[X] Plan Remember Eris...next turn?:
-[X] Earthside Fascilities Unlimited Dice:
--[X] Hover Rover Workshop 20IP
-[X] Earth-Orbit Fascilities:
--[X]Gagarin Station (Stage 4) 1/10 Gagarin Station Parts +1 Part 5C
--[X]Enterprise Orbital Assembler (Phase 2 of 4) 100IP
-[X] Lunar Fascilities 3/3 Dice:
--[X] Craterscope Foundations (Phase 2) 90/300 3 Dice
-[X] Assembly:
--[X] Craterscope Mirror tools 25IP
-[X] Development 6 Dice + 5 Craterscope Dice +30:
--[X] G-Drive Improvement Program 46/400 (15C/Die +10IP)(max 1 die per turn) 1 Die = 15C +10IP
--[X] Gravity Particle Sample Collection Machine 0/100 (10C/Die+20IP/Die) (New) 1 Die = 10C + 20IP
--[X] Union Fabricator Craft Development 79/225 (6C/Die+6IP/Die) 2 Die = 12C + 12IP
--[X] Tick Tank Dig Experiments 0/150 (3C/Die+4IP/Die) 2 Die = 6C + 8IP
--[X] Craterscope Imaging Sensor Development 277/500 (8C/Die+1IP/Die)(Required) 3 Dice = 54C + 3IP
--[X] Craterscope Atmospheric Analyzer Development 0/200 (10C/Die+1IP/Die)(Optional) 2 Die = 40C + 2IP
-[X] Space Command Mission Planning 4 Dice +5:
--[X]Mission: Research Base (Mercury) 0/150 2 Dice
--[X]Voyager Visitation 102/150 1 Die
--[X]Mission: Surface Scan (Eris) 1 Die
-[X] Mission
--[X] Manned Mercury Landing (Required for activation: 30IP, 15 Capital, 1 Astronaut Team, 14+12 = 26 Pathfinder days)
--[X] Ceres Pathfinder Survey I 20 Pathfinder days
--[X] Ceres Pathfinder Survey II 20 Pathfinder days

Dmols plan but with valid action in Missions

Thank you.

Edit: Um @BOTcommander could you update your plan with the newest version of my plan? Or do your own Recalculation of IP? Because I messed that up.
 
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But yeah, we're at 137/300 on Phase 9 of the fusion reactors. If we need more Energy we can have it; we should probably plan ahead and slow-walk the phase, though, because we'll want Phase 10 to be second-generation reactors.

This is about where I'm at, even though we don't need it immediately we will inevitably need another 16 power eventually so we should just chuck 1 die/turn at the partially complete phase until it's done. Nobody will complain about the extra power, and if we can afford to e.g. spam ZA factories in 2062 without having to worry about funding another full round of fusion that would simplify things nicely. Lasers, renewables, and ion power might get us to second gen fusion but I'm not 100% sure. Lasers, renewables, ion power, AND one last phase of first gen fusion should definitely be enough though.
 
To be fair, while I can reliably understand and make plans for the main quest, I have difficulties understanding how exactly the planning for SCEDquest works, despite having read the updates.
I can understand posted plans for it… mostly… But I am equally sure I would make mistakes were I to try my hand at a plan here, especially in the mission planning part.
SCEDQuest has had problems explaining its rules, especially since it started as a non-canon quest and has had its mechanics change multiple times. Not really sure how to rectify that, tbh. Maybe just a boring rules post to explain the (modern) mechanics?
 
I'm planning tentatively on doing the Department of Alternative Energy in 2062Q1, which gives us less Energy dice but also lets us stave off the next phase of fusion power for a while longer.

Regarding DAE - is it actually worth it?

Given increases in Energy demand, +3 Energy per Q for -1 HI die doesn't look worthwhile. I can easily see us in a situation of needing more Fusion at the same pace with less HI dice, if we activate Department of Alternative Energy.

We might be better off without it.
 
SCEDQuest has had problems explaining its rules, especially since it started as a non-canon quest and has had its mechanics change multiple times. Not really sure how to rectify that, tbh. Maybe just a boring rules post to explain the (modern) mechanics?
For me, at least, this would be most welcome.
While I have some grip on the rules, this grip is pretty shaky, but with such a post I would try my hand at doing and posting a plan myself, if only for training.
 
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It's not that this isn't valuable, it's that we already have several such regiments. Eventually, you pass the point of diminishing returns, where you have enough drop troopers that you can really fuck up an enemy in a single place, and where you are unlikely to ever need to drop the whole force more or less at once except in the most extreme operations you are likely to plan.

I'm planning around not having another full-scale worldwide war in the Fourth Plan, which means that the number of hotspots we're likely to need to deploy orbital drop troops to at once is kinda limited. And the need to expand those forces comes at the expense of other needs and priorities, so at some point I'm just gonna say "we've done enough."

The OSRCT target was by far the largest and most dice-intensive military Plan goal we were handed by the legislature back when the Plan started. I'm pretty sure they weren't skimping on the scale of the project or would it would enable them to do, and I'm pretty sure that even the Space Force is going to want to pivot from "focus on pounding Nod from space" to "focus on space-to-space warfare capability" now that we know aliens are still up there.
My perspective is that we are unlikely to regret going from around a brigade (Phase 4) to more of our most rapidly-deployable, widely-available forces given the tendency of NOD to start trouble with little warning and almost no predictability of where. Also, they are likely to be the basis for any forces we use to attack Europa.
The thing about Improved Fusion is that I'd prefer to put it off until we've researched as many as possible of the underlying techs that might teach our scientists more about the theory of nuclear fusion in general, or how to build a good fusion reactor. Off the top of my head, those might include:

Advanced Alloys
Microfusion Cell
Particle Applicator
(for manufacturing methods)
Bergen Phase 3
Buckler Shield
Sparkle Shield
I disagree strongly. First, Microfusion Cells have been stated to not impact the current Improved Fusion project.
Second, this seems to be falling into the trap that we hit with many military platform developments - making the perfect the enemy of the good. The shielding techs might impact this improvement to fusion power, or they might unlock a timer for the *next* improvement... while we know we have an improvement ready to roll out. I posit that doing the improvement now will have a greater marginal benefit than waiting to get all our ducks in a row, because it gets the advancements we have now into action. Which will allow analysis of them, how they work, and still allow for integration of new technologies into the next iteration of improvement.
Regarding DAE - is it actually worth it?

Given increases in Energy demand, +3 Energy per Q for -1 HI die doesn't look worthwhile. I can easily see us in a situation of needing more Fusion at the same pace with less HI dice, if we activate Department of Alternative Energy.

We might be better off without it.
There are a couple things you're missing. First, that +3 is likely to grow over time and improved technologies. Second, we are almost certainly going to be getting +dice options soon, with the start of a new plan, and we are already quite close to the dice cap. Spending a die, even a HI die, is not as much of a cost as many seem to think.
For me, at least, this would be most welcome.
While I have some grip on the rules, this grip is pretty shaky, but with such a post I would try my hand at trying to do and post a plan myself, if only for training.
I'll see if I can get that worked out, since I've had a lot of experience with it, but today is a little busy, so no guarantees.
 
The thing about Improved Fusion is that I'd prefer to put it off until we've researched as many as possible of the underlying techs that might teach our scientists more about the theory of nuclear fusion in general, or how to build a good fusion reactor. Off the top of my head, those might include:

Or we could not make the same mistake we did with the frigates and CVEs by waiting for the perfect set of technologies to make it work.

I mean, I would like to have fusion plants produce 30 Energy per phase for the same or similar costs.

But I'm perfectly fine with a redesign that only does us 18 per phase while we unlock more technologies and have to do another upgrade development to integrate new technologies 4 years later.
 
This is about where I'm at, even though we don't need it immediately we will inevitably need another 16 power eventually so we should just chuck 1 die/turn at the partially complete phase until it's done.
Whether it's "one until done" or "hang fire, then two, then one more if we need it" is something I'll want to think about with a bit more nuance.

Regarding DAE - is it actually worth it?

Given increases in Energy demand, +3 Energy per Q for -1 HI die doesn't look worthwhile.
No, and yes. We've just gone through a period of extremely intense Energy consumption because nothing eats Energy like war factories, and we've been doing almost everything we could to slam out shipyards, drone fighter production lines, and whatnot for the past several turns. We've still got some of that going forward, but it shouldn't be as intense, simply because we're not frantically trying to build a zillion such factories in about three turns.

Now, the first-generation fusion plants we've been building are, on average, +16 Energy for four dice, so that's a better exchange rate than the DAE offers... But on the other hand, we're also paying more Resources, at 20 R/die instead of 10. Which isn't irrelevant these days; Treasury is going to be under pressure to invest funds in the civilian economy, so economizing will help, and as new xenotech projects show up, we're going to need all the funds we can get to implement them.

It's not strictly mechanically optimal, but it's respectable. Second generation fusion may make it look less impressive, but I have a sneaking suspicion that second generation fusion may kick the cost of fusion plants up to 25-30 R/die, too, raising some of the same issues.

Given that we're being fairly unsubtly signaled to spin off some dice in hopes of picking up more, I think DAE is worth a shot. It's much more appealing to me than, say, the Light Industry Capital Goods bureau, which isn't particularly cost-effective compared to its Heavy Industrial counterpart.

I can easily see us in a situation of needing more Fusion at the same pace with less HI dice, if we activate Department of Alternative Energy.
We'll need about three less (first-generation) fusion phases over the course of an entire Four Year Plan. As a benchmark, we built eight during this Plan. If next Plan is as Energy-intensive as this one (hoping not, but hard to be sure without a lot of thought), then we cut our requirements from eight phases to five. Probably four unless second generation fusion turns out to be a real disappointment.

My perspective is that we are unlikely to regret going from around a brigade (Phase 4) to more of our most rapidly-deployable, widely-available forces given the tendency of NOD to start trouble with little warning and almost no predictability of where. Also, they are likely to be the basis for any forces we use to attack Europa.
See, we can bat that back and forth forever. You say "more OSRCT is good," I say "I think we've passed the point of diminishing returns, at least until we find out whether further OSRCT phases will be part of the next set of Plan goals."

We're not even contradicting each other. There are lots of things that it would be good to have more of, and in a game with limited resources to invest, there are lots of things that it would be good to have more of but where we have to stop ourselves at some point rather than pursuing the goal past the point of diminishing returns.

I disagree strongly. First, Microfusion Cells have been stated to not impact the current Improved Fusion project.
I've just had this conversation in the last 24 hours, so...

Please check what I said in this post.

Attempting to Fulfill the Plan: GDI Edition

This is a reasonable course of action (though spending very heavily on shuttles could undermine our goal of saving up Resources for the next plan, in principle). The catch is that we won't be doing glacier expansions right away in 2062. But yeah, a big part of the reason I keep slamming out...

Suffice to say that the wording I know I've seen makes it clear that no, we can't just turn the cold fusion "micro" cells into full-sized power plants directly.

That is not the same thing as saying "our scientists won't learn anything about how to design better fusion reactors from understanding these things."

I do not recall, one way or the other, Ithillid saying "this project will have no effect on the Improved Fusion project."

"This design doesn't scale" and "understanding this design has no impact on your ability to do that other design" are not the same thing.

With that said...

Second, this seems to be falling into the trap that we hit with many military platform developments - making the perfect the enemy of the good. The shielding techs might impact this improvement to fusion power, or they might unlock a timer for the *next* improvement... while we know we have an improvement ready to roll out. I posit that doing the improvement now will have a greater marginal benefit than waiting to get all our ducks in a row, because it gets the advancements we have now into action. Which will allow analysis of them, how they work, and still allow for integration of new technologies into the next iteration of improvement.
This is valid up to a point. I want to have at least some of the relevant techs in place, simply so our researchers actually have anything to work with in designing the improved model, and so that we're not stuck re-researching the upgrade project every couple of year. But other things (particularly the shielding techs) are costly and may be hard to fit into the research cycle in a timely manner, so waiting on them may be too much of an ask.

There are a couple things you're missing. First, that +3 is likely to grow over time and improved technologies.
NItpick: "Alternative energy" covers fairly well understood 20th century power technologies- chiefly wind, solar, and hydroelectric. I'm not sure we're going to get much advancement out of those areas.

Or we could not make the same mistake we did with the frigates and CVEs by waiting for the perfect set of technologies to make it work.

I mean, I would like to have fusion plants produce 30 Energy per phase for the same or similar costs.

But I'm perfectly fine with a redesign that only does us 18 per phase while we unlock more technologies and have to do another upgrade development to integrate new technologies 4 years later.
I'd like to strike a middle ground here because there's no real emergency. Our worst case scenario is that we have, say, two or four less Energy than we otherwise would because we built one more phase of fusion reactors before doing the improvements; our best case scenario is that we avoid having to burn more Heavy Industry dice in the middle of the Plan because oh hey we finally got around to researching _____ and it's just the thing.

So saying "it's time, even if we only get +18 instead of +16" when we could wait a short time and do 1-2 more techs in hopes of getting to +20... Well, again, I think this is an instance where we do have the luxury of waiting a bit. If the Energy numbers don't bear me out in saying that, after I've had a chance to calculate later, I'll reconsider.
 
I'd like to strike a middle ground here because there's no real emergency. Our worst case scenario is that we have, say, two or four less Energy than we otherwise would because we built one more phase of fusion reactors before doing the improvements; our best case scenario is that we avoid having to burn more Heavy Industry dice in the middle of the Plan because oh hey we finally got around to researching _____ and it's just the thing.

So saying "it's time, even if we only get +18 instead of +16" when we could wait a short time and do 1-2 more techs in hopes of getting to +20... Well, again, I think this is an instance where we do have the luxury of waiting a bit. If the Energy numbers don't bear me out in saying that, after I've had a chance to calculate later, I'll reconsider.

We won't even know the impact of the technologies until we do the fusion improvements research, and even then there won't be an account enumerated by technology as to the impact.

Seriously, it's 2 dice and 40 Resources for a decent impact. I'd say we go for it.
 
We won't even know the impact of the technologies until we do the fusion improvements research, and even then there won't be an account enumerated by technology as to the impact.

Seriously, it's 2 dice and 40 Resources for a decent impact. I'd say we go for it.
We have been told that we get more impact if we've got more of the techs and infrastructure with the potential to help.

So from my point of view, I don't know what the impact will be, but I don't want to pay two dice (half the cost of a fusion phase) and get +2 per phase, because then that takes four whole phases to break even. If I'm going to do an upgrade cycle, I want it to count, because otherwise we get locked in this dumb cycle where we research two techs, we do a two-die upgrade, and we've spent four dice to get a +2 on the next eight rounds of fusion power. We research two more techs, we do a two-die upgrade, same story, over and over.

At some point it's just more efficient to at least try to push for an ambitious research project that funds work in several related fields in order to get good results.
 
If we're worried about orbital propellant mass in the short term there's always LEO atmospheric scoops. You wouldn't get much hydrogen that way, but--depending on how our fusion rockets actually work, of course--the actual propellant mass can be any fluid that doesn't actively corrode the piping so we only need to ship up the fusion fuels.
 
If we're worried about orbital propellant mass in the short term there's always LEO atmospheric scoops. You wouldn't get much hydrogen that way, but--depending on how our fusion rockets actually work, of course--the actual propellant mass can be any fluid that doesn't actively corrode the piping so we only need to ship up the fusion fuels.
Of the gases we can find in earths athmo en masse, all of them are terrible options for different reasons. Oxygen first is very reactive and shooting a jet of oxygen plasma out the back of your engine is a surefire way to have the whole thing catch fire. Carbons gas and liquid states are only possible under exotic conditions, so not an option. Carbon dioxide suffers from the same problem as oxygen, as plasma temps are high enough to break the molecule up into two oxygen and a carbon atom. Nitrogen is at least nonreactive, but there is another problem, its atomic weight of 14. At any particular temperature, lightweight propellant molecules carry just as much kinetic energy as heavier propellant molecules and therefore have more kinetic energy per unit mass. This makes low-molecular-mass propellants more effective than high-molecular-mass propellants. In the case of hydrogen this means your fuel needs suddenly jump as much as 14 times for the same acceleration.
 
Of the gases we can find in earths athmo en masse, all of them are terrible options for different reasons. Oxygen first is very reactive and shooting a jet of oxygen plasma out the back of your engine is a surefire way to have the whole thing catch fire. Carbons gas and liquid states are only possible under exotic conditions, so not an option. Carbon dioxide suffers from the same problem as oxygen, as plasma temps are high enough to break the molecule up into two oxygen and a carbon atom. Nitrogen is at least nonreactive, but there is another problem, its atomic weight of 14. At any particular temperature, lightweight propellant molecules carry just as much kinetic energy as heavier propellant molecules and therefore have more kinetic energy per unit mass. This makes low-molecular-mass propellants more effective than high-molecular-mass propellants. In the case of hydrogen this means your fuel needs suddenly jump as much as 14 times for the same acceleration.
Yes.
Basically gas giant refineries are a staple of the genre for a reason.
 
We have been told that we get more impact if we've got more of the techs and infrastructure with the potential to help.

We also knew that certain technologies would substantially improve the frigates and CVEs, so we delayed and delayed and delayed.

Also, we are not doing an upgrade cycle. We are making a redesign of the CCF plants on the basis of new technology and insight into fusion based energy production. Preferably we do this by slamming dice into Bergen so as to ensure we have enough superconductor.


As to the whole 'yeah, but that means we do multiple upgrade cycles and burn dice on it' thing?

No, no we don't. We do the redesign to deal with the flaws in the first CCF design and to integrate high temperature super conductors. We had the Block 1 CCF plants, we now work on the Block 2 design, and in, say, Plan 5, we revisit the CCF design, implement further changes as technology and engineering permits, and then start building those.

Upgrading the old plants? That's a problem for the Energy sub department, or the refit department, or the maintenance department.
 
Regarding DAE - is it actually worth it?

Given increases in Energy demand, +3 Energy per Q for -1 HI die doesn't look worthwhile. I can easily see us in a situation of needing more Fusion at the same pace with less HI dice, if we activate Department of Alternative Energy.

We might be better off without it.
While it might not be as directly efficient, 3 energy a turn forever is quite nice and probably will take care of most of our non factory needs. Plus we need to start dumping dice at the end of this plan as we are approaching the cap.
Or we could not make the same mistake we did with the frigates and CVEs by waiting for the perfect set of technologies to make it work.
That's not really the mistake we made with the navy. That was not really understanding that there would be a years long wait time for the ships to start appearing.

That mistake doesn't really appy to any other area as badly.
See, we can bat that back and forth forever. You say "more OSRCT is good," I say "I think we've passed the point of diminishing returns, at least until we find out whether further OSRCT phases will be part of the next set of Plan goals.
Just something I'd like to bring up about OSRCT really quick.

I believe we were told that it would serve as the basis for whatever form our space troops would end up taking so they will definitely have a impact on space stuff and not just as a fast response earth force.
 
Nitrogen is at least nonreactive, but there is another problem, its atomic weight of 14. At any particular temperature, lightweight propellant molecules carry just as much kinetic energy as heavier propellant molecules and therefore have more kinetic energy per unit mass. This makes low-molecular-mass propellants more effective than high-molecular-mass propellants. In the case of hydrogen this means your fuel needs suddenly jump as much as 14 times for the same acceleration.
Right, a fusion rocket using nitrogen propellant would have less exhaust velocity/specific impulse and more thrust than with hydrogen propellant at the same thrust power. The usual rocketry tradeoffs.

The advantages of nitrogen would be twofold:

1.Nitrogen is easily available in cis-lunar from LEO atmospheric scoops. Hydrogen, less so, as you yourself pointed out lunar ice is more like regolith with ice crystals than a proper cap and the only other exoplanetary sources of hydrogen are from asteroids, minor planets and the gas giants.

2. Liquid nitrogen is 11.3 times denser than liquid hydrogen, so there will be considerable volume savings which will translate to savings on structural mass. So the increase in the wet mass of the rocket will not be as great as the specific impulse would otherwise suggest.

TLDR: You need more nitrogen per trip, but nitrogen is very cheap absent gas giant holdings which we do not presently have, and probably won't have until after our cis-lunar presence has been expanded considerably.
 
Right, a fusion rocket using nitrogen propellant would have less exhaust velocity/specific impulse and more thrust than with hydrogen propellant at the same thrust power. The usual rocketry tradeoffs.

The advantages of nitrogen would be twofold:

1.Nitrogen is easily available in cis-lunar from LEO atmospheric scoops. Hydrogen, less so, as you yourself pointed out lunar ice is more like regolith with ice crystals than a proper cap and the only other exoplanetary sources of hydrogen are from asteroids, minor planets and the gas giants.

2. Liquid nitrogen is 11.3 times denser than liquid hydrogen, so there will be considerable volume savings which will translate to savings on structural mass. So the increase in the wet mass of the rocket will not be as great as the specific impulse would otherwise suggest.

TLDR: You need more nitrogen per trip, but nitrogen is very cheap absent gas giant holdings which we do not presently have, and probably won't have until after our cis-lunar presence has been expanded considerably.

1) Hydrogen is trivially available from Earth simply because Earth is, you know, pretty damn big and has a hydrosphere measured into the 'oh gods why' range. If you want to argue 'but we can acquire new propellant from anywhere', nitrogen is a terrible argument, since, like hydrogen, the major source we can get to is Earth.

2) Because liquid hydrogen is 11.3 times as dense as liquid hydrogen but 1/14th as effective as propellant you need about 25% more propellant by volume for the same delta-V. High temperature nitrogen in a plasma (that is, fusion drive exhaust) is also not an inert gas. It's actually rather reactive, because it would much rather be anything other than monoatomic nitrogen, and it will steal electrons and covalent bonds with anything it can, even more aggressively than oxygen does.


No, if you want an easily accessed and dispersed source of rocket fuel manufacturing, neither hydrogen nor nitrogen are particularly well suited at this time. Oxygen, however, is. Because as a waste product of all the Moon rock we are processing is oxygen. 40% or so by mass. And we are processing a lot of Moon rock to hit nearly 100 RpT equivalent. And yes, oxygen is pretty aggressive, which is a problem, but while it's hard to create a substance that is resistant to high temperature oxydators and reductors, you can optimize effectively against either one of those issues.

It just requires a very different nozzle composition when you are using oxygen in comparison to hydrogen.
 
Right, a fusion rocket using nitrogen propellant would have less exhaust velocity/specific impulse and more thrust than with hydrogen propellant at the same thrust power. The usual rocketry tradeoffs.

The advantages of nitrogen would be twofold:

1.Nitrogen is easily available in cis-lunar from LEO atmospheric scoops. Hydrogen, less so, as you yourself pointed out lunar ice is more like regolith with ice crystals than a proper cap and the only other exoplanetary sources of hydrogen are from asteroids, minor planets and the gas giants.

2. Liquid nitrogen is 11.3 times denser than liquid hydrogen, so there will be considerable volume savings which will translate to savings on structural mass. So the increase in the wet mass of the rocket will not be as great as the specific impulse would otherwise suggest.

TLDR: You need more nitrogen per trip, but nitrogen is very cheap absent gas giant holdings which we do not presently have, and probably won't have until after our cis-lunar presence has been expanded considerably.
Okay I dont think its exactly clear how absurd using Nitrogen as propellant mass is, specifically for the proposed combat ship that can burn at 12gs for an hour maximum. Using the Tsiolkovsky rocket equation dV=ve ln (m0/mf), where ve is the exhaust velocity, mo the start mass and mf the dry mass, we get a formula m0=mfe^(dv/ve) to get the required loaded mass for a given ve, dv and mf. Since this formula scales linearly with mass, I will just set m=1 to simplify the calculation and visualize how much fuel we need for 1kg of ship. ev for our fusion engine is 350 km/s, meaning that for nitrogen, which is 14 times heavier, ev is around 93 km/s, since the exhaust particles have the same kinetic energy. This gives us a needed wet mass of
m0=1*e^(12*9.81*3600/350000)=3.35, 2.35 kgs of hydrogen fuel per kg of ship to archieve the desired performance and
m0=1*e^(12*9.81*3600/93547)=92.7 so around 91.7 kgs of nitrogen fuel per kg of ship, . Even with nitrogen being 11 times denser you still end up with needing 3.5 more volume for fuel containers. Your cool spaceship has a fuel/ship mass ratio of more than 90, the Saturn V rocket had one of 14!

Go and mine ice asteroids for your hydrogen.

Also if anyone catches a mistake in my math point it out.
 
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I need to give huge huge thanks to @HousePet, as the entire backend excel sheet for the Probability Array has been massively revamped. There should only be very minor changes visible here in the posted version. But on the backend? The excel sheet now automatically generates strings for the Array. That means when a bureau's die bonus is changed, I no longer have to re-do all the results percentages for every single project by hand. I just change one number, and then copy/paste an entire block of ready-to-post project lines.

Again, I know this doesn't look like much, and it still requires a bit of hand-formatting. But it's going to save me a lot of time and effort going forward, and as far as boring excel sheet stuff goes? I think it's pretty cool. And none of it would have been possible without @HousePet, who came up with the idea and did nearly all of the work. (I helped fix one problem.)

If you're interested in somewhat-byzantine spreadsheets, you can have a look at it over here. Otherwise, the updated array below is still the same one you're all used to. And as always, I ask that you please inform me of any errors you find.

Infrastructure 5 dice +32
-[] Blue Zone Arcologies (Stage 4) 1/600 6 dice 90R 11%, 7 dice 105R 47%, 8 dice 120R 82%, 9 dice 135R 97%
-[] Blue Zone Arcologies (Stage 4+5) 1/1200 12 dice 180R 3%, 13 dice 195R 14%, 14 dice 210R 40%, 15 dice 225R 68%
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 68%, 2 dice 40R 100%
-[] Yellow Zone Fortress Towns (Phase 6+7) 220/600 4 dice 80R 28%, 5 dice 100R 77%, 6 dice 120R 97%
-[] Blue Zone Apartment Complexes (Phase 8) 15/160 1 die 10R 3%, 2 dice 20R 79%, 3 dice 30R 99%
-[] Blue Zone Apartment Complexes (Phase 8+9) 15/320 3 dice 30R 21%, 4 dice 40R 75%, 5 dice 50R 97%
-[] Blue Zone Apartment Complexes (Phase 8+9+10) 15/480 4 dice 40R 2%, 5 dice 50R 29%, 6 dice 60R 74%, 7 dice 70R 95%
-[] Rail Network Construction Campaigns (Phase 5) 39/325 3 dice 45R 33%, 4 dice 60R 84%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/650 6 dice 90R 8%, 7 dice 105R 41%, 8 dice 120R 78%, 9 dice 135R 96%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/975 9 dice 135R 2%, 10 dice 150R 15%, 11 dice 165R 45%, 12 dice 180R 75%, 13 dice 195R 93%
-[] Suborbital Shuttle Service (Phase 2) 22/250 2 dice 50R 14%, 3 dice 75R 75%, 4 dice 100R 98%
-[] Suborbital Shuttle Service (Phase 2+3) 22/450 4 dice 100R 8%, 5 dice 125R 50%, 6 dice 150R 87%, 7 dice 175R 99%

-[] Chicago Planned City (Phase 4) 3/550 5 dice 100R 2%, 6 dice 120R 23%, 7 dice 140R 63%, 8 dice 160R 90%, 9 dice 180R 98%
--Alt: 1 HI 4 Infra dice 100R 3%, 1 HI 5 Infra dice 120R 120R 29%, 1 HI 6 Infra dice 140R 71%, 1 HI 7 Infra dice 160R 94%
--Note: Infra/HI dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/65 1 Tib die 20R 90%
-[] Karachi Planned City (Phase 1+2) 0/195 2 Tib dice 40R 50%, 3 Tib dice 60R 96%
-[] Karachi Planned City (Phase 1+2+3) 0/455 4 Tib dice 80R 8%, 5 Tib dice 100R 55%, 6 Tib dice 120R 91%
--Alt: 6 Infra 1 Tib die 97%
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 9 Tib dice 180R 4%, 10 Tib dice 200R 24%, 11 Tib dice 220R 60%, 12 Tib dice 240R 87%, 13 Tib dice 260R 98%
--Alt: 6 Infra 3 Tib dice 180R 1%, 10 dice 200R 12%, 11 dice 220R 43%, 12 dice 240R 76%, 13 dice 260R 94%
--Note: Infra/Tib dice makes this complicated.

-[] Tokyo Harbor Reconstruction 0/180 +60/turn 1 die 15R 28%, 2 dice 30R 92%
--Alt 1: Q4 2061 0/120 +60/turn 1 die 15R 88%, 2 dice 30R 100%
--Alt 2: Q1 2061 0/60 +60/turn 0 dice auto
-[] Emergency Caloric Reclamation Processor Installations Phase 1 0/80 1 die 15R 68%, 2 dice 30R 100%
-[] Emergency Caloric Reclamation Processor Installations Phase 1+2 0/160 2 dice 20R 68%, 3 dice 30R 98%
Heavy Industry 5 dice +29
-[] Advanced Alloys Development 0/120 1 die 15R 30%, 2 dice 30R 94%
-[] Continuous Cycle Fusion Plants (Phase 9) 128/300 2 dice 40R 52%, 3 dice 60R 95%
-[] Continuous Cycle Fusion Plants (Phase 9+10) 128/600 5 dice 100R 19%, 6 dice 120R 61%, 7 dice 140R 90%
-[] Improved Continuous Cycle Fusion Development 0/120 1 die 120R 30%, 2 dice 240R 94%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 26 dice 390R 3%, 27 dice 405R 9%, 28 dice 420R 21%, 29 dice 435R 39%, 30 dice 450R 59%, 31 dice 465R 76%, 32 dice 480R 88%, 33 dice 495R 95%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1200 11 dice 220R 4%, 12 dice 240R 19%, 13 dice 260R 47%, 14 dice 280R 74%, 15 dice 300R 91%
-[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%, 3 dice 60R 94%
-[] Crystal Beam Industrial Laser Deployment 433/600 2 dice 40R 57%, 3 dice 60R 96%
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 30%, 2 dice 40R 94%
-[] Personal Electric Vehicle Plants 0/300 3 dice 30R 19%, 4 dice 40R 71%, 5 dice 50R 96%
-[] Microfusion Cell Development 0/60 1 die 20R 90%
-[] Division of Alternative Energy -1 HI die -10R Auto
-[] Distributed Heavy Industrial Authority -1 HI die -30R Auto
Light and Chemical Industry 4 dice +24
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 14 dice 280R 6%, 15 dice 300R 19%, 16 dice 320R 42%, 17 dice 340R 67%, 18 dice 360R 85%, 19 dice 380R 94%
-[] Bergen Superconductor Foundry (Phase 3) 0/380 4 dice 120R 13%, 5 dice 150R 55%, 6 dice 180R 87%, 7 dice 210R 98%
-[] Bergen Superconductor Foundry (Phase 3+4) 0/1140 13 dice 390R 7%, 14 dice 420R 23%, 15 dice 450R 48%, 16 dice 480R 72%, 17 dice 510R 88%, 18 dice 540R 96%
-[] Civilian Drone Factories 292/380 1 die 10R 52%, 2 dice 20R 97%
-[] Civilian Ultralight Factories 0/190 2 dice 30R 28%, 3 dice 45R 83%, 4 dice 60R 99%
-[] Carbon Nanotube Foundry Expansions 0/300 3 dice 60R 12%, 4 dice 80R 59%, 5 dice 100R 91%
-[] Artificial Wood Development 0/60 1 die 10R 85%, 2 dice 20R 100%
-[] Department of Distributed Manufactures -1 L&CL die -20R Auto
Agriculture 4 dice +24
-[] Agriculture Mechanization Projects (Phase 2) 26/250 2 dice 30R 8%, 3 dice 45R 61%, 4 dice 60R 94%
-[] Blue Zone Aquaponics Bays (Phase 5) 18/140 1 die 10R 18%, 2 dice 20R 83%, 3 dice 30R 99%
-[] Blue Zone Aquaponics Bays (Phase 5+6) 18/280 3 dice 30R 33%, 4 dice 40R 81%, 5 dice 50R 98%
-[] Blue Zone Aquaponics Bays (Phase 5+6+7?) 18/420 4 dice 40R 6%, 5 dice 50R 42%, 6 dice 60R 80%, 7 dice 70R 96%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 40%, 3 dice 45R 89%, 4 dice 60R 99%
-[] Vertical Farming Projects (Stage 2+3?) 65/480 4 dice 60R 4%, 5 dice 75R 34%, 6 dice 90R 74%, 7 dice 105R 94%
-[] Ranching Domes 228/250 1 die 20R 100%
-[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 45%, 3 dice 45R 91%
-[] Spider Cotton Plantations (Phase 1+2) 0/350 4 dice 60R 27%, 5 dice 75R 72%, 6 dice 90R 94%
-[] Spider Cotton Plantations (Phase 1+2+3) 0/540 6 dice 90R 14%, 7 dice 105R 48%, 8 dice 120R 81%, 9 dice 135R 95%
-[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 4 dice 40R 8%, 5 dice 50R 46%, 6 dice 60R 83%, 7 dice 70R 97%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Development 0/50 1 die 20R 95%
-[] Strategic Food Stockpile Construction (Phase 3) 128/175 1 die 10R 93%
-[] Strategic Food Stockpile Construction (Phase 3+4) 128/375 2 dice 20R 2%, 3 dice 30R 44%, 4 dice 40R 87%, 5 dice 50R 99%
-[] Strategic Food Stockpile Construction (Phase 3+4+5) 128/575 5 dice 50R 19%, 6 dice 60R 58%, 7 dice 70R 88%, 8 dice 80R 98%
-[] Strategic Food Stockpile Construction (Phase 3+4+5+6) 128/775 7 dice 70R 8%, 8 dice 80R 33%, 9 dice 90R 67%, 10 dice 100R 89%, 11 dice 110R 98%
-[] Caloric Reclamation Processor (Phase 1) 0/80 1 die 10R 60%, 2 dice 20R 99%
-[] Caloric Reclamation Processor (Phase 1+2) 0/160 2 dice 20R 54%, 3 dice 30R 94%
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 54%, 3 dice 60R 97%
-[] Tiberium Vein Mines (Stage 2+3?) 5/385 3 dice 60R 3%, 4 dice 80R 46%, 5 dice 100R 90%, 6 dice 120R 99%
-[-] Yellow Zone Tiberium Harvesting (Phase 11) -/350 3 dice 60R 10%, 4 dice 80R 65%, 5 dice 100R 96%
-[] Intensification of Green Zone Harvesting (Stage 7) 78/100 1 die 15R 100%
-[-] Intensification of Green Zone Harvesting (Stage 7+8) 78/200 1 die 15R 33%, 2 dice 30R 96%
-[-] Intensification of Green Zone Harvesting (Stage 7+8+9) 78/300 2 dice 30R 26%, 3 dice 45R 89%, 4 dice 60R 99%

-[] Red Zone Tiberium Harvesting (Stage 12) 29/150 1 die 25R 34%, 2 dice 50R 96%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/300 2 dice 50R 3%, 3 dice 75R 60%, 4 dice 100R 96%
-[] Red Zone Border Offensives (Stage 1) 0/250 2 dice 50R 10%, 3 dice 75R 74%, 4 dice 100R 99%
-[] Red Zone Border Offensives (Stage 1+2) 0/500 4 dice 100R 1%, 5 dice 125R 29%, 6 dice 150R 77%, 7 dice 175R 97%
-[] Red Zone Border Offensives (Stage 1+2+3) 0/750 7 dice 175R 8%, 8 dice 200R 41%, 9 dice 225R 79%, 10 dice 250R 96%
-[] Red Zone Border Offensives (Stage 1+2+3+4) 0/1000 9 dice 225R 2%, 10 dice 250R 17%, 11 dice 275R 50%, 12 dice 300R 81%, 13 dice 325R 96%
-[] Red Zone Border Offensives (Stage 1+2+3+4+5) 0/1250 12 dice 300R 5%, 13 dice 325R 25%, 14 dice 350R 57%, 15 dice 375R 83%
-[] Red Zone Containment Lines (Stage 6) 54/225 2 dice 50R 71%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/450 4 dice 100R 35%, 5 dice 125R 85%, 6 dice 150R 99%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/675 6 dice 150R 17%, 7 dice 175R 61%, 8 dice 200R 91%
-[-] Tiberium Glacier Mining (Stage 13) 38/205 2 dice 60R 74%, 3 dice 90R 99%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/410 3 dice 90R 4%, 4 dice 120R 51%, 5 dice 150R 92%

-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%, 3 dice 90R 98%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%, 2 dice 40R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 55%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/130 1 die 30R 25%, 2 dice 60R 94%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 35%, 2 dice 60R 97%
-[] Improved Tiberium Containment Facilities Construction 0/120 1 die 20R 35%, 2 dice 40R 97%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 die 20R 56%, 2 dice 40R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 1+2) 41/280 2 dice 40R 15%, 3 dice 60R 81%, 4 dice 80R 99%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%, 3 dice 60R 99%
-[] Visceroid Research Programs 0/120 1 die 15R 40%, 2 dice 30R 99%
-[] Improved Hewlett Gardener Process Development 0/160 2 dice 40R 85%, 3 dice 60R 99%
-[] Tiberium Harvesting Claw Deployment 0/380 3 dice 45R 3%, 4 dice 60R 46%, 5 dice 75R 90%, 6 dice 90R 99%
Orbital 6 dice +26
-[] GDSS Columbia (Phase 1) 0/80 1 die 20R 67%, 2 dice 40R 99%
-[] GDSS Columbia (Phase 1+2) 0/245 2 dice 40R 6%, 3 dice 60R 61%, 4 dice 80R 95%
-[] GDSS Columbia (Phase 1+2+3) 0/580 6 dice 120R 15%, 7 dice 140R 53%, 8 dice 160R 86%, 9 dice 180R 98%
-[] GDSS Enterprise (Phase 5) 997/1535 5 dice 100R 4%, 6 dice 120R 32%, 7 dice 140R 73%, 8 dice 160R 94%
--GDSS Enterprise Bays (1 available)--
-[] Military Bay 0/450 4 dice 80R 1%, 5 dice 100R 22%, 6 dice 120R 63%, 7 dice 140R 90%
-[] Advanced Materials Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Station Bay 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Gravitic Shipyard 0/450 4 dice 80R 1%, 5 dice 100R 22%, 6 dice 120R 63%, 7 dice 140R 90%
-[] Fusion Shipyard 0/500 5 dice 100R 6%, 6 dice 120R 36%, 7 dice 140R 74%, 8 dice 160R 94%

-[] GDSS Shala - Same as GDSS Columbia.
-[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 89%, 2 dice 20R 100%
-[] Orbital Cleanup (Stage 11+12) 32/170 1 die 10R 4%, 2 dice 20R 76%, 3 dice 30R 99%
-[] Conestoga Class Development 0/60 1 die 30R 87%, 2 dice 60R 100%
-[] Leopard II Factory 0/350 3 dice 60R 2%, 4 dice 80R 32%, 5 dice 100R 77%, 6 dice 120R 96%

-[] Outer System Survey Probes 0/190 2 dice 30R 31%, 3 dice 45R 86%, 4 dice 60R 99%

-[] Lunar Rare Metals Harvesting (Phase 1) 56/115 1 die 20R 83%, 2 dice 40R 100%
-[] Lunar Regolith Harvesting (Phase 3) 57/295 2 dice 40R 5%, 3 dice 60R 55%, 4 dice 80R 92%
-[] Lunar Regolith Harvesting (Phase 3+4) 57/580 5 dice 100R 3%, 6 dice 120R 25%, 7 dice 140R 64%, 8 dice 160R 90%, 9 dice 180R 98%
-[] Lunar Heavy Metals Mines (Phase 4) 25/350 3 dice 60R 6%, 4 dice 80R 48%, 5 dice 100R 87%, 6 dice 120R 98%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/690 7 dice 140R 7%, 8 dice 160R 33%, 9 dice 180R 67%, 10 dice 200R 90%, 11 dice 220R 98%
-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting (Inactive)
Services 5 dice +27
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 25%, 3 dice 60R 82%, 4 dice 80R 99%
-[] Human Genetic Engineering Programs 0/120 1 die 25R 28%, 2 dice 50R 92%
-[] Hallucinogen Development 0/60 1 die 15R 88%, 2 dice 30R 100%
-[] NOD Research Initiatives 87/200 1 die 30R 35%, 2 dice 60R 95%
-[] Regional Hospital Expansions (Phase 1) 0/300 3 dice 75R 16%, 4 dice 100R 67%, 5 dice 125R 94%
-[] Regional Hospital Expansions (Phase 1+2) 0/600 6 dice 150R 5%, 7 dice 175R 29%, 8 dice 200R 67%, 9 dice 225R 90%
-[] Ocular Implant Development 0/120 1 die 20R 28%, 2 dice 40R 92%
Military 8 dice +26
-[] Advanced ECCM Development 0/40 1 die 20R 100%
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%, 3 dice 60R 93%
-[] ASAT Defense System (Phase 4+5) 36/715 7 dice 140R+ 11%, 8 dice 160R+ 45%, 9 dice 180R+ 79%, 10 dice 200R+ 95%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Binary Propellant Exploration 0/60 1 die 10R 87%, 2 dice 20R 100%
-[] Military Particle Beam Development 0/100 1 die 20R 47%, 2 dice 40R 98%
-[] Ferro Aluminum Armor Refits 0/350 3 dice 15R 2%, 4 dice 20R 32%, 5 dice 25R 77%, 6 dice 30R 96%
-[] Strategic Area Defense Networks (Phase 1) 0/275 3 dice 60R 28%, 4 dice 80R 78%, 5 dice 100R 97%
-[] Strategic Area Defense Networks (Phase 1+2) 0/600 6 dice 120R 4%, 7 dice 140R 26%, 8 dice 160R 63%, 9 dice 180R 88%, 10 dice 200R 98%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/975 10 dice 200R 2%, 11 dice 220R 11%, 12 dice 240R 34%, 13 dice 260R 63%, 14 dice 280R 85%, 15 dice 300R 95%

--MARVs--
-[] Reclamator Hubs 0/335 3 dice 60R 4%, 4 dice 80R 41%, 5 dice 100R 83%, 6 dice 120R 98%
--Alt 1: 2 Mil 1 Tib dice 60R 6%, 2 Mil 2 Tib dice 80R 58%, 2 Mil 3 Tib dice 94%
--Alt 2: 1 Mil 1 AA 2 Tib dice 80R 41%, 1 Mil 1 AA 3 Tib dice 100R 88%, 1 Mil 1 AA 4 Tib dice 120R 99%
--Alt 3: 2 AA 2 Tib dice 80R 25%, 2 AA 3 Tib dice 100R 78%, 2 AA 4 Tib dice 120R 98%
-[] Reclamator Hubs x2 0/670 7 dice 140R 6%, 8 dice 160R 30%, 9 dice 180R 65%, 10 dice 200R 89%, 11 dice 220R 98%
--Alt: 2 Mil 4 Tib dice 120R 2%, 2 Mil 5 Tib dice 140R 24%, 2 Mil 6 Tib dice 160R 67%, 2 Mil 7 Tib dice 180R 92%
-[] Reclaimator Hub BZ-1 (Roschino) 39?/335 3 dice 60R 16%, 4 dice 80R 57%, 5 dice 100R 94%
-[] Reclaimator Hub BZ-2 (Richmond) 58/335 3 dice 60R 27%, 4 dice 80R 77%, 5 dice 100R 97%
--Alt: 2 Mil 1 Tib die 60R 36%, 2 Mil 2 Tib dice 80R 88%, 2 Mil 3 Tib dice 100R 99%

--Zone Operations Command--
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 97%
-[] Zone Lancer Development 0/40 1 die 15R 100%
-[] Zrbite Sonic Weapons Development 0/60 1 die 20R 87%, 2 dice 40R 100%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 1) 0/275 3 dice 60R 28%, 4 dice 80R 78%, 5 dice 100R 97%
-[] Orca Wingmen Drone Deployment (Phase 1+2) 0/550 6 dice 120R 15%, 7 dice 140R 51%, 8 dice 160R 83%, 9 dice 180R 96%
-[] Hammerhead Wingmen Drone Deployment (Phase 1) 0/200 2 dice 40R 23%, 3 dice 60R 81%, 4 dice 80R 98%
-[] Hammerhead Wingmen Drone Deployment (Phase 1+2) 0/400 4 dice 80R 9%, 5 dice 100R 49%, 6 dice 120R 85%, 7 dice 140R 98%
-[] Apollo Fighter Factories 0/80 1 die 15R 62%, 2 dice 30R 99%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%

--Space Force--
-[] OSRCT Station (Phase 3) 5/295 3 dice 60R 28%, 4 dice 80R 81%, 5 dice 100R 98%
-[] OSRCT Station (Phase 3+4) 5/690 7 dice 140R 10%, 8 dice 160R 42%, 9 dice 180R 77%, 10 dice 200R 94%
-[] Orbital Defense Laser Satellite Deployment 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 92%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 53%, 3 dice 60R 95%
-[] Tactical Ion Cannon Network (Phase 1) 0/275 3 dice 60R 28%, 4 dice 80R 78%, 5 dice 100R 97%

--Ground Forces--
-[] Universal Rocket Launch System Deployment (Phase 3) 133/200 1 die 15R 75%, 2 dice 30R 100%
-[] Railgun Munitions Factories (Phase 1) 0/200 2 dice 20R 23%, 3 dice 30R 81%, 4 dice 40R 98%
-[] Railgun Munitions Factories (Phase 1+2) 0/400 4 dice 40R 9%, 5 dice 50R 49%, 6 dice 60R 85%, 7 dice 70R 98%
-[] Railgun Munitions Factories (Phase 1+2+3) 0/600 6 dice 60R 4%, 7 dice 70R 26%, 8 dice 80R 63%, 9 dice 90R 88%, 10 dice 100R 98%
-[] Railgun Munitions Factories (Phase 1+2+3+4) 0/800 8 dice 80R 2%, 9 dice 90R 14%, 10 dice 100R 42%, 11 dice 110R 72%, 12 dice 120R 91%
-[] Guardian Mark 2 Development 0/40 1 die 10R 100%
-[] Armadillo HAPC Development 0/40 1 die 10R 100%
-[] Mammoth Block Four Development 0/40 1 die 10R 100%
-[] MBT-7 Paladin Development 0/40 1 die 15R 100%
-[] Ground Forces Zone Armor (Set 1) 0/190 2 dice 40R 31%, 3 dice 60R 86%, 4 dice 80R 99%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Hallucinogen Countermeasures Deployment 0/120 1 die 25R 22%, 2 dice 50R 87%, 3 dice 75R 99%

--Navy--
-[] Infernium Laser Refits 0/450 4 dice 120R 1%, 5 dice 150R 22%, 6 dice 180R 63%, 7 dice 210R 90%
-[] Escort Carrier Shipyards (Newark) 179/240 1 die 20R 81%, 2 dice 40R 100%
-[] Governor A Development 0/40 1 die 15R 100%
-[] Island Class Assault Ships 0/40 1 die 20R 100%
-[] Victory Class Monitor Development 0/40 1 die 20R 100%
-[] Shark Class Frigate Shipyards (Seattle) 0/300 3 dice 60R 14%, 4 dice 80R 64%, 5 dice 100R 93%

--Steel Talons--
-[] Mastodon Heavy Assault Walker Deployment 144/225 1 die 10R 61%, 2 dice 20R 99%
-[] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 62%, 2 dice 60R 99%
-[] Light Combat Laser Development 0/40 1 die 25R 100%
-[] Heavy Combat Laser Development 0/40 1 die 20R 100%
-[] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 22%, 2 dice 40R 89%, 3 dice 60R 99%
-[] Buckler Shield Development 0/100 1 die 20R 47%, 2 dice 40R 98%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 67%, 2 dice 40R 99%
-[] Sparkle Shield Module 0/120 1 die 30R 27%, 2 dice 60R 91%
Bureaucracy 4 dice +24
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews DC50 0/50 1 die 90%, 2 dice 100%
-[] Make Political Promises 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Banking Reforms 1 die -100R auto
-[] Long Term Systematic Planning Organization 1 die -2 free dice auto
-[] Predictive Modeling Management 1 die auto
Last Security Review
Light/Chem 1 turn ago 2061 Q1
Heavy Ind 2 turns ago 2060 Q4
Orbital 2 turns ago 2060 Q4
Bureaucracy 2 turns ago 2060 Q4
Services 5 turns ago 2060 Q1
Infrastructure 6 turns ago 2059 Q4
Tiberium 6 turn ago 2059 Q4
Military 9 turns ago 2059 Q1
Agriculture 10 turns ago 2058 Q4
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
--Note2: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note3: You can use this calculator to calculate the effects of the Admin Assistance dice on specific projects.
--Note4: The most recent version of the Array is most often the Informational threadmarked version.
--Note5: See the top of this post for Note5.
 
1) Hydrogen is trivially available from Earth simply because Earth is, you know, pretty damn big and has a hydrosphere measured into the 'oh gods why' range. If you want to argue 'but we can acquire new propellant from anywhere', nitrogen is a terrible argument, since, like hydrogen, the major source we can get to is Earth.
The reason I raised nitrogen in the first place is that hydrogen is available only as water on the Earth's surface. So you have to ship the stuff up the gravity well at considerable expense, or find an ice asteroid, wrap in tin foil so it doesn't evaporate out from under you, and tug it back to one of the Langrage points.

Okay I dont think its exactly clear how absurd using Nitrogen as propellant mass is, specifically for the proposed combat ship that can burn at 12gs for an hour maximum. Using the Tsiolkovsky rocket equation dV=ve ln (m0/mf), where ve is the exhaust velocity, mo the start mass and mf the dry mass, we get a formula m0=mfe^(dv/ve) to get the required loaded mass for a given ve, dv and mf. Since this formula scales linearly with mass, I will just set m=1 to simplify the calculation and visualize how much fuel we need for 1kg of ship. ev for our fusion engine is 350 km/s, meaning that for nitrogen, which is 14 times heavier, ev is around 93 km/s, since the exhaust particles have the same kinetic energy. This gives us a needed wet mass of
m0=1*e^(12*9.81*3600/350000)=3.35, 2.35 kgs of hydrogen fuel per kg of ship to archieve the desired performance and
m0=1*e^(12*9.81*3600/93547)=92.7 so around 91.7 kgs of nitrogen fuel per kg of ship, . Even with nitrogen being 11 times denser you still end up with needing 3.5 more volume for fuel containers. Your cool spaceship has a fuel/ship mass ratio of more than 90, the Saturn V rocket had one of 14!

Go and mine ice asteroids for your hydrogen.

Using the example scoop from toughscifi, I can scoop 92.7 kilograms of nitrogen in 1.7 hours...

While a Union can ship 200,000 kilograms of hydrogen per launch. Assuming a pessimistic 24 hour turnaround, that's (200,000/24)*1.7=14,166 kilograms per 1.7 hours.

Alright, I give.
 
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