Attempting to Survive the Apocalypse: Dimensional Dislocation

[X] Keep it

I mean we can always change how it's handled later. As it is, I feel we haven't really experimented with it enough to make a decision one way or the other as of yet.
 
Adhoc vote count started by Rukia on Oct 10, 2021 at 7:51 AM, finished with 77 posts and 15 votes.

Control will be maintained over the military operations manually.

On a related subject, the Military Status tab will slowly be worked out of existence. I wasn't quite sure what I was doing when I started the quest but I've come to decide that it's superfluous and results in number bloat, where a single option can have four or five different increases or decreases to stats.

All current options will remain the same, but when one of the stats is brought into the positive, it will no longer be tracked with a discreet number. Rather, it will be handled in the background.
 
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Q3 2026
Q3 2026

Humans Surviving: 3,374,835,354

The public reaction to your dealings with the Russians did not go over particularly well, the fact that the Russians of all people had a better model of shelter than the ones the EU had been building for a year and a half was only somewhat mollified by the fact that that the Russians had very proudly and in typical military fashion made their willingness to work with you, and therefore the Union, made known very loudly. You didn't have much of an opinion about it, but supposedly it was rather significant to see European F-35's and SU-57's flying side by side without shooting at each other.

Unfortunately, it was the sales of the ALR-50 that caused problems. Through a series of events that isn't exactly clear, several abrupt deaths in the leadership of Poland resulted in the country declaring that "If the slaves of the "EUSR" want to prostrate themselves to the Soviets, they can do it on their own." Shortly after this, their military began enforcing their borders and they officially renounced membership of the European Union.

The sudden gaping hole in both the borders and economy of the Union was the final straw that snapped the back of the economy, sending what little is left of the stock market into a death spiral it would not recover from. Critical industries remain mostly unaffected, having already having been nationalised in case of a crash of this nature.

The military of the Union has taken positions along the border as it desperately struggles to reorganise its infrastructure with the giant hole punched into their logistical lines, with fears that the obviously insane leadership of Poland may attempt to attack the Union while it is still vulnerable. One of the possibilities suggested by Elisa was that the only reason they hadn't already done so was the thread of Russia sitting on their other border. The complete military scramble affects the Foundation more directly now, as resources that had previously been directed towards the Foundation were withdrawn, you were considered self sufficient enough to manage for the duration of this emergency.

In somewhat better news, the acquisition of ELID and IDC records have opened up many possibilities for the Foundation and the Union as a whole. The ELID records include proper containment protocols for large scale ELID outbreaks using conventional military forces, some of the notes having been updated as recently as a few weeks ago, significantly increasing the ability of the military to enact containment and reduction of the slowly growing ELID pocket at Kipi. The IDC records include methods for estimating IDC numbers, strength and travel radius around breaches; allowing the Foundation to finally have solid estimates on the IDC presence within the Unions borders.

Finally, and worst of all, are the scant few records of a "Type D ELID" that have been provided.


Horrifying mutations of the human form, they can grow to be bigger than a house and posses immense durability and strength. The listed response to the sighting of a Type D ELID starts at "Mass Airstrike followed by a Tank Battalion" and goes up to "Full Scale Nuclear Deployment", with a small note to state that Type D's have been observed surviving tactical nuclear strikes. The currently favoured tactic was a heavy airstrike by fixed wing aircraft and helicopters, to soften up the Type D in preparation for a significant armoured assault, and it was expected that the majority of the force would be destroyed, if not all.

It's not know exactly how Type D's form or why, but it is known that it requires extremely heavy Collapse Fluid Radiation exposure and a long period of time. You can't help but look at the world map the Foundation updated daily, tracking the progress of the radiation cloud as it covers the world, and the estimate of exactly how many humans have died of CFR exposure. The weight on your shoulders feels so very heavy and you almost consider breaking open the bottle of whiskey Zieliński had sent with the message.

"Elisa. It's all fucked." Your AI doesn't have a comforting response to that, instead interpreting your comment as a request to calculate possible Type D numbers. "Stop, please." The number disappears and you hear the kettle next to you click on, the stress routines activating. You let out a long sigh and take the offered drink, staring at the map. "Thank you Elisa." She's doing her best.

(+25 Resources per Turn, -5 Political Support, -30 Public Confidence, +8 Incremental Increase per Turn.)



With the Foundation's growing independence, it was deemed capable of housing all of the staff it was currently using, including the vastly expanded network of workers filling the factories churning out Cornerstone branded equipment.

(-8 Housing, -8 Food, -8 Water)



Resources: 850 + 300
Political Support: 40
Public Confidence: 10/100
Free Dice: 3/3
Operations Dice: 1/1

Economic Factors
Sealed Housing: 87 [+41 (+24)]
Sealed Agriculture: 87 [+41 (+24)]
Decontaminated Water: 68 [+35 (+24)]
Sealed Power: 97 [+41 (+24)]
Sealed Industry: 68 [+35 (+24)]
Radiation Suits: 106 [+44 (+24)]

Future Foundation Economic Status
Housing: Small Deficit(-8)
Food: Small Deficit(-8)
Water: Small Deficit(-8)
Power: Large Deficit (-19)
Labour: Small Deficit (-6)

Future Foundation Military Status
Logistics: Small Deficit (-4)
Fuel: Large Deficit (-20)
Ammunition: Substantial Deficit (-35)
Maintenance: Substantial Deficit (-21)

Future Foundation supply needs are no longer covered by the EU

IDC Presence Estimates
German Breach: Low Concentration
Swiss/Italian Breach: Medium Concentration
Slovakia Breach: High Concentration
Kipi Breach: Extremely High Concentration (-5 Public Confidence per Turn)

Known Type D ELID
N/A

Infrastructure (4 Dice)

[] Expand Foundation Headquarters (Stage 1)
Small extensions to the central facility can be made to expand capacity, used to supply the staff and soldiers of the Foundation.
(31/75: 15 Resources per Die +3 Housing +3 Food +3 Water -3 Power)

[] Expand Barracks (Stage 1)
Expand the facilities used to house your military force, giving you additional housing capability. The barracks are capable of supporting a sealed environment to live in, but it is a rather grim affair for everyone involved.
(0/50: 5 Resource per Die +1 Operations Dice -1 Housing, -1 Food, -1 Water) (-10 Political Support for each turn not taken)

[] Military Warehouses (Stage 1)
The warehouse built into your facility was only ever intended to be minor storage for the prototyping work going on inside the main structure and various foodstuffs. It definitely was not meant to be crammed full of the incredible variety of equipment that modern soldiers need to perform their duties. Constructing a separate warehouse for military purposes would massively reduce the difficulty of storing and retrieving them.
(9/50: 10 Resources per Die +3 Logistics +2 Maintenance -1 Labour)

[] Supply Transport (Stage 1)
Getting the supplies from the warehouses to the soldiers in the field has been a problem plaguing logisticians for millennia. Thankfully, in the modern era it was as vastly simpler, as they could be transported by land, sea and air. Your needs are rather more limited though, a motor pool for a small fleet of trucks and lorries should greatly increase your ability to get supplies where you need them to.
(0/100: 15 Resources per Die +8 Logistics -2 Labour)

[] Maintenance Facility (Stage 1)
At the moment, if you wanted something repaired or had to have work done, it would either need to be sent off for repair or have someone called in. The realities of the incoming collapse make that kind of outside reliance an enormous hindrance. Building a simple facility that contains the tools required to fix everything on base is just good sense. Mostly containing manual and power tools for work around the base, but it does have a large room for working on vehicles.
(85/100: 5 Resources per Die +7 Maintenance -5 Labour)

[] Foundation Electrification (Stage 2)
Fuel is expensive, time consuming and difficult to produce unless working on industrial scales. More importantly, after the collapse it will be very difficult to acquire said fuel for what you need it for. The simple answer is to electrify as many things currently using fuel as possible, power is much easier to come about.
(69/100: 15 Resources per Die +20 Fuel -30 Power)

Industry (4 Dice)

[] Low-Upkeep Power (Stage 2)
In the future, the availability of resources and materials for running large power plants will be heavily limited, so establishing a policy of using Low-Upkeep power wherever possible is a good idea. This mostly comes in the form of solar panels wherever they can fit, interspersed with wind turbines.
(8/35: 5 Resources per Die +15 Power)

[] Foundation Self-Sufficiency (Stage 1)
The Foundation was currently entirely reliant on the constantly diminishing ability of the Union to provide it with supplies. Either by taking control over or building our own, we need to ensure that the resources we need to continue running are ensured always.
(9/100: 15 Resources per Die +25 Resources per Turn)

[] ALR-51 Development
For all that the ALR-50 was a masterwork of robotics, it was crude and limited in many ways. The ALR required 50% more man hours to produce than they could provide before requiring intensive maintenance, the battery life was far too short and it was incapable of changing the tools mounted itself, requiring critical human input. These issues must be fixed.
(37/300: 5 Resources per Die) (+3 Incremental Increase per Quarter)

[] Munition Foundries (Stage 1)
Now that a calibre had finally been decided upon, local factories can begin supplying the Foundation with their ammunition of choice, 5.56 NATO.
(0/50: 10 Resources per Die -10 Power +10 Ammunition +3 Logistics -5 Labour)

[] Nuclear Proliferation (Stage 1)
The energy needs of the foundation are far higher than initially expected and rather than just build a pair to the existing reactor, plans have been made to begin construction of a large number of nuclear power plants.
(0/200: 20 Resources per Die +100 Power -5 Labour)

[] ALR-50 Mass Production (Stage 1)
The previous ALR-50 facility was built for small scale production, but demand for the product has far outstripped your ability to produce it. Thus, a significant section of land has been cleared for the construction of a gigantic factory plant dedicated to producing the ALR-50 in as high a quantity as possible.
(0/200: 15 Resources per Die -15 Power +20 Labour +6 Incremental Increase per Quarter +5 Political Support +50 Resources per Turn)

[] Extreme Nuclear Miniaturisation
Your growing fleet of robotic units all require power to operate, which sets a hard cap on their maximum operational radius from any charging station. The, very contraversial, solution to this problem is to utilise your experience in downsizing nuclear reactors and take it to the extreme: Small reactors that can be airdropped into a combat area to keep units operational around it, even opening up the possibility of mounting one of these reactors inside very large units, such as the proposed Ultra Heavy walker.
(0/400: 10 Resources per Die +20 Political Support)

Services (6 Dice)

[] Automation Intensification
You have built the foundations of your tower, now it's time to climb to the heavens. Focus intensely on increasing efficiency per worker and cutting out the remaining jobs that can be performed by a machine.
-[] Infrastructure (Stage 2) (62/75: 5 Resources per Die +1 Infrastructure Dice +3 Labour -2 Power)
-[] Industry (Stage 2) (0/75: 5 Resources per Die +1 Industry Dice +3 Labour -2 Power)
-[] Services (Stage 4) (1/200: 5 Resources per Die +1 Services Dice +1 Labour -5 Power)
-[] Military (Stage 2) (3/75: 5 Resources per Die +1 Military Dice +3 Labour -2 Power)
-[] Dimensional (Stage 1) (0/50: 5 Resources per Die +1 Dimensional Dice +3 Labour -2 Power)

[] Personal Assistants
Now that you have a working example, providing assistants to each of your heads of staff should greatly ease the burden of the workload they are suffering under.
(0/100: 5 Resources per Die +1 Free Dice)

[] Public Propaganda
While it's not explicitly your role, you could certainly attempt to help public opinion along with a bit from the sidelines.
(Roll 1d100 per dice to attempt to regain Public Confidence. DC 25/50/75/90)

[] The American Question
Reach out to your American counterpart for Zieliński and try to sound them out to see if it's possible to bring them into your cozy little conspiracy of friendship.
(Roll a 1d100 to determine response) (Negative effects on Zieliński relationship if not taken within two turns.)

Military (6 Dice)

[] Light Vehicle Acquisition
At the moment the Foundation is almost totally bereft of any light vehicles, much of the supply is currently being borrowed from various local military forces. Get in contact with the major suppliers and get a supply contract started.
(0/75: 10 Resources per Die)

[] IDCS Network
Establish a loose network of facilities made for housing the new IDC sensors, allowing for notable concentrations of IDC to be detected from a large distance.
(0/100: 15 Resources per Die -5 Power -2 Labour)

[] Breach Fortifications
Now that you have identified the locations that IDC are most capable of breaking into our world through, a series of nearby bases and defensive emplacements can be built to provide passive protection against any IDC that may pass through. This would necessitate creating a local guard unit capable of rapid reaction to any breaches in the area, along with the facilities required to sustain them.
-[] German Breach (0/200: 15 Resources per Die)
-[] Swiss/Italian Breach (0/200: 15 Resources per Die)
-[] Slovakia Breach (0/200: 15 Resources per Die)
-[] Kipi Breach (0/200: 15 Resources per Die)

[] ACR-H-20 Production
Spool up production of the Stalker for the Foundation. Because of the lack of interest from outside parties, only a relatively small facility is needed to cover the Foundations needs.
(0/100: 15 Resources per Die +5 Maintenance +3 Logistics -2 Power -3 Labour)

[] UHAT-10 Development
Type D ELID's are a significant threat that the Foundation is woefully incapable of dealing with as it is. Following the established Russian doctrine, a heavy attack helicopter is a necessity for weakening these ELID's before engaging them. Unfortunately, because of the less than legal ways this information was squired, you can't use it as a justification for requisitioning anything from the military. So, it was decided that you'd have to develop your own, taking quite a few cues from Russian examples Zieliński has sent you covertly, officially dubbed the Ultra Heavy Attack Helicopter.
(0/200: 15 Resources per Die)

[] ACR-UH-30 Development
The sudden unveiling of Type D ELID's have sharply raised the needs of the Foundation in the realm of heavy fire support, where previously it was thought a 90mm cannon would be sufficient, the Russian data clearly disputes that. This new platform will be significantly bigger and heavier than any you've made before, standing in at four meters tall with the enlarged front legs acting as large shields and sporting an extremely heavy 140mm gun that wouldn't look out of place on a WW2 Warship, the Ultra Heavy walker is intended to be bulky enough to face a Type D head on and slug it out. This design is scraping the very edge of what you would consider possible with current technology, well into impossible in the opinion of anyone else.
(0/600: 20 Resources per Die)

[] Powered Exoskeleton
The initial model of exoskeleton you had devised was, to put it plainly, incredibly crude. Your work on the ALR-50 had already shown you dozens of ways it could be improved by adding powered sections to the exoskeleton frame, allowing a soldier to wear much heavier armour and carry much heavier weaponry, provided the battery holds out.
(0/50: 5 Resources per Die)

Operations (1 Dice)

[] Hunt IDC
With the data from your Russian colleagues, you can more accurately estimate the number and location of IDC within the Union, allowing you to finally begin culling their numbers.
-[] German Breach (0/1 +5 Public Confidence on Success) (High Confidence)
-[] Swiss/Italian Breach (0/1 +5 Public Confidence on Success) (Decent Confidence)
-[] Slovakia Breach (0/1 +10 Public Confidence on Success) (Low Confidence)
-[] Kipi Breach (0/1 +20 Public Confidence on Success) (Very Low Confidence)

[] Deep CFR Scouting
Now that you know about the ELID threat, it behoves you to send scouting teams to determine exactly how bad the situation is inside the heavily irradiated areas within the radiation cloud.
(0/1) (Low Confidence)

Dimensional (4 Dice)

[] Worldwalker
Your military advisor is a self professed, with extensive evidence proving, dimensional traveller. At the moment, you have no way to strike back at the IDC that cross into your dimension, you have plans to change that. Learn how it works from her and open up the gates to the multiverse, then invade them back.
(328/400: 5 Resources per Die)

[] Study Salvaged Technology
It has recently come to your attention that the military had managed to drag back a fair few pieces of technology from the other side of the Kipi breach and decided to spirit them away to some lab somewhere to be poked and prodded at. You want access to them at the very least, if you can't negotiate them into your custody.
(Roll a 1d100 to determine response. DC 50/75/90)

Personal (2 Dice)

[] Deep Analysis
Set Elisa to the task of digging through the data provided to you by the Russians and see what she digs up, no doubt she'll notice something that has managed to elude you so far.
-[] IDC Data (Roll a 1d100 to determine response. DC 70/80/90)
-[] ELID Data (Roll a 1d100 to determine response. DC 70/80/90)

[] Neural Cloud Backup System
Seeing how easily even the heavily armoured memory cores of the ACR's could be destroyed had reminded you how vulnerable the Neural Cloud system was to damage and interruptions. Should, for whatever reason, Elisa lose power for even a second the collapse of her Neural Cloud would cause incredible damage to it. A Neural Cloud required constant power to operate, but if you could implement a backup system then at least the saved Neural Cloud could be loaded from memory rather than lost forever.
(0/200)

[] ELISA Mainframe
Elisa has been incredibly helpful in managing your work, but she's only running off of a fairly small server in your office, constructing a full sized mainframe for her to move into would vastly increase her capabilities.
(0/100: 10 Resources per Die +1 Personal Dice)

[] Social
Spend time with someone
-[] Sorawo (0/200: Remove Uneducated Trait)
-[] Elisa (0/400: Emotions?)

+5 Dice Bonus
[] Dice Type?
 
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From start of the quest we have lost roughly half of the total population. From the beginning of 2021 we have lost the majority.

I don't actually have words or a plan. Just...fuck. Even the Bubonic Plague only claimed what, about one in four? One in three? Certainly not half, and that was across about a decade.

I mean, the only disasters I know that are matching the scale of what we're seeing would be the Native American populations post exposure to European diseases. That was far worse then the Bubonic Plague...but even that was relatively localized. It was 'only' one massive group of people dying on mass and in agony.

We are witnessing what might be the most catastrophic event in recorded history and it's only going to get worse.
 
I knew that allying with Russia would cause some issues, but I didn't expect Poland to secede.....
The economy is in shambles, the world's ending, and worst of all Persica's stressed humanity's dying a slow, enroaching death.

At this point, we need to focus on bunker space, increasing the Foundation's self-reliablility, and just researching counter-measures for IDC....not to mention the new 'Type D' that's popped up.Though, at least we can house all the staff, and we've got more informationfrom the ELIC/IDC records.
 
What does this mean, practically speaking?
If you have no production of something, such as ammunition, it means that you will be incapable of getting more than what you currently have.
Things you have partial production of and/or coverage of, such as maintenance, means that you will start having maluses because things are breaking down faster than you can fix them.

As the Military Status stats are going away, primarily this means that most of the workers that are doing stuff in the factories and actually working don't have a sealed environment to live in, grow food or purify water. If this is still the case when the cloud reaches you, they will all die, and everything they are working on will stop.
 
Hmm, can't do much about the weapons for handling Type Ds, but we can make sure that no people die cause none of them are actually on the field fighting it.

If you have no production of something, such as ammunition, it means that you will be incapable of getting more than what you currently have.
Things you have partial production of and/or coverage of, such as maintenance, means that you will start having maluses because things are breaking down faster than you can fix them.

As the Military Status stats are going away, primarily this means that most of the workers that are doing stuff in the factories and actually working don't have a sealed environment to live in, grow food or purify water. If this is still the case when the cloud reaches you, they will all die, and everything they are working on will stop.
Well, crap.

Something something Dolls for smart and dumb labor something something
 
Infrastructure (4 Dice)
[] Expand Foundation Headquarters (Stage 1) (31/75: 15 Resources per Die +3 Housing +3 Food +3 Water -3 Power) 1 Dice
[] Expand Barracks (Stage 1) (0/50: 5 Resource per Die +1 Operations Dice -1 Housing, -1 Food, -1 Water) (-10 Political Support for each turn not taken) 2 Dice
[] Military Warehouses (Stage 1) (9/50: 10 Resources per Die +3 Logistics +2 Maintenance -1 Labour) 1 Dice
[] Maintenance Facility (Stage 1) (85/100: 5 Resources per Die +7 Maintenance -5 Labour) 1 Dice
[] Foundation Electrification (Stage 2) (69/100: 15 Resources per Die +20 Fuel -30 Power) 1 Free Dice

Industry (4 Dice)
[] Low-Upkeep Power (Stage 2) (8/35: 5 Resources per Die +15 Power) 1 Dice
[] ALR-51 Development (37/300: 5 Resources per Die) (+3 Incremental Increase per Quarter) 3 (2 Industry + 1 Free) Dice
[] ALR-50 Mass Production (Stage 1) (0/200: 15 Resources per Die -15 Power +20 Labour +6 Incremental Increase per Quarter +5 Political Support +50 Resources per Turn) 1 Industry 1 Free Dice

Services (6 Dice)
[] Automation Intensification
-[] Infrastructure (Stage 2) (62/75: 5 Resources per Die +1 Infrastructure Dice +3 Labour -2 Power) 1 Dice
-[] Industry (Stage 2) (0/75: 5 Resources per Die +1 Industry Dice +3 Labour -2 Power) 2 Dice
[] Public Propaganda (Roll 1d100 per dice to attempt to regain Public Confidence. DC 25/50/75/90) 2 Dice
[] The American Question (Roll a 1d100 to determine response) (Negative effects on Zieliński relationship if not taken within two turns.) 1 Dice

Military (6 Dice)
[] IDCS Network (0/100: 15 Resources per Die -5 Power -2 Labour) 2 Dice
[] Breach Fortifications
-[] Kipi Breach (0/200: 15 Resources per Die) 3 Dice
[] Powered Exoskeleton (0/50: 5 Resources per Die) 1 Dice

Operations (1 Dice)
[] Hunt IDC
-[] German Breach (0/1 +5 Public Confidence on Success) (High Confidence)

Dimensional (4 Dice)
[] Worldwalker (328/400: 5 Resources per Die) 2 Dice
[] Study Salvaged Technology (Roll a 1d100 to determine response. DC 50/75/90) 2 Dice

Personal (2 Dice)
[] ELISA Mainframe (0/100: 10 Resources per Die +1 Personal Dice) 2 Dice

Right, shit's fucked. So here's what I'm looking at.

Infrastructure:
Its spread out, but there's a lot of low hanging fruit there. I put 2 dice on the barracks because we've neglected it for too long and we can't afford to lose our political support.

Industry:
Going for the low hanging stuff mostly but putting alot on the 51. We need it to happen. And we need to build up our 50 production stat. The mass production most likely won't finish but it'll set it up for completion next turn.

Services:
Gaining dice is priority as well as trying to bring public confidence back up and fulfilling our end of the bargain with our Russian friend.

Military:
IDC network is needed ASAP. We need Stalkers if we want to improve our forces enough to take care of more IDCs. And fortifications are needed if we want to stem the flow of infiltrating IDCs better.

Operations:
Low hanging fruit to gain public confidence basically.

Dimensional:
Finish world walker and try to talk to the military about the salvage.

Personal:
Gain personal dice.
 
[X] Plan It's all fucked, Elisa

Infrastructure (4 Dice)
-[x] Expand Foundation Headquarters (Stage 1) - 1 dice, 15 R
-[x] Expand Barracks (Stage 1) - 1 Dice, 5 R
-[x] Maintenance Facility (Stage 1) - 1 dice, 5 R
-[x] Foundation Electrification (Stage 2) - 1 dice, 15 R

Industry (4 Dice)
-[x] Low-Upkeep Power (Stage 2) - 1 dice, 5 R
-[x] Munition Foundries (Stage 1) - 1 dice, 10 R
-[x] ALR-50 Mass Production (Stage 1) - 2 dice, 3 free dice, 75 R

Services (6 Dice)
-[x] Automation Intensification
--[x] Infrastructure (Stage 2) - 1 dice, 5 R
--[x] Industry (Stage 2) -2 dice, 10 R
-[x] Personal Assistants - 1 dice, 5 R
-[x] Public Propaganda - 1 dice
-[x] The American Question - 1 dice

Military (6 Dice)
-[x] IDCS Network - 3 dice, 45 R
-[x] Breach Fortifications
--[X] Kipi Breach - 3 dice, 45 R

Operations (1 Dice)
-[x] Hunt IDC
--[x] German Breach - 1 dice

Dimensional (4 Dice)
-[x] Worldwalker - 3 dice, 15 R
-[x] Study Salvaged Technology - 1 dice

Personal (2 Dice)
-[x] ELISA Mainframe - 2 dice, 20 R

+5 Dice Bonus
-[x] Infrastructure

So here's my draft plan.
Things that aren't really sure atm are: which category to put the +5 on
 
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[X] Plan On our own feet
-[X] Infrastructure (4 Dice)
--[X] Expand Foundation Headquarters (Stage 1) - 1 Die
--[X] Expand Barracks (Stage 1) - 2 Dice
--[X] Foundation Electrification (Stage 2) - 1 Die
-[X] Industry (4 Dice)
--[X] Low-Upkeep Power (Stage 2) - 1 Die
--[X] Munition Foundries (Stage 1) - 2 Dice
--[X] Nuclear Proliferation (Stage 1) - 1 Die (3 Free Dice)
-[X] Services
--[X] Automation Intensification
---[X] Infrastructure (Stage 2) (62/75: 5 Resources per Die +1 Infrastructure Dice +3 Labour -2 Power) - 1 Die
---[X] Industry (Stage 2) (0/75: 5 Resources per Die +1 Industry Dice +3 Labour -2 Power) - 2 Dice
---[X] Military (Stage 2) (3/75: 5 Resources per Die +1 Services Dice +3 Labour -2 Power) - 2 Dice
--[X] Public Propaganda - 1 Die
--[X] The American Question - 1 Die
-[X] Military
--[X] Light Vehicle Acquisition - 2 Dice
--[X] IDCS Network - 2 Dice
--[X] ACR-H-20 Production 2 Dice (1 Free Die)
-[X] Operations
--[X] Hunt IDC
---[X] Slovakia Breach (0/1 +10 Public Confidence on Success) (Low Confidence) - (1 Operations Die)
--[X] Deep CFR Scouting - 1 Die
-[X] Dimensional
--[X] Worldwalker - 3 Dice
--[X] Study Salvaged Technology - 1 Die
-[X] Personal
--[X] Deep Analysis
---[X] ELID Data (Roll a 1d100 to determine response. DC 70/80/90) - 2 Dice
-[X] Dice Bonus: Services
 
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Infrastructure (4 Dice)
[] Expand Foundation Headquarters (Stage 1) (31/75: 15 Resources per Die +3 Housing +3 Food +3 Water -3 Power) 1 Dice
[] Expand Barracks (Stage 1) (0/50: 5 Resource per Die +1 Operations Dice -1 Housing, -1 Food, -1 Water) (-10 Political Support for each turn not taken) 2 Dice
[] Military Warehouses (Stage 1) (9/50: 10 Resources per Die +3 Logistics +2 Maintenance -1 Labour) 1 Dice
[] Maintenance Facility (Stage 1) (85/100: 5 Resources per Die +7 Maintenance -5 Labour) 1 Dice
[] Foundation Electrification (Stage 2) (69/100: 15 Resources per Die +20 Fuel -30 Power) 1 Free Dice
That's too many dice in there. you have 5 allocated before counting the free dice.

Industry (4 Dice)
[] Low-Upkeep Power (Stage 2) (8/35: 5 Resources per Die +15 Power) 1 Dice
[] ALR-51 Development (37/300: 5 Resources per Die) (+3 Incremental Increase per Quarter) 3 (2 Industry + 1 Free) Dice
[] ALR-50 Mass Production (Stage 1) (0/200: 15 Resources per Die -15 Power +20 Labour +6 Incremental Increase per Quarter +5 Political Support +50 Resources per Turn) 1 Industry 1 Free Dice
I feel it's better to intensely focus the ones that give incremental than to spread out like that, because the earlier we complete them the more people we save. Even if you don't agree, you should flip the dice allocation between the two, because ALR-50 mass production gives a higher reward with a lower target number., and you just outright don't have enough dice assigned to hit it without 2 nat 100s.

Services (6 Dice)
[] Automation Intensification
-[] Infrastructure (Stage 2) (62/75: 5 Resources per Die +1 Infrastructure Dice +3 Labour -2 Power) 1 Dice
-[] Industry (Stage 2) (0/75: 5 Resources per Die +1 Industry Dice +3 Labour -2 Power) 2 Dice
[] Public Propaganda (Roll 1d100 per dice to attempt to regain Public Confidence. DC 25/50/75/90) 2 Dice
[] The American Question (Roll a 1d100 to determine response) (Negative effects on Zieliński relationship if not taken within two turns.) 1 Dice
Hm... raising public confidence *is* important... Actually, I think you're right here, confidence is more critical right now than an extra free dice, much as I hate to say that.
 
Well we realy need to improve public confidence. 10/100 is not good.
Agreed. 10/100 can easily become 0/100 due to random event or things getting worse.

@LostDeviljho Operations dice should be on German or Swiss breach IDC. The public confidence increase is on *success*. High or decent confidence is the only choice then. We need to produce Stalkers and other assets if we want to tackle the other stuff.

Also, I'd like to advocate for pulling a free dice from ALR50 mass production to put it on propaganda.

10/100 confidence is at critical level that a single low to moderately bad event can wipe out.
 
[X] Plan On our own feet
-[X] Infrastructure (4 Dice)
--[X] Expand Foundation Headquarters (Stage 1) - 1 Die
--[X] Expand Barracks (Stage 1) - 2 Dice
--[X] Foundation Electrification (Stage 2) - 1 Die
-[X] Industry (4 Dice)
--[X] Low-Upkeep Power (Stage 2) - 1 Die
--[X] Munition Foundries (Stage 1) - 2 Dice
--[X] Nuclear Proliferation (Stage 1) - 1 Die (3 Free Dice)
-[X] Services
--[X] Automation Intensification
---[X] Infrastructure (Stage 2) (62/75: 5 Resources per Die +1 Infrastructure Dice +3 Labour -2 Power) - 1 Die
---[X] Industry (Stage 2) (0/75: 5 Resources per Die +1 Industry Dice +3 Labour -2 Power) - 2 Dice
---[X] Military (Stage 2) (3/75: 5 Resources per Die +1 Services Dice +3 Labour -2 Power) - 2 Dice
--[X] Public Propaganda - 1 Die
--[X] The American Question - 1 Die
-[X] Military
--[X] Light Vehicle Acquisition - 2 Dice
--[X] IDCS Network - 2 Dice
--[X] ACR-H-20 Production 2 Dice (1 Free Die)
-[X] Operations
--[X] Hunt IDC
---[X] Slovakia Breach (0/1 +10 Public Confidence on Success) (Low Confidence) - (1 Operations Die)
--[X] Deep CFR Scouting - 1 Die
-[X] Dimensional
--[X] Worldwalker - 2 Dice
--[X] Study Salvaged Technology - 2 Dice
-[X] Personal
--[X] Deep Analysis
---[X] ELID Data (Roll a 1d100 to determine response. DC 70/80/90) - 2 Dice
-[X] Dice Bonus: Services
Oh look a new plan. Let's see... Why in the *fuck* you're spending 2 dice on the infrastructure option that actively makes our deficits worse I don't know.
I absolutely cannot approve of any industry vote that does not advance our quarterly incremental.
Military we really want to fortify the kipi breach. It's dangerous as fuck and draining public confidence as long as we aren't doing anything about it.
We don't have that many operations die.
 
Agreed. 10/100 can easily become 0/100 due to random event or things getting worse.

@LostDeviljho Operations dice should be on German or Swiss breach IDC. The public confidence increase is on *success*. High or decent confidence is the only choice then. We need to produce Stalkers and other assets if we want to tackle the other stuff.

Also, I'd like to advocate for pulling a free dice from ALR50 mass production to put it on propaganda.

10/100 confidence is at critical level that a single low to moderately bad event can wipe out.
I moved a dice off personal assistants, because I value the higher confidence of success on the ALRs over a medium chance at an extra free dice.

Any suggestions for where to put out +5 dice bonus?
 
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