to be harmonious with her troops. Its part of why she leads them so well.
  187. This transition is what the '+Talk the Colonel into Compliance' option is all about. This option is free, but it will only become availible once 'Acceptance' has reached 90% for a given FS. Selecting it will unlock the respective Compliance option, and thus complete that given FS's progression in the Firebase.
  188.  
  189. For your conveinience, each 'Compliance' description can be found here: https://pastebin.com/gbBQB4Xt
  190.  
  191. ---
  192.  
  193. CERTAIN FUTURE SOCIETIES OPTIONS ARE MUTUALLY EXCLUSIVE NOW, JUST LIKE IN THE REST OF THE GAME
  194. Unlike previous versions of this framework, this final MK.III version will have conflicting FS's exclude each other. Therefore, a Firebase that is pursuing Paternalist societal features cannot add on Degredationist features, and vice versa. Ditto for the many other Future Societies that clash.
  195. In other words, apart from the 'Acceptance' and 'Tension' mechanics, this Future Society system will work almost exactly like the Vanilla FS system. This helps further harmonize SF FS content mechanics from the Vanilla FS content that we have for the regular arcology. In other words, the FS 'stacking' concepts explained in the previous versions of this framework are no longer a thing.
  196.  
  197. ---
  198.  
  199. TENSION AND BAD OUTCOMES
  200. As you make your mark upon the Firebase culture, take heed; not everyone is going to be happy with your 'improvements'. Its important to remember that you'll have various disgruntled dissenters (including The Colonel, who the dissenters will rally behind) to worry about. The more you press the FS issue, the more you have to worry. Your SF dissenters the reason you need to 'Smuggle' anything in the first place, and agitating them by bringing more FS components in will increase local 'Tension'.
  201.  
  202. Every FS-component you purchase will increase the Firebase's 'Tension' by 15%.
  203. Purchasing any FS component for any FS at any time will always add an additional 15% Tension per component, so pursuing multiple FS at once within the Firebase can increase Tension rather quickly if you are not careful. In other words, Tension is one big malevolent pool that all Firebase FS options collectively feed into.
  204.  
  205. Let that Tension get beyond 100% and you will get one of the following Bad Outcome events below, which will involve some kind of full-blown betrayal and mass desertion against you. The exact flavour details of these rebellions will depend on the Colonel's personality, but the in-game mechanical effects and consequences are the same:
  206.  
  207. If a 'Bad Outcome' event occurs, then:
  208. -Reputation now permanently capped at [17,500]
  209. -Prosperiy hit.
  210. -Recurring minor Prosperity penalty every week.
  211. ["This week your arcology lost a bit of prosperity, due to the looming threat that The Colonel and her forces may resurface."].
  212. -Very large loss of money due to need for arcology-wide repairs and restitution.
  213. -Unique Display Case Item (You get to collect and keep one of the Colonel's personal belongings that got left behind amid the chaos)
  214.  
  215. BAD OUTCOME EVENT WILL VARY ACCORDING TO PERSONALITY.
  216. THEY WILL FIRE OFF ON THE WEEK THAT TENSION EXCEEDS 100%
  217. THEY ARE DEPICTED/EXPLAINED IN FULL DETAIL BELOW
  218.  
  219. -------------------------------------------------------
  220. BAD OUTCOMES
  221. -------------------------------------------------------
  222. SHELL-SHOCKED - ISOLATION
  223. Unnerved by your ever-increasing influence over your men and undercutting of her authority, The Colonel uses heavy explosives at midnight to seal off The Firebase from your access. When you step off of your express elevator, you are met not with two guards, but several armed proximity mines next to an incredibly thick wall of smoking rubble. No doubt there are machine gun nests, anti-tank nests, and lots more proximity mines just waiting for you on the other side, should you somehow get through the wall of debris.
  224. The <Special Force> still deploys into the Old World to plunder as it pleases, but no longer for you. You recieve no money from their exploits, and their total defiance and independance of you is a permanent stain on your reputation. Of course, you'll never have the needed military power to dislodge them, especially with all the redundant fortifications, crossfire envelopes, and myriad traps that paranoid bitch had built around each entrance ever since she went rouge. Trying to sabotage certain support beams from above to make the Firebase facility collapse in on itself could easily cause enough damage to topple other parts of the arcology too, and such a thing would be very difficult to cover up. In other words, you're stuck with them. The Firebase has become a permanent tumor on your Arcology and good name.
  225.  
  226. Effect on Firebase: Visiting the SF Firebase just takes you to a thick wall of rubble. You no longer have any way of reaching out to the Special Force.
  227. New item for your Display Case: The Colonel's Explosives Detonator.
  228. New Title: The Ignored (In-Game Example: On formal occassion you are known as John Smith, Destroyer of The Daughters, The Ignored, and Executive Officer of The Arcology.
  229.  
  230. -------------------------------------------------------
  231.  
  232. BRAZEN WARMONGER - OCCUPATION
  233. Finally fed up with your constant intrusions into her territory and crew, The Colonel riles up her people for a full takeover against your arcology. The promises of plunder and dominion over some of the wealthiest tenants in the entire Free City (and their world-class slaves), including you, are all thats needed to get things started.
  234. At midnight, the lights are the first thing the Colonel's forces disable, as they still have the excellent night vision equipment you purchased for them. Some of your citizens panic almost immediately at the sudden blackout; this is very reminiscent of the Daughters of Liberty attack that still haunts many of their memories. Her army vanguard strikes fast and hard throughout, cutting through your security units and drones with an ease that stinks of months of careful planning and study. Most disturbingly, your penthouse's communications networks are all but destroyed, and your PA has been unreachable, seemingly hacked by some obscure technology you figure only the Colonel's contacts and few others could provide.
  235. Outside, her many aircraft swarm the local airspace to patrol the Arcology outskirts, conduct recon scans of the upper levels, or monitor your now-secured penthouse, while shooting down any other fleeing VTOL's. You will not be escaping by air. No one will. No escaping by land either: Swarms of her drones are tasing fleeing noncombatants by the hundreds for detainment, as the remainder of her army seizes control of vital arcology infrastructure. After just a few days, the entire arcology falls under her direct control, all dissidents, criminals, and rebels hopelessly outgunned by her lavishly equipped and experienced warriors.
  236. You are trapped inside your Penthouse by the detachment of infantry guarding its exits in order to keep you in, probably with the goal of starving you out until you surrender yourself. With your communications down as well. your penthouse might as well be an island. You only salvation comes in the form of your neighboring arcologies and their respective mercenary contigents. They are intervening on your behalf out of paranoia; Free Cities are extremely wary of military power buildups near their borders, and they absolutely will not tolerate a full scale military cup within its borders. Fighting men and women from all over the City are seen battling in the streets of your arcology in a brutal blitzkreig that your own tenants and mercenaries quickly join in on, pushing The Colonel's forces back gradually with sheer numbers. Eventually they are forced back into the Firebase proper, where they are sealed inside by using explosives to collapse part of the arcology atop them, rendering the Firebase itself totally defunct. Only a few small groups manage to scatter and flee this holding action, and your intelligence networks suspects that The Colonel herself was among one of them.
  237. With the help of some unlikely intervention, you've won this little war. Your arcology is once more yours, but your people will never forget the traumatic week they spent under the heel of the army that you convinced them to allow, or the fact that it took an entire coalition of outsiders to save them.
  238.  
  239. Effect on Firebase: Visiting the SF Firebase just takes you to its entrance. The two guards that usually let you in will now shoo you away at gunpoint.
  240. New item for your Display Case: The Colonel's Sidearm.
  241. New Title: The Occupied (In-Game Example: On formal occassion you are known as John Smith, Destroyer of The Daughters, The Occupied, and Executive Officer of The Arcology.
  242.  
  243. -------------------------------------------------------
  244.  
  245. JADED - ASSIMILATION
  246. Finally weary of your constant intrusions into her territory and crew, The Colonel gathers up her people for a full scale liquidation and dispersal of personnel and assets throughout the Free City itself; they are going to discreetly sell off the majority of their military hardware, assume new identities and melt into the fabric of the Free City's wider population. Gone are the days of plunder and dominion, as this retirement plan will make many of them some of the wealthiest tenants in the entire Free City, and they will no longer need to break their backs living the lives of soldiers. With the liquidation complete and the money distributed, the army moves on to the net stage of the plan.
  247. At midnight, the lights are the first thing the Colonel's forces disable, as they still have the excellent night vision equipment you purchased for them. Some of your citizens panic almost immediately at the sudden blackout; this is very reminiscent of the Daughters of Liberty attack that still haunts many of their memories. Her army moves fast and quietly throughout the arcology and the streets outside of it, slipping through your security units and drones with an ease that stinks of months of careful planning and study. Most disturbingly, your penthouse's communications networks are all but destroyed, and your PA has been unreachable, seemingly hacked by some obscure technology you figure only the Colonel's contacts and few others could provide.
  248. Outside, her many aircraft escape the local airspace to patrol the Arcology outskirts, evading recon scans, the monitoring systems of your secured penthouse, and the feeble attempts of your sentries to shoot them down. A great many of them will be escaping by air, it seems. Many are escaping by land too: Swarms of personnel carriers and utility trucks are driving off to neighboring arcologies or even neigboring Free Cities by the dozens for retirement, as the remainder of her army purchase new apartments and properties in various arcologies nearby while being dressed in civillian clothing. After just a few days, the entire army has essentially dissappeared, hopelessly obscured by mountains of digital noise, detailed fake backstories, lavish fake identities, and lots of bribes and carefully destroyed digital and physical records. Your special force has gone completely AWOL and there is nothing you or anyone can do about it. It seems your experienced former warriors have a ift for deception too.
  249. You are trapped inside your Penthouse by the electricity-cutting digital virus that has kept you inside and communicatively isolated for the past week. Probably with the goal of keeping you in the dark, figuratively and literally, so that you could not intervene in the The Colonel's total assimilation into the Free Cities. The lazy bitch did not want to cooperate with your Future Societies plans, so she and her men decided to stop being soldiers altogether, and live off of their savings. Your only relief comes at the midnight of the seventh day, when the virus self-terminates and the arcology's electricity, PA, and communications lines return to full functioning.
  250. Your arcology is once more yours, but your people will never forget the troubling week they spent in total darkness and lockdown, or the sudden mass desertion and dissappearance of the army that you convinced them to allow, or the fact that there was nothing you could do to prevent or mitigate any of it.
  251.  
  252.  
  253. Effect on Firebase: Visiting the SF Firebase just takes you to a very trashy floorspace full of discarded food, apparel, and furniture, as well as piles of empty boxes and crates. The filthy bastards didn't even bother to clean up after themselves.
  254. New item for your Display Case: The Colonel's Canteen.
  255. New Title: The Deceived (i.e. John Smith, Destroyer of The Daughters, The Deceived, and Executive Officer of The Arcology.
  256.  
  257. -------------------------------------------------------
  258.  
  259. CRUEL AND PSYCHOPATHIC - ANNIHILATION
  260. Finally fed up with your constant intrusions into her territory and crew, The Colonel riles up her people for a full takeover against your arcology. The promises of plunder and dominion over some of the wealthiest tenants in the entire Free City (and their world-class slaves), including you, are all thats needed to get things started. However, not every soldier is eager to betray you.
  261. It is now Midnight. The lights are the first thing the Colonel's forces disable, as they still have the excellent night vision equipment you purchased for them. Some of your citizens start panicking almost immediately at the sudden blackout; this is very reminiscent of the Daughters of Liberty attack that still haunts many of their memories. Her horde of mauraders purges the plaza and lower floors of the arcology merclilessly, thoughtlessly cutting through your tenants with an ease that stinks of true jealously and hatred. Most disturbingly, your penthouse's communications networks are all but destroyed, and your PA has been unreachable, seemingly hacked by some obscure technology you figure only the Colonel's contacts and few others could provide. As bad as all of this is, it is merely meant to distract and disrupt your mercenaries. The real threat is aerial.
  262. Outside the arcology, her many aircraft swarm the local airspace to patrol the Arcology outskirts, conduct recon scans of the upper levels, or monitor your now-secured penthouse, while shooting down any other fleeing VTOL's. You will not be escaping by air. No one will. No escaping by land either: Swarms of her drones are tasing fleeing noncombatants by the hundreds for resale, as the remainder of her army seizes control of vital arcology infrastructure. As you take note of this while donning your bathrobe, several missiles from attack VTOL's come crashing through your penthouse before detonating. Miraculously, no one is harmed by this, and it has even created a gap in a nearby wall for you to escape the penthouse through, but this is but a small comfort in the wake of the squads of disembarking troops, lead by The Colonel herself, rapelling into your penthouse to capture you directly.
  263. You run. You run faster than you ever have in your life, past burning shops, burning vehicles, burning crowds, and burning bodies. An entire team of The Colonel's men are chasing you, lead by The Colonel herself, with their heavy kit probably the only reason they haven't caught you yet. They obviously want you alive, and you have been sharp enough to realize that this is very bad news for you. During your sprint, you also happen to run past several security cameras that impassively capture high-definition full-color footage of your retreat. When you eventually bump into one of your mercenaries and are escorted to a shelter, the personnel responsible for overseeing the camera feeds upload the footage of your great chase to the internet, where the entire world can see you being hounded by the men and women you personnally hired to protect you and your arcology.
  264. Eventually, The Colonel's coup collapses. The selfish and malevolent troops following her, easily distracted by the myriad opportunities for rich plunder all around them, end up scattering throughout the arcology and loosing cohesion, allowing for your much better organized security forces, mercenary hunter-killer teams, and even local enraged citizens to regroup and eventually overwhelm each enemy looter gang individually until a grinding total victory is acheived by the end of the week. The Colonel never finds, captures, or kills you. Nor is she ever found, captured, or killed herself. But she did set you on the run, and humiliatingly enough, the entire Free City now knows about it. Everyone has seen the clip. When you think about it she did manage to kill you after all, in a manner of speaking.
  265. Your arcology is once more yours, but your people will never forget the horrifying week they spent being slaughtered and hunted by The Colonel's marauders, butchered by the army that you convinced them to allow, or the fact that you couldn't save them because you were very busy being hunted yourself.
  266.  
  267.  
  268. Effect on Firebase: Visiting the SF Firebase just takes you to a charnel house of dead bodies, spent ammo casings, collapsed sub-structure, unstable rubble, and live munitions & duds that can detonate at the slightest disturbance. This chamber has proven so troublesome, tedious, and dangerous to clear out that you've decided to halt all salvage operations for the foreseeable future.
  269. New item for your Display Case: The Colonel's Combat Knife.
  270. New Title: The Runner (In-Game Example: On formal occassion you are known as John Smith, Destroyer of The Daughters, The Runner, and Executive Officer of The Arcology.
  271.  
  272. -------------------------------------------------------
  273.  
  274. KIND - MIGRATION
  275. Your Colonel has had enough of your meddling. In her eyes, you've broken faith with her. She asked one thing of you in return for her full support, and you could not even give her that.
  276. At Midnight, a great mechanized convoy, the biggest you've seen in a long while, streams out of your Arcology. Troop Carriers, Aircraft, Heavy Trucks, and other war machines of varying sizes pour out of the Firebase in tight formation. The Colonel is refusing your calls, and you know it would be ill advised to go out there yourself or to try to stop them with force. The many bandits and mercenary groups that the convoy will inevitably pass by will probably feel this way as well. You have no idea where they are going or how they will end up, but with their wealth and weaponry, you are not worried.
  277. Upon your inspection of the abandoned firebase itself, most of the heavier installations have been dismantled and carried away, but quite a few piles of destroyed equipment and munitions have been left behind, presumably incinerated because the convoy had no space for them. On The Colonel's old pavillion, you see a white gift card standing upright.
  278. When you climb the crates to take it and read it, you see The Colonel's handwritten sentiments about the way things turned out; her gratitude for taking her in when you did, her dissappointment in your actions, a detailed account of your failings, her regrets that things had to end this way, and finally, her well wishes for your future endeavours.
  279. Disgusted, you pocket the gift card and leave your employees and menials to clean up the mess here before stalking back to your Penthouse. The former Firebase will eventually be returned to being a warehouse facility.
  280.  
  281. Effect on Firebase: Visiting the Firebase just takes you to an empty, eerie storeroom now.
  282. New item for your Display Case: The Colonel's Hankerchief.
  283. New Title: The Abandoned (i.e. John Smith, Destroyer of The Daughters, The Abandoned, and Executive Officer of The Arcology.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement