With any luck ICCF will need only development?
It's a Talons project. When the Talons research a tech, there's generally no immediate deployment step, because it's not being prepared for mass global production on a gigantic scale to equip an army of millions. Which is what our deployment projects normally represent.

No, the Talons just modify their relatively small numbers of highly modifiable 'mechs with the new bleeding-edge weapon system or whatever.

The trick is that when the Talons develop something, it's a sign that they've gotten it to work at all. In this case, successfully developing Sparkle Shields means that we know know how to create force field barriers that are like the ones we had before, only markedly better. That may then have impact in other areas, including civilian areas. For instance, the Talons got neural interface helmets of a new type to work, and more or less immediately we got the very valuable Neural Interface Operating Theater tech.

...

(By the way, Nod already has buckler shields; the Centurion is using them these days in some places)
 
Preliminary Four Year Plan Required Dice as of the start of Q3 2061.
Infrastructure Projects
Infrastructure has the second most die efficient way of getting Food Reserve from Emergency Caloric Reclamation Processor Installations. It also contains the alternative for the Processing Goal in the form of Chicago.

Required Projects:
-None

Semi Required Projects:
-Emergency Caloric Reclamation Processor Installations Phase 1-2: 0/160 Progress ~2 dice median
--Requires 15 Political Support
--Provides 10 Food Reserve

Alternative Projects: (Replacing Tiberium Processing Plants)
-Chicago Planned City Phase 4: 3/550 Progress ~6 Dice
--Requires 1 Heavy Industry die
--Requires 4 Energy
--Requires 2 Logistics
--Requires 4 Labor
--Provides 8 Consumer Goods
--Provides 6 Capital Goods
--Provides 280 Processing
--Note: Chicago is less efficient at providing Processing then building more Tiberium Processing Plants, however it does provide many other benefits

Infrastructure Total = 2 (6 with Chicago and No CRP) dice
10 Infrastructure dice for the rest of the Plan, 8 (4 with Chicago and No CRP) dice available, no free dice required.
Heavy Industry Projects
Heavy Industry requires the Industrial Lasers, along with the completion of one phase of Fusion to power the Military Factories.

Required Projects:
-Crystal Beam Industrial Laser Deployment: 433/600 Progress, ~2 dice median
--Provides 10 Energy
--Provides 6 Capital Goods

Semi Required Projects:

Note: Chicago Phase 4 is an alternative for the Progressing Goal and requires 1 Heavy Industry die to activate.

Heavy Industry Total = 2 (3 with Chicago) dice
10 Heavy Industry dice for the rest of the Plan, 8 (7 with Chicago) dice available, 0 free dice required
Light and Chemical Industry Projects
Light and Chemical Industry does not have anything that is explicitly required by the Plan, however, it does have multiple progress efficient way to provide Consumer Goods.

Required Projects:
-None

Semi Required Projects:

Light and Chemical Industry Total = 0 dice
8 Light and Chemical Industry dice for the rest of the Plant, 8 dice available, 0 free dice required
Agricultural Projects
Agriculture provides the most variety in options to fulfill the 8 point Food Reserve requirement. It also is the most efficient way to provide the ~10 Food needed for the incoming refugees.

Required Projects:

Semi Required Projects:

Alternative Projects: (No CRP and Ranching Domes)
-Strategic Food Stockpile Construction Phase 3-6: 128/775 Progress ~9 dice median
--Requires 16 Food
--Provides 8 Food Reserve
--Assumes the pattern of increasing Progress costs continues for Phases 5 and 6

-Ranching Domes: 228/250 Progress 1 die
--Requires 4 Food
--Requires 2 Energy
--Requires 2 Labor
--Provides 8 Consumer Goods
--Provides 5 Political Support

Agricultural Total = 0 (10 with No CRP)
8 Agricultural Dice for the rest of the Plan, 8 (0 with No CRP and Ranching Domes) dice available, 0 (2 with No CRP and Ranching Domes) free dice required
Tiberium Projects
Tiberium is the source of the most efficient means of achieving our Processing goal, Tiberium Processing Plants. It is technically possible to achieve the processing goal by completing Phase 4 of the Chicago Planned City. However, it is 2.5 times as much progress as the Tiberium Processing Plants. Still, because it's possible, Tiberium Processing Plants is technically only Semi Required.

Required Projects:
-None

Semi Required Projects:
-Processing: 280 points
--Tiberium Processing Plants: 20/200 Progress ~2 dice median
---Requires 4 Energy
---Requires 3 Logistics
---Provides 600 Processing

Tiberium Total = 2 (0 with Chicago)
14 Tiberium Dice for the rest of the Plan, 12 (14 with Chicago) dice available, 0 free dice required.
Orbital Projects
Orbital requires the completion of Enterprise and one more Lunar Mine.

-Complete GDSS Enterprise: 997/1535 Progress ~7 dice median
--Provides 2 Capital Goods
--Provides 2 Consumer Goods

-Complete one more phase of Space Mines:
--1 Rare Metals Mines: 56/135 Progress ~1 dice median
---Provides +5 RpT

Semi Required Projects:
-None

Orbital Total = 8
12 Orbital Dice for the rest of the Plan, 4 available, 0 free dice required.
Military Projects
Military requires the completion of multiple small projects along with a few more extensive projects such as OSRCT and the Escort Carriers.

Required Projects:
-Complete ASAT Phase 4: 36/220 Progress ~2 dice median
-General Military Total = 2 dice

Space Force
-Complete OSRCT Phase 3-4: 5/690 Progress ~9 dice median
-Space Force Total = 9 dice

Ground Forces
-Complete one more phase of URLS production: 133/200 Progress ~1 die median
--Requires 2 Energy
-Ground Forces Total = 1 die

Navy
-Escort Carrier Shipyards (Newark): 179/240 ~1 die median
--Requires 5 Energy
--Requires 2 Capital Goods
-Navy Total = 1 die

Steel Talons
-Deploy Mastodon: 144/225 Progress ~1 die
--Requires 3 Energy
--Requires 1 Capital Goods
--Requires 1 STU
--Requires 1 Labor
-Steel Talons Total = 1 die

Alternative Projects: (General Build Up)
-Ground Forces Zone Armor (Set 1) (New York): 0/200 ~3 dice median
--Requires 4 Energy
--Requires 1 Capital Goods
--Requires 2 Labor
--Note: Zone Armor is going to be a significant part of the coming plan, additionally the factories are needed to free up ZOCOM's forces.

-Shark Class Frigate Shipyards (Seattle): 0/300 ~4 dice median
--Requires 6 Energy
--Requires 2 Capital Goods
--Note: Seattle is considered by many to be an unofficial Plan Goal due to its necessity in securing our trade lanes.

Military Total = 14 (21 with General Build Up) dice
16 Military dice for the rest of the Plan, 2 (0 with General Build Up) dice available, 0 (5 with General Build Up) free dice required.
Economic Targets/Factors
-Energy: 17 current, 4 in reserve
--4 Required by Tiberium Processing Plants/Chicago, same cost for both
--2 Required by URLS
--5 Required by Escort Carrier Shipyards (Newark)
--3 Required by Mastodon Deployment
--10 Provided by Crystal Beam Industrial Lasers Deployment
--Net: 13 Energy
--2 Required by Ranching Domes
--6 Required by Shark Class Frigate Shipyards (Seattle)
--4 Required by Ground Forces Zone Armor (Set 1) (New York)
--Net Alternative: 1 Energy

-Logistics:‌ 22
--3 Required by Tiberium Processing Plants
--Net: 19 Logistics
--2 Required by Chicago
--Net Alternative: 20 Logistics
--Note this is assumes the losses to raiding and military activity are permanent

-Food:‌ 26
--10 Required by Refugees (Assumes 0.5 Food per Housing worth of Refugees and current Refugee influx remains constant)
--Net: 16 Food
--12 Required by Strategic Stockpile Construction
--4 Required by Ranching Domes
--Net Alternative: 0 Food

-Food Reserve: 20 in reserve, must produce 8 for plan
--10 Produced by Emergency Caloric Reclamation Processor Installation
--Total Produced: 10
--Net: 30 Food Reserve
--8 Produced by Strategic Stockpile Construction
--Total Alternative Produced: 8
--Net Alternative: 28

-Capital Goods: 16, 130 in Reserve
--2 Required by Escort Carrier Shipyards (Newark)
--1 Required by Mastodon Deployment
--6 Provided by Crystal Beam Industrial Laser Deployment
--2 Provided by Enterprise
--Net: 21 Capital Goods
--2 Required by Frigate Shipyards (Seattle)
--1 Required by Ground Forces Zone Armor (Set 1) (New York)
--6 Provided by Chicago
--Net Alternative: 24 Capital Goods

-Consumer Goods: 49 current
--4 produced by Consumer Industrial Development
--2 produced by Bureau of Arcologies
--2 Provided by Enterprise
--Total Produced: 8
--Net: 57 Consumer Goods
--10 Provided by Chicago
--8 Provided by Ranching Domes
--Net Alternative: 75 Consumer Goods

-Labor: 49, +4 per turn
--(Currently +4 per turn)
--1 Required by Mastodon Deployment
--Net: 52+ Labor
--2 Required by Ranching Domes
--4 Required by Chicago
--2 Required by Ground Forces Zone Armor (Set 1) (New York)
--Net Alternative: 44+ Labor

I've summarized the Economic Targets here as there are multiple ways to achieve them. I've noted the synergies between the Plan Goals as well. I've also placed them in the sections I feel they are most applicable.
Dice Required Summary
Infrastructure: 10 Total, 2 (6 with Chicago and No CRP) Required, 8 (4 with Chicago and No CRP) Available
Heavy Industry: 10 Total, 2 (3 with Chicago) Required, 8 (7 with Chicago) Available
Light and Chemical Industry: 10 Total, 0 Required, 10 Available
Agriculture: 8 Total, 0 (10 with No CRP and Ranching Domes) Required, 8 (0 with No CRP and Ranching Domes) Available, 0 (2 with No CRP and Ranching Domes) Free Die Required
Tiberium: 14 Total, 2 (0 with Chicago) Required, 12 (14 with Chicago) Available
Orbital: 12 Total, 8 Required, 4 Available
Services: 10 Total, 0 Required, 10 Available
Military: 16 Total, 14 (21 with General Build Up) Required, 2 (0 with General Build Up) Available, 0 (5 with General Build Up) Free Dice Required
Free: 14 Total, 0 (6 with Alternatives) Required, 14 (8 with Alternatives) Available
Notes:
-All dice estimates are calculated based on the present respective die bonus.
-The total dice numbers at the bottom of each section are the dice requirements for the Required and Semi Required Projects combined.
-Required Projects are those that must be completed for the Plan.
-Semi Required Projects are those that should be completed, but are not technically mandatory for the completion of the Plan. These projects provide efficient methods to achieve the economic targets or otherwise reduce/mitigate the economic costs of the other required and semi required projects.
-Alternatives are projects that we are considering because they are Unofficial Plan Goals due to their utility, the die cheapest route has consequences we find undesirable, or they have additional benefits and synergies.

Any questions/comments are welcome.

Changes from Q2 Projections:
-Agricultural: We have produced enough Food that we no longer require Agri Mech even with worst case Refugee Food Requirements, the not producing CRP, and completing Ranching Domes.
-Orbital: We have gained two spare dice from good rolls.
-Military: We have lost several spare dice, though we still have some, with the alternates we now have 5 free dice required.
 
Well, I'd really like to do Chicago, but:
We've got 14 Tib dice left in the Plan, and I can only see ~10 dice of Tib projects that aren't mining, processing capacity or costing PS. So Chicago fo the processing capacity doesn't seem to be worth doing.
And there are still some decent alternative in Infra and HI that we could do. Such as more Arcologies and Suzuka.

So, unless a new option appears in Tib, I'd say that Chicago is unlikely.
 
The way I see it, Chicago Phase 4 is an optional "passion project" we may want to do, but are not required to do. The biggest reason to want it right now, in my opinion, isn't so much the processing cap benefit as the advantage of having a surge of extra Consumer and Capital Goods (which can, for instance, support vein mines), along with getting us 1/3 of the way to full completion of Chicago, which I know we hope/intend for some time in the coming Fourth Four Year Plan.

However.

For reasons I have already exhaustively discussed, I consider it highly desirable to take E-CRP this quarter in an attempt to fulfill the Stored Food target without (as @doruma1920 notes) being forced into spending effectively all our remaining Agriculture dice and probably and then some building granaries and nothing but granaries. This will also have the benefit of keeping us from falling down to very low Food surpluses because of the extra -6 Food going into the Phase 5+6 granaries.

Since E-CRP is related to a key Plan goal, it would seem unwise to wait until Q4 to attempt it. Therefore, since that's a quasi-mandatory Infrastructure die (for me) in Q3, and we already have only five dice in the first place, that rules out an attempt on Chicago in Q3. Q4 is more open, since I have no Infrastructure projects I feel specifically committed to in Q4 barring bad rolls in Q3. I may consider a Free dice fueled attempt on Chicago Phase 4 in Q4 for this reason, bearing in mind that if the attempt fails, we have lost nothing of importance as it produces nothing we need right away in 2062Q1.

Meanwhile, a push on Suborbital Shuttles seems very wise in Q3, and we should be able to largely finish Phase 2. Phase 3 provides so much +Logistics that it's actually worth doing even in the early stages of a Plan. It's actively so much more efficient than, say, railroads that even if you can't afford to activate all your dice, you're better off spending 75 R on three Shuttles Phase 3 dice than on five railroad dice.
______________________

*(if you disagree, ask me for a link and please read my previous arguments that I will show you; I'd rather not repeat everything again so soon)
 
I'm hoping that our efforts to date to get refugees quality housing has encouraged even more people to defect from Nod. If nothing else, it's probably been very helpful in reducing the internal tensions from having so many people immigrate so quickly.
 
If nothing else, I believe we should chuck a few dice at Chicago to get the ball rolling. We do want it finished, and even if it doesn't become a plan goal I favor picking it up as one.
 
I'm hoping that our efforts to date to get refugees quality housing has encouraged even more people to defect from Nod. If nothing else, it's probably been very helpful in reducing the internal tensions from having so many people immigrate so quickly.
We've effectively (re)built whole-ass new cities for people to live in by this point, so I certainly hope so. Granted, the new cities are still a work in progress.

If nothing else, I believe we should chuck a few dice at Chicago to get the ball rolling. We do want it finished, and even if it doesn't become a plan goal I favor picking it up as one.
The trick with Chicago is that at least for 2061, Heavy Industry dice are scarce and Infrastructure dice are plentiful. Since Chicago is most efficiently built using lots of Infrastructure dice (at +32) instead of Heavy Industry (+29) anyway, the ideal arrangement is to spend one Heavy Industry die and then as many Infrastructure dice as possible.

Which means we are kiiiind of incentivized to provide the funding for the project in big "shock" phases and try to make as much progress at once as we can, if we're going to do it at all. Otherwise, we make slightly less progress on net (-3 for each Heavy Industry die we're forced to roll, relative to the Infrastructure dice), and to commit Heavy Industry dice on more turns, which is obnoxious given how much we do in Heavy Industry.
 
Chicago for refining might not be the best idea:

For example, in the Egyptian theater of operations, the cargo handling port facilities have begun to back up, with more tiberium being churned through them than they can handle

If I'm reading correctly some parts of GDI infrastructure are hitting the limit of their Tib transportation capacity. So decentralisation of refinement might be a better course of action.

That said, I'm in favour of Chicago for Cap and Con goods.
 
Last edited:
SCED voting is closed
Adhoc vote count started by sunrise on Jul 11, 2022 at 5:11 AM, finished with 67 posts and 7 votes.

  • [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) 27IP
    -[X] Lunar Fascilities 3/3 Dice:
    --[X] Craterscope Foundations (Phase 2) 90/300 3 Dice
    -[X] Assembly:
    --[X] Craterscope Mirror tools 30IP
    -[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: Orbital Scan: (Eris) 1 Die
    --[X] Mission: Research Base (Mercury) 0/150 2 Die
    --[X] Voyager Visitation 102/150 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
sunrise threw 3 100-faced dice. Reason: Craterscope Foundations Total: 271
87 87 94 94 90 90
sunrise threw 1 100-faced dice. Reason: G-Drive Improvement Program Total: 38
38 38
sunrise threw 1 100-faced dice. Reason: Gravity Particle Sample Total: 81
81 81
sunrise threw 2 100-faced dice. Reason: Union Fabricator Craft Develop Total: 86
49 49 37 37
sunrise threw 2 100-faced dice. Reason: Tick Tank Dig Experiments Total: 42
16 16 26 26
sunrise threw 3 100-faced dice. Reason: Craterscope Imaging Sensor Total: 152
30 30 60 60 62 62
sunrise threw 2 100-faced dice. Reason: Craterscope Atmospheric Analyz Total: 29
20 20 9 9
sunrise threw 2 100-faced dice. Reason: Research Base (Mercury) Total: 114
66 66 48 48
sunrise threw 1 100-faced dice. Reason: Voyager Visitation Total: 24
24 24
sunrise threw 2 7-faced dice. Reason: Ceres Pathfinder Survey Total: 7
4 4 3 3
sunrise threw 1 5-faced dice. Reason: deposit 1 Total: 2
2 2
sunrise threw 1 2-faced dice. Reason: deposit 2 Total: 1
1 1
sunrise threw 2 3-faced dice. Reason: Ceres Pathfinder Survey Total: 3
2 2 1 1
 
[] Draft Plan Attempting To House The Angry Homeless Space Pirates

Would you consider moving Erewhon to Stockpile Construction. Then switching the AA die for Banking reform and Interdepartmental Favors.

Perhaps as a variant such as:
[] Draft Plan Attempting To House The Angry Homeless Space Pirates With Banks
-[] Infrastructure (5 dice, +32 bonus, 105 R)
--[] Yellow Zone Fortress Towns Phase 6 220/300 (1 die, 20 R) (68% chance)
--[] Suborbital Shuttle Service (Phase 2) 22/250 (3 dice, 75 R) (75% chance)
--[] Emergency Caloric Reclamation Processor Installations 0/80 (1 die, 10 R) (68% chance)
-[] Heavy Industry (5 dice + EREWHON!!!, +29 bonus, 95 R)
--[] Crystal Beam Industrial Laser Deployment 433/600 (3 dice, 60 R) (96% chance)
--[] Continuous Cycle Fusion Plants (Phase 9) 128/300 (1 die, 20 R) (1/2 median)
--[] Advanced Alloys Development 0/120 (1, 15 R) (30% chance)
-[] Light Industry (4 dice, +24 bonus, 120 R)
--[] Bergen Superconductor Foundry Phase 3 0/380 (4 dice, 120 R) (13% chance)
-[] Agriculture (4 dice + AA die, +24 bonus, 60 R)
--[] Ranching Domes 228/250 (1 die, 20 R) (100% chance)
--[] Strategic Food Stockpile Construction Phase 3+4 128/375 (3+E die, 40 R) (Phase 3, 76% chance of Phase 4)
-[] Tiberium (7 dice, +39 bonus, 165 R)
--[] Tiberium Inhibitor Deployment (RZ-7 North America) 0/120 (1 die, 30 R) (35% chance)
--[] Tiberium Inhibitor Deployment (YZ-11 Colombia) 0/130 (1 die, 30 R) (25% chance)
--[] Tiberium Processing Plants Stage 2 20/200 (2 dice, 60 R) (63% chance)
--[] Tiberium Harvesting Claw Deployment 0/380 (3 dice, 45 R) (3% chance)
-[] Orbital (6 dice + 1 Free die, +26 bonus, 140 R)
--[] Lunar Rare Metals Harvesting (Phase 2) 56/115 (1 die, 20 R) (83% chance)
--[] GDSS Enterprise Phase 5 997/1535 (6 dice, 120 R) (32% chance)
-[] Services (5 dice, +27 bonus, 130 R)
--[] NOD Research Initiatives 87/200 (1 die, 30 R) (35% chance)
--[] Regional Hospital Expansions Phase 1 (4 dice, 100 R) (67% chance)
-[] Military (8 dice + 6 Free dice, +26 bonus, 275 R)
--[] ASAT Defense System Phase 4 36/220 (1 die, 20 R) (1/2 median)
--[] Universal Rocket Launch System Deployment (Phase 3) 133/200 (1 die, 15 R) (75% chance)
--[] Ground Forces Zone Armor (New York) 0/??? (2 dice, 40 R) (??% chance)
--[] Escort Carrier Shipyards (Newark) 179/240 (1 die, 20 R) (81% chance)
--[] OSRCT Stations Phase 3 5/690 (8 dice, 160 R) (Phase 3, 24% chance of Phase 4, 42% with Seo bonus)
--[] Mastodon Heavy Assault Walker Deployment 144/225 (1+AA dice, 20 R) (93% chance)
-Bureaucracy (4 dice, 100 R)
--[] Administrative Assistance: Mastodons
--[] Interdepartmental Favors (1 Die, 0 R) (Auto)
--[] Banking Reforms (1 Die, 100 R) (Auto)
--[] Erewhon: Advanced Alloys

1190/1200
Energy Worst Case: 17 (Current) – 2 (Ranching Domes) – 4 (Processing Plants) – 1 (Hospital) – 2 (URLS) – 2 (New York) – 5 (Newark) – 3 (Mastodon) = -2 Energy (8 Energy if Laser's completes 96% chance)
Food Worst Case: 26 (Current) – 5 (Refugees) – 6 (Stockpile Construction) = 15 Food
 
@BOTcommander I was going to make a results post, but unless I'm missing something, it looks like you only spent 162/200 IP. Did you mean to put the remaining IP into Enterprise Orbital Assembler (Phase 2), or somewhere else? IIRC Dmol8's original plan put 100/100 IP into the Enterprise, but that's also been edited, so...
 
@BOTcommander I was going to make a results post, but unless I'm missing something, it looks like you only spent 162/200 IP. Did you mean to put the remaining IP into Enterprise Orbital Assembler (Phase 2), or somewhere else? IIRC Dmol8's original plan put 100/100 IP into the Enterprise, but that's also been edited, so...
Ooooops, if @sunrise is merciful I will ask to please put the remaining IP into Enterprise Orbital Assembler (Phase 2)
 
A Dragon Cuts Off Her Tail (Alt History)
A Dragon Cuts Off Her Tail (Alt History)
Yao, in her infinite wisdom, has seen through the GDI's nefarious ploy to sever the relationship between herself and Kane's most loyal servants. She slaughtered their so-called "diplomats", and is now heading to the Black Hands' secret base in the mountains to prepare her people for the GDI's inevitable counterattack.

You lead the forces that have volunteered to stay behind to face the GDI's overwhelming assault. The machine-men are enraged, and will show no mercy. Make them bleed for every step that they take. Every second that they are delayed, is another second of peace and safety for our loved ones. Each minute, new defenses are erected. Bring them suffering, to remind them that the free peoples' of the Earth won't meekly acquiesce to their tyrannical ambitions. In Kane's Name!


05 - Secret History of Kane
edit:
Thanks @KnightDisciple for looking over the blurb.
Rakuhn threw 1 25-faced dice. Reason: Ia! Ia! Lore fhtagn! Total: 25
25 25
 
Last edited:
SCED Results Post:

Hover Rover Workshop (Phase 2) +20IP 20/20 IP
Gagarin Station (Stage 4) 1/10 +1 2/10 Gagarin Station Parts
Enterprise Orbital Assembler (Phase 2 of 4) +27 27/100 IP
--Alt: +38 65/100 IP

Craterscope Foundations (Phase 2) 90/300 +271 361/300
Craterscope Mirror tools +30 30/30IP

G-Drive Improvement Program 46/400 +38 +30 114/400
Gravity Particle Sample Collection Machine +81 +30 111/100
Union Fabricator Craft Development 79/225 +86 +60 225/225

Tick Tank Dig Experiments +42 +60 102/150
Craterscope Imaging Sensor Development 277/500 +152 +90 519/500
Craterscope Atmospheric Analyzer Development +29 +60 89/200
Mission: Orbital Scan: (Eris) 1 Die
Mission: Research Base (Mercury) +114 +10 124/150
Voyager Visitation 102/150 +24 +5 131/150

Manned Mercury Landing
Ceres Pathfinder Survey I
Ceres Pathfinder Survey II
 
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