S1C7: A Swim Through Shit

To my loyal subjects (who love and adore me),

I don’t think I’ve had a plan as disgusting as this. That really says something if you knew about any of my plans before I became God Emperor.

The first thing that I did before beginning the invasion of the Circuits was flood the tunnels with backwash and sewage from Jeritopia, completely flooding it with human waste and silica dust. So in other words, the biggest biohazard to ever biohazard. Then, under the strict selection policy of “who’s been the least patriotic this week”, I sent in the divers. This was when we slightly miscalculated how radioactive the sewage actually was, leading to all our divers slowly (and presumably painfully) dying from both silica dust ingestion and radiation poisoning.

Ok, I will admit: that was a really dumb plan, I don’t know why you suggested it.

From there, considering that the only upside of this plan is that the tunnels weren’t operational, we started the air invasion. This began with a damn near 300 drop ships. When the dropships got close to the landing zone, they reported that there was already ground fighting at the Circuits. The Oasis Network had already dispatched its androids into the southern portion of the territory. They were currently distracting the EMP Cannons, and who was I to pass up the opportunity to attack a territory when another faction was doing all the heavy lifting?

The dropships descended and took only a fraction of the fire they would usually take. The EMP Cannons were too distracted by the robots, and we were able to get about 200-ish of our dropships to touch ground. From there, we were able to capture a good portion of the southern section and hold it strong while the robots got beaten back like the snivelling last-gen tech they are.

Anyway, that was my past few days. How were yours?

Oh, wait, I forgot you had input in our decisions. From here, we have a few choices:

  • The Reeds - Small and recently destabilised. The only downside to this is that the territory isn’t particularly strategically useful.

  • The Roots - The Cultivation Society has the majority of its army stationed there. It would be a tough fight, but it would catch them completely off guard. The Culties would also be squished between us and the Underworld Collective, making the rebels finally useful.

  • The Crates - The Cultivation Society’s main headquarters. They will fight tooth and nail for this place, but the strategic value of it is astronomical. If my army conquers the greenhouses, we can get our hands on Dionea.

  • Valhalla - This was recently conquered by the Oasis Network and serves as their smelting factory. This would give my troops the ability to attack the Circuits from another angle.

  • The Smoke - The Smoke is the main production factory for the Oasis Network. Taking this would mean that I could restart production on our robot army. However, this would likely lead to a prolonged and bloody offensive.

  • Rivers End - The recent fighting means we can slip in easily and recreate the War of Rivers End from last year. Now that the Alliance of Fire and Vines has dissolved, the two factions can’t rely on a united front to kick us back.

  • The Circuits - Capturing this territory would be an amazing boon, but the defences of the territory will now be completely focused on us. This will be a tough fight, but one that will shift the tide against the Underworld Collective.

As always, we can fortify a territory, but that will mean letting this opportunity slip through our fingers. It might be worth it if it means researching new defences, though.

As always, the choice is yours. Just make sure you’re smart enough for me to take credit for it, yeah?

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God Emperor Jerit

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S1C6: A Pile of Rubble and Wires