Well hell, that's a thing. At least Tiberium is probably the sector where we have the most slack with our dice
Huh, I wonder what this might do to the cyan zoneIf there's any consolation NOD probably won't be happy with those results as well.
We still have 93 BZ abatement. The problem is getting more RZ abatement, which is now down to 65. Almost every project that would give more RZ abatement strains ZOCOM to some extent; even MARVs if we build multiple of them too fast. The only exception is the one RZ Inhibitor we have available, and to get more we have to build more RZ MARVs.Spam inhibitors and Containment lines?
I wonder - deploy all BZ inhibitors as requirement in next FYP?
Category | Name | Progress Cost | Current Progress | Dice Estimated | Dice Rounded | RpD | R Cost | Mitigation Produced | Mitigation Per Die | Mitigation Per R | Mitigation Type |
Tiberium | Tiberium Inhibitor Deployment BZ | 100 | 0 | 0.9497 | 1 | 30 | 30 | 2 | 2 | 0.0667 | Yellow |
Tiberium | Tiberium Inhibitor Deployment RZ 7 | 120 | 0 | 1.1732 | 1 | 30 | 30 | 2 | 2 | 0.0667 | Red |
Tiberium | Intesification Of Green Zone Harvesting Stage 7 | 100 | 78 | 0.0782 | 1 | 15 | 15 | 1 | 1 | 0.0667 | Yellow |
Tiberium | Red Zone Tiberium Harvesting Stage 12 | 150 | 29 | 1.1844 | 1 | 25 | 25 | 1 | 1 | 0.04 | Red |
Tiberium | Red Zone Containment Lines Stage 6 | 225 | 54 | 1.743 | 2 | 25 | 50 | 2 | 1 | 0.04 | Red |
Tiberium | Tiberium Inhibitor Deployment YZ 11 | 130 | 0 | 1.2849 | 2 | 30 | 60 | 2 | 1 | 0.0333 | Yellow |
Tiberium | Red Zone Containment Lines Stage 6-8 | 675 | 54 | 6.7709 | 7 | 25 | 175 | 6 | 0.8571 | 0.0343 | Red |
Tiberium | Red Zone Containment Lines Stage 6-7 | 450 | 54 | 4.257 | 5 | 25 | 125 | 4 | 0.8 | 0.032 | Red |
Tiberium | Red Zone Border Offensives Stage 1-3 | 750 | 0 | 8.2123 | 8 | 25 | 200 | 6 | 0.75 | 0.03 | Red |
Tiberium | Yellow Zone Tiberium Harvesting Phase 11 | 350 | 18 | 3.5419 | 4 | 20 | 80 | 3 | 0.75 | 0.0375 | Yellow |
Military | MARV RZ | 335 | 0 | 4.183 | 4 | 25 | 100 | 3 | 0.75 | 0.03 | Red |
Military | MARV YZ | 335 | 0 | 4.183 | 4 | 15 | 60 | 3 | 0.75 | 0.05 | Yellow |
Tiberium | Red Zone Border Offensives Stage 1-4 | 1000 | 0 | 11.0056 | 11 | 25 | 275 | 8 | 0.7273 | 0.0291 | Red |
Tiberium | Red Zone Border Offensives Stage 1-5 | 1250 | 0 | 13.7989 | 14 | 25 | 350 | 10 | 0.7143 | 0.0286 | Red |
Tiberium | Red Zone Border Offensives Stage 1 | 250 | 0 | 2.6257 | 3 | 25 | 75 | 2 | 0.6667 | 0.0267 | Red |
Tiberium | Red Zone Border Offensives Stage 1-2 | 500 | 0 | 5.419 | 6 | 25 | 150 | 4 | 0.6667 | 0.0267 | Red |
Tiberium | Tiberium Glacier Mining Stage 13 | 205 | 38 | 1.6983 | 2 | 30 | 60 | 1 | 0.5 | 0.0167 | Red |
Tiberium | Tiberium Vein Mines Stage 2 | 195 | 5 | 1.9553 | 2 | 20 | 40 | 1 | 0.5 | 0.025 | Red |
Military | MARV BZ 1 | 335 | 39 | 3.6732 | 4 | 10 | 40 | 2 | 0.5 | 0.05 | Yellow |
Military | MARV BZ 2 | 335 | 58 | 3.4248 | 4 | 10 | 40 | 2 | 0.5 | 0.05 | Yellow |
Military | MARV BZ | 335 | 0 | 4.183 | 4 | 10 | 40 | 2 | 0.5 | 0.05 | Yellow |
We could also work on Refugee Wave Nod Into Oblivion. Really intensify YZ mitigation and work on making GDI as livable and nice as possible to absorb wave after wave of Nod refugees fleeing tiberium encroachment.
[X] Plan Steak and Tendrils
Turning NOD into a cornered animal sounds like a great way to actually trigger Tib War 3.
I'm puzzled by you saying that it doesn't seem intentional, when the QM says this is one of the intended consequences.This is my concern. It makes said megaprojects noticeably cheaper, even if we decide to throw loads of additional dice at them. And I don't understand that to be intentional.
We don't currently know how well Bogatyr currently is, but I would expect it actually is more heavily defended, on an absolute level, than Cheyenne was.Do you know how much less defended Bogatyr is then Cheyene was? Or the simple fact the Brotherhood only needs to deny it rather than recover anything?
You don't need to remind me about the Remembrancers or that Bogatyr is lucky to have lasted this long. And you don't need a master stroke to smuggle in a backpack nuke or two close to the site. Not like there's any major retaliation we'd be willing to do over nuking a research site. don't even have to worry about exfiltration, just get in relatively close- set up the fairly cheap fission bomb and all of problems of Bogatyr go away. That's the worst case, but it's definitely possible and not even a major commitment.
So, looks like the first team bounced, the second went splat, but the third team got a clean kill. Ouchy, but not surprising.Your sins continue to moulder.
The weight of your unrighteousness is heavier than your duty.
Cast in the name of the Messiah, ye be.....
GUILTY
Me too. That's why Attempting To Be Done By October features work on the North American Red Zone inhibitor!You know on a totally unrelated note I've always liked the cut of the inhibitors' jib.
Maybe, but it's the Red Zones where there's a problem. We have like 100 points of Yellow Zone mitigation. Red Zone mitigation is harder and our best angle for it is to attack the Red Zones themselves... which we're not doing right now because ZOCOM shortages.Spam inhibitors and Containment lines?
I wonder - deploy all BZ inhibitors as requirement in next FYP?
As I've discussed, both Steak and Tendrils and Roses Too are very poorly suited to ensuring that we get to do Zone Armor production in 2061. Unless we do a huge "tons of Free dice on Military" plan in Q3, or get very lucky on dice rolls, both plans set us up for down-to-the-wire situations where in Q4 we have multiple Military projects that theoretically only need 1-2 dice to complete, but are thinking "shit, one die is efficient but with one die we have a 40% chance of failure and this is a Plan requirement, better use two." Or three. Or four. There may be enough dice left over to have a chance of doing a Zone Armor factory in Q4, maybe. But if we're deeply committed to spending no more Free dice on the military because it's time for all the yummies for the people or whatnot, then it's gonna be tight.I very much want to squeeze in at least one Zone Armor factory before the plan ends. I'd rather be able to do RZ projects again sometime in 2062 rather than have to wait till 2063.
39; 38; 43 these were the targets. It was a bunch of minor people.
I think GDI rolls first, then Nod. In that case, the first target is potentially mildly injured, but it may be a "nothing but my dignity" injury like what happened to General Jackson (a Nod ambush kneecapped her giant murderbot mecha, but that's it). The second target potentially pulled a Hackett and Uno-Reverse-Card-ed the assassination team by rolling a 95 to their 47. The third target is very dead.Minor doesn't mean irrelevant. So 43 is dead and 39 is injured?
At +3 points per hub for 335 Progress and 20 R/die, MARV hubs are a good source of Red Zone abatement. The problem is just actually building them.Red is much harder to come by however, we really need to figure out a way of deploying RZ inhibitors that doesn't involve MARV hubs. Hopefully RZ offensives, or completing containment lines, or something will let us start putting down RZ inhibs without first having to sink 700 points into MARVs (although I suppose in a pinch RZ MARV fleets themselves are a decent enough source of RZ abatement).
We could, but that... doesn't really solve the problem of the actual Red Zones encroaching on us.We could also work on Refugee Wave Nod Into Oblivion. Really intensify YZ mitigation and work on making GDI as livable and nice as possible to absorb wave after wave of Nod refugees fleeing tiberium encroachment.
To be fair, in this scenario we're just holding our current position and doing nothing to Nod, and it's the tiberium that's trapping them against us. If that incentivizes Nod to bust out forbidden dreadful weapons of destruction against the tiberium for a change, well and good...Turning NOD into a cornered animal sounds like a great way to actually trigger Tib War 3.