by Max Barry

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DispatchMetaReference

by Red alert 2-transylvania. . 92 reads.

My traits and weaknesses

+50 default

Diplomatic Traits and Weaknesses

Inward Focus: your nation, including your government, receives no news of the outside world because they are highly isolated by choice, by situation, or both. Either way unless directly informed by another nation they have no knowledge of the outside world other than what they learn on their own by physical scouts or data-mining. Gives 2 points.
+2

Environmentalist Angst: if your nation has any level of Trashy, your unrest spikes up, and if you cooperate, trade with, support, or buy or sell anything with a nation that has Trashy, you gain unrest. Gives 2 points.
+4

Polite Warfare: upon making peace with an enemy your nation is required to pay for the damages you have inflicted upon their infrastructure, if any. Gives 3 points.
+7

Puppet Conquest: when conquering a portion of an enemy nation, your government cannot delegate the human resources to directly manage it, or has a policy against oppressive conquest, and thus has to rely upon local tribute instead of direct demands and quotas, reducing your income from conquered land by half, though this lowered taxation also lowers civil unrest from said areas as well. Gives 2 points.
+9

+9

Military Traits and Weaknesses
[spoiler]
Power Consumption: your stationary structures and stationary units require either weak mobile power generation units or more powerful stationary ones nearby, and you must pay for these units in order to operate and utilize your structures, costing you additional money and providing vulnerable, exposed targets for your opponents to sabotage or attack to disable your defenses and structures. Your chosen technology traits and weaknesses affect your power generation, and power consumption is assigned to each defensive structure. Gives 1 point.
-1

Standardized Components: thanks to brilliant design and a pinch of desperation, your forces utilize similar if not identical components and maintenance procedures across the board, meaning resupply and repair are wonderfully easy, uber-efficient, and can be done using parts from different vehicles and pieces of equipment. Reduces stress and demand for supply lines aside from food, synergizes with the effects of Robot/Drones Fusion, Self-healing materials, and Scavenging. Costs 1 point.
-2

Can't Beat The Classics: For every tech trait that you have, like hover tech, nanomaterials or shields, that you DON'T apply to certain units, lowers their costs. So, you can have hover tanks take a beachhead and then switch to more cost-effective conventional tanks for the rest of the invasion. Costs 1 point.
-3

Smart Projectiles: Requires that you have ballistic weapons and electronics. Your bullets , artillery and shells can curve and follow targets to a small, but game-changing extent. Boosted by hover tech, psychic/biotic/mass effect tech, sonic tech, ballistic weapons specialty, sensor tech, and computing tech. Costs 1 point.
-4

Drilled: your armies do not flee unless ordered to or if morale is broken, they have slightly more morale, and if retreating they do it by laying covering fire and planting traps, enabling more efficiency in hit and run tactics. Costs 1 point.
Xenophobic: you gain a minor bonus against fighting other species, however in turn your nation cannot beneficially trade(where you both give each other something) nor ally with another species without suffering 5 civil unrest, though exceptions may apply if the deal is viewed as in your favor by an overwhelming margin. Costs 1 point.
-5

Heat signature Scanning Specialty: your nation can use sensory installations and equipment to detect hot-blooded creatures, vehicles, and pyro weaponry more efficiently, enabling you to have more effective life-form and pyro weaponry and scanners. Has no effect on sealed robots or cold-blooded beings. Costs 1 point.
-6

Omni Radar Specialty: your radar’s omni radius is now 75% of your radar’s radius instead of 50%, this omni radius is immune to radar cloaking, heat signature hiding, and radar jamming. Costs 3 points.
-9

Omni Detection Radar: a regular, non-omni radar, goes beyond the boundaries of your regular radar by 1.5 times its regular radar radius, and detects enemy or unknown units that have omni radar, though it cannot determine their location or direction it can determine their distance and proximity. Costs 2 points.
-11

Radar specialty: your radar has more range, and is more cost effective for its abilities. Costs 1 point.
-12

Sonar Specialty: your sonar has more range and is more cost effective for its abilities. Costs 1 point.
-13

Seismic Sensors: you never need fear of subterranean attacks and infiltration, as the installation of seismic sensors detects infiltrators and units in their subterranean movements. Costs 1 point.
-14

Superior Engineering: for humans and similar species only, this trait simply improves the craftsmanship and quality of all your technology and machinery by a substantial amount. Costs 2 points.
-16

Illogical Engineering: Cannot be a race of AIs/robots. Your technology, engineering, and designs are illogical and confounding to AIs and synthetics, somehow maintaining a respectable standard of efficiency despite seemingly redundant parts and design. As a result you don’t benefit from Automated Factories, and your equipment suffers lesser performance in the hands of synthetics, and any technological and engineering traits you have when conquered by a robotic nation come with an engineering penalty if used by your conqueror. Also reduces the efficiency of cybernetic enemies scavenging your equipment and makes simulations generated from Scanning tech sketchy at best, incapable of replicating your befuddling craftsmanship. Costs 2 points.
-18

Conditioned: Your military forces undergo intense conditioning programs, giving them major resistance to interrogation, Terrifying presence, as well as slight resistance to mind control. A downside to this is that more funds are required to maintain the conditioning programs, although in combat, troops become more efficient, as sympathy is practically erased from their minds. Increases troop costs. Costs 2 points.
-20

Ammunition stocking: the military forces of your nation always seem to have excellent ammunition supplies, very slightly increases effectiveness in combat, greatly increases effectiveness behind enemy lines and without supply lines. However, these stockpiles also benefit any enemies who scavenge the remains of your forces, and can benefit enemies using your own units against you through purchase or mind-control. Costs 1 point.
-21

Atomic Arsenal: enables nations to build atomic bombs. Can be delivered through land bombs, or dropped by a plane. One atom bomb every month, 10 million in regular bomb form, 1 billion in ICBM form. Costs 2 points.
-23

Martial Arts Training: your army is trained in a number of martial arts or specialize in a single one, either of which can be given further information in your factbook. Regardless in melee combat infantry and mech gain a major advantage. Costs 1 point.
-24

Motion Sensor Specialty: enemies, terrain changes, and allies are revealed easily around users. Increases infantry performance in close-quarters, increases security on installations, and increases battlefield awareness, especially on vehicles. Costs 1 point.
-25

Advanced Ballistic Weapons: your nation can produce superior ballistic weaponry, equal in firepower to Energy Weapons, without the increased manufacturing expense or the supply bonus. This trait also improves railguns and coilguns. Costs 2 points.
-27

All-military Infrastructure. Literally every building in your nation, from farms to universities to public restrooms, contributes to your military in some way or another, and thus, literally any structures and cities you have damage your military/government if sabotaged. Gives 2 points.
-25

Pimp products: due to excessive bling-bling, your military equipment, firearms, and vehicles cost extra with no noticeable boost in performance, aside from an insignificant boost in morale. Also allows scavengers to gain extra cash from your excess and wasteful design. Gives 1 point
-24

Lack of Fighter-Bombers: your nation does not believe in using fighter-bombers for their air force. This means you cannot produce air units that provide both air superiority and ground support efficiently. If you have Space Mastery, this lack of an aerial unit decreases the quality of its space equivalent. Gives 1 point.
-23

+10 level 10 nationstate
+2 cloning dependence 12
+2 singular genetic isolation 14
+1 power consumption 15
+3 prohibitionist 18
+1 lack of helicopters 49
+2 puppet conquest 51
+7 Lack of Military Ground Vehicles 58
+3 lack of artillery 61
+3 Pacifism 64
+1 Specialized Economy 65
+1 intolerance of slavery 66
+1 intolerance of cannibalism 67
+2 lack of general infantry 69
+2 lack of chemical superweapons 71
+2 All-military infrastructure 73

So 72 points to work with spent on…
-4 major psychic powers 4
-3 major psychic technology 7
-2 psychic prodigies 9
-4 major negative psychic populace 13
-2 Technocratic society 15
-1 martial arts training 16
-1 national fitness specialty 17
-2 cloning 19
-2 genetic modification 21
-2 Gene therapy 23
-2 nanocrystal materials 25
-2 nanomaterials 27
-1 metallurgy specialization 28
-1 genetic skeletal modification 29
-2 Human genome project 31
-2 Epigenetics Mastery 32
-1 Viral Antivirus 33
-3 major biotech 36
-1 infantry specialty 37
-1 combat medic specialty 38
-2 Adaptable Pressure Physiology 40
-1 Genetic Loyalty 41
-1 Aquatic Capability 42
-1 chemical lasers 43
-2 Barter Economy 45
-1 radar jamming 46
-1 radar stealth 47
-1 radar specialty 58
-3 omni radar 51
-1 Heat signature scanning specialty 52
-1 Motion Sensor Specialty 53
-1 DNA Computing 54
-1 Quantum computing 55
-1 Quantum Encryption 56
-2 Space-bending construction 57
-2 superior engineering 58
-2 Self-healing materials 60
-2 Cryo Technology 62
-1 smart pills 63
-1 smart cooling technology 64
-1 advanced medical technology 65
-1 doctor house 66
-1 literary wisdom 67
-1 mathematics specialty 68
-3 Superior Scavenging 71
-2 Nomadic Traders 73

Red alert 2-transylvania

Edited:

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