Ooo, fun. Not quite as fun as Tiberium Wildlife, but still fun.
Hmm, I know everytime the Fire Hawk was talked about it was always mentioned how old it was. Nice that a fresh take available, even if it'll be a while before it's attractive to make it. Really hope its Wingmen Drones come as part of its production and won't need their own project.
Ouch. Well that that's a lot more expensive then I expected. Worth it, but yeowch.[ ] Zrbite Sonic Weapons Deployment (Phase 1) (High Priority) (New)
(Progress 0/380: 20 resources per die) (-2 Energy, -2 STUs) (High Priority)
(Progress 0/760: 20 resources per die) (-2 Energy, -2 STUs, -1 Capital Goods)
Still? Shit, sounded like they were happyish last turn.[ ] Ground Forces Zone Armor (Set 1) (Phase 6) (Very High Priority)
Priority doesn't mean the military is miserable without it, it means they want it.
Very High Priority does not strictly mean it is the top of the pile, rather that there are a lot of different branches that want it.
So your saying that we won't deplete our pool of volunteers because it is not as small as the QM has indicated. The pool of volunteers to live in space decreases as it is depleted and desperation for safety decreases, it grows as people became more desperate for safety. We have made the Blue Zones Earth a rather nice (and safe) place to live, our space habitats are having to compete with those. Can you say you would like to live in a cramped place in an orbital hab over a comfortable house/apartment on the ground.
Ouch. Well that that's a lot more expensive then I expected. Worth it, but yeowch.
52/995. Though this is correct in the Infra section.--[X] Chicago Planned City (Phase 5) 52/1000 (1 die, 20 R (in HI)) (see above)
95% chance. (HI +34, +5 Tech, +15 Omake, total bonus +54. Need to roll a 6 or higher, so can only fail on rolls of 1 to 5. 5% chance of failure therefore a 95% chance of success.)--[X] Second Generation Repulsorplate Development 0/60 (1 die, 20 R) (94% chance)
79% chance.--[X] Carbon Nanotube Foundry Expansions 219/285 (1 die, 20 R) (74% chance)
This is correct. However, on my end, I accidentally assigned Infra's bonus of +27 instead of Service's +32 here, so in the Array I had this down as 61%. Which I've now fixed, so thank you.--[X] Regional Hospital Expansions 213/295 (1 die, 25 R) (66% chance)
86% chance. (With +15 from omake bonus, need to roll a 15 or higher. Can only fail on rolls of 1 to 14, so a 14% chance of failure. And therefore an 86% chance of success.)
26% chance.--[X] Zrbite Sonic Weapons Deployment 0/380 (4 dice, 80 R) (39% chance)
This is at 0/70 this turn, and so has a 77% chance.--[X] Medium Tactical Plasma Weapon Deployment 0/75 (1 die, 30 R) (71% chance)
This is one of our 3.5 (Munitions) projects. (I'm counting GD-3 Phases 4 and 5 as half here.) When we start the Munitions Bureau, this project will get +50 progress per turn, meaning this Phase would finish in two turns, and the entire project in 6 turns. (The 4th Phase has been removed this turn, so there's only Phases 2 and 3 left.) This makes manually assigning a die here super inefficient, and given the recent peace deal, we seriously don't have a reason to want this one ASAP compared to doing other projects. I would suggest doing one of the following alternatives:--[X] Railgun Munitions Factories (Phase 2) 89/190 (1 die, 10 R) (46% chance)
--[X] Chicago Planned City (Phase 5) 52/995 5 dice HI dice, 120R
This is more of a clarity problem. You have the 20R from the HI die both here and in Infra section. It would be clearer for either the Infra line to show 100R, or the HI line to not have 20R shown. (The header amounts for both Infra and HI are still correct.)
This should be 60R, not 90R. And therefore the section header should say the cost is 95R, not 125R.-[X] Light Industry (5/5 Dice, +24 bonus, 125 R)
--[X] Bergen Superconductor Foundry (Phase 4) 65/690 2 dice 90R
--[X] Carbon Nanotube Foundry Expansions 219/280 1 dice 20R 79%
--[X] Home Robotics Factories 114/140 1 dice 15R 100%
--[X] Security Review
This should be 120R, not 140R.--[X] Tiberium Vein Mines (Stage 6+7+8+9) 25/175 6 dice 140R 4%
This should be 90R, not 120R. And therefore the section header should say the cost is 320R, not 350R.-[X] Orbital (7/7 dice + 7 Free Dice, +34 bonus, 350 R)
--[X] Gravitic Shipyard 0/430 3 dice 120R
This is 66%.--[X] Regional Hospital Expansions (Phase 1) 213/295 1 die 25R 61%
This is 86%.
This should be 1110, not 1170. Infra 100R + HI 110R + L&CI 95R + Agri 75R + Tib 140R + Orbit 320R + Services 50R + Mil 160R + Bureau 60R.
Thank you! I triple checked it but apparently I need a plan-editor.No One Double-Checks Things, Q4 2062 Edition.
52/995. Though this is correct in the Infra section.
95% chance. (HI +34, +5 Tech, +15 Omake, total bonus +54. Need to roll a 6 or higher, so can only fail on rolls of 1 to 5. 5% chance of failure therefore a 95% chance of success.)
79% chance.
This is correct. However, on my end, I accidentally assigned Infra's bonus of +27 instead of Service's +32 here, so in the Array I had this down as 61%. Which I've now fixed, so thank you.
86% chance. (With +15 from omake bonus, need to roll a 15 or higher. Can only fail on rolls of 1 to 14, so a 14% chance of failure. And therefore an 86% chance of success.)
26% chance.
This is at 0/70 this turn, and so has a 77% chance.
Lastly, a mechanical criticism:
This is one of our 3.5 (Munitions) projects. (I'm counting GD-3 Phases 4 and 5 as half here.) When we start the Munitions Bureau, this project will get +50 progress per turn, meaning this Phase would finish in two turns, and the entire project in 6 turns. (The 4th Phase has been removed this turn, so there's only Phases 2 and 3 left.) This makes manually assigning a die here super inefficient, and given the recent peace deal, we seriously don't have a reason to want this one ASAP compared to doing other projects. I would suggest doing one of the following alternatives:
- Switch the die here to one of the other two 10R Military projects, that being the GD-3 and Infantry Recon Support Drones. The latter would be 1/2 dice for median completion chance.
- Switch this die and the die on Ultralight Glide Munitions to two dice on Infantry Recon Support Drones, as that'll be a 49% chance for quickly supporting future ZOCOM efforts.
- Switch the ZOCOM die from Medium Tactical Plasma Weapon to one of the cheaper projects, gaining 5 R or 10 R to then switch the Railgun die to a more expensive project. This would open up options like doing 1/2.5 dice for the Stealth Disruptor Deployment, or doing Advanced ECCM, as it's the other (Munitions) research project and would easily lead to us starting the Bureau next turn.
- Save R from elsewhere to upgrade this die to another project.
This is more of a clarity problem. You have the 20R from the HI die both here and in Infra section. It would be clearer for either the Infra line to show 100R, or the HI line to not have 20R shown. (The header amounts for both Infra and HI are still correct.)
This should be 60R, not 90R. And therefore the section header should say the cost is 95R, not 125R.
This should be 120R, not 140R.
This should be 90R, not 120R. And therefore the section header should say the cost is 320R, not 350R.
This is 66%.
This is 86%.
This should be 1110, not 1170. Infra 100R + HI 110R + L&CI 95R + Agri 75R + Tib 140R + Orbit 320R + Services 50R + Mil 160R + Bureau 60R.
As a mechanical criticism, you have 110R left over in your budget. It would be very hard to spend all of it without doing U-Series Alloys, which your plan pointedly does not do. But there are many other places where you could "upgrade" to more expensive dice, such as switching off the Reforestation Campaigns or switching in a 4th die on the Gravitic Shipyard.
I always find it best to take a break, then come back later and check things from top to bottom. That way you're more likely to see it fresh and break any patterns/habits you've inadvertently ended up with while you were making the plan/essay/whatever.Thank you! I triple checked it but apparently I need a plan-editor.
Probably lose the gained PS, maybe lose double. It depends on the failure I'd imagine.Do we know what happens if we take, and fail, the Steel Talons promise this turn (so long as we put a die on the project, that has a 77% CoS)?
DAE is slightly worse on pure Energy numbers than doing CCF, because it also provides significant background benefits - it hardens the energy grid against attack/sabotage, by providing redundancy and increased re-routability. Which is something we might not need right now, but likely will once the TCN War happens. (If it happens.)Tbh I am glad that we chose the "DAE upgrade" guy which forces us to do DAE. Cause otherwise it would never have gotten done. Like straight up. The cruelty of the "Auto-Dice system" is that the options can never be as good as regular projects(unfortunate I know) so efficiency-wise they will always be argued down(barring a really good plan and convincing Simon) but they are very useful for having a consistent source of increase and gives us breathing room in HI for power. If 4 power is coming next turn, our "Oh shit we need power" threshold is a lot lower and that is useful.
Edit: DAE is one dice on 4 power at all times. A consistency that we lack as we tend to fluctuate wildly with varying priorities
There's also the Dice Cap mechanic, but to make that really effective, it would have to be a bit lower of a cap than we currently have.I would honestly argue that it should be the opposite. If the objective is to encourage us to give up dice.
The Auto dice options should be slightly better than regular projects. The trade off is then that you lose the dice forever and the loss of the ability to invest it in other projects. A steady increase in housing or energy doesn't do anything to research new tech or build a factory. Losing a dice hurts.
Then the argument becomes when to lose the flexibility and ability to focus on projects to instead just make numbers go up slightly faster.
Right now a lot of the auto dice options are less effective than a normal dice and I have no idea why we would go for them. They are literally worse choices.
IIRC, The Morgan is John Henry Morgan, cousin of Nwabudike who was killed by alien attack. Fortunately, he has been mostly sidelined by early action of the Treasury.
I'm just messing everything up with this one aren't I.