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  • Civilization: Zombie Survivors
    A rag-tag, yet strongly knit group of rugged individuals forced to cling together through a global plague of biblical proportions. The conflict has made them all well-poised to take over the world, although they cannot keep up with late-game high technology shenanigans.

    Leadership: Democracy / Dictatorship. If Zombie Survivors are guided by dictatorship, automatic Unrest kicks in every 2 in-game months and lasts a week, during which only military projects continue; you are unable to change projects at this time. At the end of Unrest, a new leader is elected and Research progress is reset.

    Trait: Random attrition / Random resupply
    Occasionally someone *will* get careless and become bitten / wander off too far in search of supplies. Your civilization will occasionally lose a unit. However, survivors always seem to wander into the compound to keep the population more or less steady. Your civilization will occasionally gain a unit.

    Trait: Bonus to low level invention
    Fusion, lasers and biodegradable fuels are pretty hard to come by in the post-zombie world. However, your civilization has a knack for putting together fairly simple items from seemingly insufficient raw materials. Cost of invention up to cars and single-fire weapons reduced by half; cost of production reduced by 25%. Cost of invention past the combustion engine tripled.

    Trait: Low population growth
    Pretty self-explanatory here. Penalty of 75% to population growth.

    Civ building: The Compound
    The Compound is a heavily fortified, 24-hr manned outpost containing everything needed for basic survival. Due to its defensible nature, the Compound can only expand to Medium size but will never suffer starvation as a result. It gains +250% to defense against all weapons up to Modern, and 100% defense bonus after that. Military production is increased by a factor of 50% up to Modern weapons.

    Civ Unit: Junked out truck. Junked out truck is the cheapest unit to make, but (as all Zombie Survivor units) has a tripled supply cost since it runs on conventional gasoline which is in very short supply. Junked Out Truck can carry 1 Shotgun Redneck and 1 Assault Rifle Ex-Marine (or Ex-Cop) Psycho (or Paranoiac) (which have to be built separately), gaining offensive abilities of both.

    Obviously, the strategy with Zombie Survivor nation is an early Junked Out Truck rush; except since there aren't that many people to go around, it has to be a careful rush. The race is between your measured Junked Out Truck expansion and other Civ's technologies - if anyone else gets to tanks, Zombie Survivors pretty much lose unless they manage to steal a couple and hold out long enough to conquer the other side.