We passed the military review as well but a low roll on a pass means we miss stuff.
There's no indication that's how it works, a pass is a pass and a fail is a fail from everything we've seen. Not 100% cleaning out the military on a single review is because the Brotherhood has been presumably putting a lot of points into that sector, and because we've kinda gotten predictable with how often we review places so they know to go quiet every 24-36 months.
 
I like to do the Combat Laser Development first so the vehicles can be designed with those in mind, and the laser might have a rollout for all steel talon vehicles that is doable before Karachi(the ion canon deployment is only 70 points)
Final iterations of the draft (preferably when I have some idea of how much the new fusion reactors cost and what even exists as a continuation/successor to vein mining) may well have some spare R kicking around, which could go to laser development in theory. Right now I'm trying to keep the Talons' actual budget manageable while balancing the stuff they think it would be cool to have against the stuff that has broader applications outside their area.

Possible, but we don't what it'll cost, besides at least one STU of Zerbite. 20R sounds reasonable, but we just don't know. Hopefully it won't need 4 dice worth of progress?
I budgeted three at 20 R/die myself. My main concern is the overall cost. The naval laser refits are expensive, too.

Remember, our theoretical budget for this turn is 1205, but after we pay InOps we only have 1145, and that's got to stretch across 55 non-Bureaucracy dice. Almost any project we undertake that costs more than 20 R/die has to be offset elsewhere by us deliberately choosing to do something that costs 15 R/die or less. And most of the money we can shake loose for things like that is already being eaten by the alloy foundries.

I would agree, but again, we just don't know. For all we know they won't be happy til we do a full ten factories.
They'll surely keep pushing at least up through Set 2 (which would overfulfill our plan goal), but we can stop and take a breather at some point. I'm honestly not planning to even start the Set 2 factories until Reykjavik is complete, and I'm torn on whether to build the sixth Set One factory. I think we should, but there are a lot of places to use the dice.

What I'd like to get in Military is to unlock more Refit and Munitions projects so we can start up the Bureaus. Once we have 3+ Refit projects, or 2+ Munitions projects, their respective Bureaus start giving more progress than our average (50.5 + 31) Military dice do. But currently we still only have 2 Refit projects and 1 Munitions project available.

That, and Modular Rapid Assembly Prototype Factory. I think that's likely a key technology for gaining next-gen MARVs.
I'd like to do a few more Talons research projects (many of which have been sitting around for most of a decade waiting for funding) before we begin that factory, personally.

As to the military bureaus, part of the issue is making sure that the projects we get align with the projects we want. I really, really wish that the GD-3 production deployment qualified as either [Munitions] or [Refit], for instance. It's a perfect example of a project that would do well as an ongoing thing ticking away in the background, and it's a straightforward exercise in retooling existing rifle factories to make new weapons.

I would really dislike putting less than 6 dice on alloy foundries.
It is a phased project, so we do not need to be cautious about overspending, while not finishing a phase this turn, a real possibility at 13%, would delay all the discounts it gives us.
The delays are pretty small and (see my reply to Nottheunmaker, above) our budget is finite. I won't begrudge other people the right to try and make 6+ alloy dice happen, but... I'm looking at my draft here. And I'd have to make cuts I really don't care to make (such as giving up on doing any work on Chicago, or cutting the Agriculture budget down to the bone with reforestation dice) to make it happen.

Also, should we aim to complete all 6 phases? Or do 5 and leave capstone bonus for later?
Honestly, I see no reason to stop until we run out of phases or have to switch to some other project to avoid failing a Plan target. It's just that the expense is incredible, and we may be forced to pace ourselves if we want to accomplish anything else.

It's not just Field Refining. MARV 2.0s are supposed to have a lot of new techs integrated into them, such as tentacles.

If they were urgent, I'd still go for more MARV 1.0s anyways. But right now, they aren't. There are better uses for mil and tib dice.
Military, yes. Tiberium, debateable. We can't get any more Red Zone mitigation right now by any other means, and our more cost-effective ways of getting income increase (mostly involving Red Zone mining of some kind) are locked off by ZOCOM being overstrained. If vein mines or something just as cost-effective are still an option next turn, they'll very much be on the menu, but that might be gone and replaced by something else that either doesn't yield much +RpT or costs so much per die that we can't afford it properly.

The 5 initial phases that give us discounts is something I hope we can continue finishing 1 phase every turn.
I just want to emphasize that this pace of one alloy foundry phase per turn is a brutally intensive effort for us and we are having to make very real sacrifices to sustain it.
 
Unfortunately, I'm going to have to adopt a weird response format to avoid falling afoul of my understanding of the spaghetti rules. You've asked me about six questions, no two of which are closely enough related to be answered at once.
Honestly I actually feel the new format is better? It makes your interpretation of what they ask completely explicit, no funhouse mirror. If there's any misunderstanding, it'll be gotten to much quicker - and on top, it's just more concise as a layout and easier to scan for things relevant to people outside the conversation. I like it.

For that matter, I've actually done something similar, back during the vote where I first advocated for auroras: though in that case, I made the choice not to quote anyone at all, instead articulating and then answering the thread concerns as I saw them. I felt this would keep it from being about butting heads with any particular person, and would later provide me something I could just refer back to - and I think it worked out for those things quite well.
 
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Honestly I actually feel the new format is better? It makes your interpretation of what they ask completely explicit, no funhouse mirror. If there's any misunderstanding, it'll be gotten to much quicker - and on top, it's just more concise as a layout and easier to scan for things relevant to people outside the conversation. I like it.
When I use it, I have had several people question me on why I'm using the weird layout, so I pre-disclaim that I'm using a weird layout because reasons.

I don't perceive any functional difference as long as you're responding to one person. If you're not responding to one person, but only to an abstract list of "concerns" aggregated from the thread, it's more functional than it would be to just quote exactly one person. But very often, I'm being specifically questioned about something I specifically said or did, by a specific person. Replying to such a thing with a broad-spectrum "to whom it may concern" response has advantages and disadvantages.

For that matter, I've actually done something similar, back during the vote where I first advocated for auroras: though in that case, I made the choice not to quote anyone at all, instead articulating and then answering the thread concerns as I saw them. I felt this would keep it from being about butting heads with any particular person, and would later provide me something I could just refer back to - and I think it worked out for those things quite well.
As noted above, this particular post worked that way for you because you were in a conversation with "the thread," not "SpecificPoster123."




Okay, here's another plan. This one shifts focus a bit to have MARVs.

All figures for project costs are estimates based on what I think will happen with the alloy foundries; they may be off by some amount. Hopefully by a relatively small amount.

BUDGET: 1205 R, 109 PS, +15 Energy, +15 Capital Goods

1205/1205 R
7/7 Free dice

[] 2062Q4 Draft Plan Attempting to Unleash The Land Battleships
-[] Infrastructure (5/5 Dice, +37 bonus, 100 R)
--[] Chicago Planned City (Phase 5) 52/1000 (5 dice, 100 R) (6/11 median)

-[] Heavy Industry (6/6 Dice + 2 Free dice + EREWHON!!!, +34 bonus, 280 R)
--[] U-Series Alloy Foundries (Phase 3) 186/550 (5 dice, 200 R) (~87% chance)
--[] Chicago Planned City (Phase 5) 52/1000 (1 die, 20 R) (see above)
--[] Low Velocity Particle Applicator Development 0/120 (1+E dice, 40 R) (76% chance)
--[] Second Generation Repulsorplate Development 0/60 (1 die, 20 R) (95% chance)

-[] Light Industry (5/5 Dice, +24 bonus, 75 R)
--[] Reykjavik Myomer Macrospinner 50/1155 (2 dice, 40 R) (2/15 median)
--[] Carbon Nanotube Foundry Expansions 219/285 (1 die, 20 R) (74% chance)
--[] Home Robotics Factories 114/145 (1 die, 15 R) (100% chance)
--[] Security Review

-[] Agriculture (6/6 Dice, +29 bonus, 75 R)
--[] Reforestation Campaign Preparations (Phase 1) 0/880 (2 dice, 10 R) (2/11 median)
--[] Agriculture Mechanization Projects (Phase 2) 26/240 (2 dice, 30 R) (18% chance)
--[] Dairy Ranches (Phase 1) 155/195 (1 die, 20 R) (100% chance)
--[] Poulticeplant Deployment 0/150 (1 die, 15 R) (1/2 median)

-[] Tiberium (7/7 Dice + 1 Free die, +39 bonus, 170 R)
--[] Tiberium Inhibitor Deployment (BZ-6 Japan) 0/90 (1 die, 30 R) (65% chance)
--[] Tiberium Wildlife Experiments (New) 0/60 (1 die, 20 R) (99% chance)
--[] Liquid T. Power Deployment (Phase 3+4) 4/390 (2 dice, 40 R) (96% Phase 3, 7% Phase 4)
--[] Reclamator Hub RZ-1S + RZ-3S 0/305 (4 dice, 80 R)
---[] ~100% chance RZ-1S completes, 17% chance of rollover completing RZ-3S

-[] Orbital (7/7 dice + 3 Free dice, +34 bonus, 180 R)
--[] GDSS Columbia (Phase 5) 146/1035+ (6 dice, 120 R) (6/10 median)
--[] GDSS Shala (Phase 4) 92/495+ (3 dice, 60 R) ( <0.5% chance)
--[] Security Review

-[] Services (4/4 Dice, +32 bonus, 65 R)
--[] Regional Hospital Expansions 213/300 (1 die, 25 R) (61% chance)
--[] Kamisuwa Optical Laboratories 79/240 (1 dice, 20 R) (1/2 median)
--[] AEVA Deployment (Services) 167/200 (1 die, 20 R) (100% chance)
--[] AEVA Hungers

-[] Military (8/8 Dice + 1 Free die, +31 bonus, 200 R)
--[] Reclamator Hub RZ-1S 0/305 (2 dice, 40 R) (see above)
--[] Unknown Zrbite Weapon Deployment 0/??? (2 dice, 40 R) (???)
--[] Infernium Laser Refits 0/405 (3 dice, 90 R) (3/5 median)
--[] LOSS Constellations 0/175 (1 die, 10 R) (1/2 median)
--[] USGV Development 0/80 (1 die, 20 R) (71% chance)

-[] Bureaucracy (4/4 Dice, +29 bonus, 60 R)
--[] Transfer Funding to InOps (1 die, -60 RpT)
--[] Security Review: Light Industry (1 die)
--[] Security Review: Orbital (2 dice)
---[] Military will be done next quarter.
---[] Note that to some extent, the security-reviews are a cost-cutting measure.


CAPITAL GOODS BUDGET
15 (initial) +2 (DHIA) +4 (nanotubes) -1 (agriculture) -1 (hospitals) -4 (AEVA)
= +15 Capital Goods

ENERGY BUDGET
15 (initial) +10 (liquid tiberium) +1 (MARV) -4 (alloys) -1 (vroombas) -1 (dairy) -3 (BZ-6) -1 (hospitals) -3 (AEVA)
= +13 Energy

GETTING YELLED AT BUDGET
109 +1 (BZ-6 inhibitor) -10 (liquid tiberium) -5 (tiberium goats)
= 95 Political Support
 
Second Generation Repulsorplate Development may help with Deep Red Zone Tiberium Glacier Mining. From the Q1 2062 Results post "Each harvester may have a useful life measured in weeks or even just days, before it must be cut off it's undercarriage and the contaminated bits shipped off to be recycled or scrapped entirely." Emphasis mine.

MARV Hub's may also get a refit project if/when MARV 2.0 is finshed. So finshing MARV Hubs now could get "free" upgrades later...
 
Second Generation Repulsorplate Development may help with Deep Red Zone Tiberium Glacier Mining. From the Q1 2062 Results post "Each harvester may have a useful life measured in weeks or even just days, before it must be cut off it's undercarriage and the contaminated bits shipped off to be recycled or scrapped entirely." Emphasis mine.

Not in time for it to actually matter, we're required to complete the Deep Red stuff by the end of next year. 5 turns is not enough to research the tech, build the prototypes it spits out, and then scale that up to mass produced hover harvesters. It probably is a key tech for theoretical hover harvesters, but it won't roll out fast enough to help with the current slate of Deep Red projects specifically.
 
Honestly, I see no reason to stop until we run out of phases or have to switch to some other project to avoid failing a Plan target. It's just that the expense is incredible, and we may be forced to pace ourselves if we want to accomplish anything else.

Two more, for a total of 4 Foundries, seems like a good place to stop for a bit. It'll leave us an STU buffer for the Infernium Refits and Gravitic Shipyard, and a 20% discount is nothing to sneer at.
 
So with those rolls...

Someone's dead, right?
I can literally never remember whether it's Nod or GDI that rolls first, but we have a pretty damn good success for Side1 on the one hand, and an absolutely overwhelming success for Side2 on the other.

Two more, for a total of 4 Foundries, seems like a good place to stop for a bit. It'll leave us an STU buffer for the Infernium Refits and Gravitic Shipyard, and a 20% discount is nothing to sneer at.
We'll see. I think it's more of a matter of "we need to slow down and trickle dice into the project at 2-3 per turn for budgetary reasons," as opposed to "we need to stop."

I hope it's not the open hand guy or our new agriculture guy.
I think Crucible's an enby?
 
Remember, our theoretical budget for this turn is 1205, but after we pay InOps we only have 1145, and that's got to stretch across 55 non-Bureaucracy dice. Almost any project we undertake that costs more than 20 R/die has to be offset elsewhere by us deliberately choosing to do something that costs 15 R/die or less. And most of the money we can shake loose for things like that is already being eaten by the alloy foundries.

Simon we have been getting +15 income from taxes every turn since the start of this new plan. Why did you not add that into your calculation of our budget?
 
-[] Heavy Industry (6/6 Dice + 2 Free dice + EREWHON!!!, +34 bonus, 280 R)
--[] U-Series Alloy Foundries (Phase 3) 186/550 (5 dice, 200 R) (~87% chance)
--[] Chicago Planned City (Phase 5) 52/1000 (1 die, 20 R) (see above)
--[] Low Velocity Particle Applicator Development 0/120 (1+E dice, 40 R) (76% chance)
--[] Second Generation Repulsorplate Development 0/60 (1 die, 20 R) (95% chance)
I don't get why you aren't penciling in a next-gen fusion project. We're going to get one next turn. Why wouldn't we take it? Also,
--[] Low Velocity Particle Applicator Development 0/120 (1+E dice, 40 R) (76% chance)
Why are you using Erewhon here? Unlike with fusion, there's no time pressure for this tech. If you're going to regularly use Erewhon on 20R/die projects, at least put it on space. Erewhon really likes space.
 
I don't get why you aren't penciling in a next-gen fusion project. We're going to get one next turn. Why wouldn't we take it?
I'm deeply uncertain about the cost per die. If it's expensive, I'm going to say "fuckit" and steal dice off of the alloy foundries. If it's cheap, it gets slotted in somewhere else. Until I know which, I'm holding off on trying to budget for it.

Why are you using Erewhon here? Unlike with fusion, there's no time pressure for this tech. If you're going to regularly use Erewhon on 20R/die projects, at least put it on space. Erewhon really likes space.
Take it up with @Vehrec . His idea, though I agreed to it. Might take it off. I could see doing something else with Erewhon, though it's damn hard to find things it's likely to like that don't cost 20 R/die or more.
 
@FantasticMsFox
Iirc you're looking forward to writing Erewhon running the Occult Investigations project. That said, how would Erewhon feel about being part of restoring the Earth's biosphere by working on the Reforestation Campaign Preparations (presumably alongside the agricultural department, rather than by itself)?
 
Alright my own mathpost:

Communal Blue Zone Arcologies 328+27+36 = 391/395 Completes with Non-Canon Omake +6 QualHaus +2 ConG +1 ER -1 E
Urban Metros (Phase 4) 0+67+82+72 = 221/145 +3 Log -2 E
Suborbital Shuttle Service (Phase 2) 22+52+36 = 110/240?
U Series Alloy Foundries (Phase 2) 116+64+86+48+93+13+58+52+231 = 761/575 (Phase 3) 186/550? -4 E -2 STUs 5% Discount on many Projects
Personal Electric Vehicle Plants 175+75+33 = 283/295 Completes with a Canon Omake -2 Lab -4 E -2 CapG +8 ConG +4 Log +10 PS
Improved Continuous Cycle Fusion Development 0+74+84+38 = 196/120
Carbon Nanotube Foundry Expansions 0+10+89+51+69 = 219/285?
Artificial Wood Furniture Plants 33+50+23 = 106/95 +4 ConG
Home Robotics Factories (New) 0+91+23 = 114/145?
Wadmalaw Kudzu Plantations (Phase 3) 430+72 = 502/450 +8 ConG +1 to All Dice
Vertical Farming Projects (Stage 3) 74+36+11+70+66+112 = 369/235
(Stage 4) 134/230? +4 F +4 ConG -2 E
Dairy Ranches (Phase 1) 0+42+57+56 = 155/195
Tiberium Vein Mines (Stage 4) 65+47+39+44+58+152 = 405/190 (Stage 5) 215/185 (Stage 6?) 30/180? +35 RpT +25 RpT +2 YZ Abat -2 CapG
Intensification of GZ Harvesting (Stage 8) 4+56+38 = 98/95
(Stage 9) 3/90? +15 RpT +1 YZ Abat
Improved Tiberium Containment Facilities Construction 0+88+38 = 126/115 +500 Tiberium Reserve
GDSS Shala (Phase 2) 50+63+75+73+84+132 = 477/135 (Phase 3) 342/270 (Phase 4) 72/530? .3k Resi +3 F +1 ConG +15 PS +1 Bay
GDSS Columbia (Phase 4) 138+92+66+15+28+95+29+198 = 661/545 (Phase 5) 116/1075? +1k Resi +2 Bays +9 PS

-1 Service Die for AEVA
AEVA Deployment (Services) 0+31+17+26+93 = 167/200
Prototype Biosculpt (New) 0+10+36 = 46/40 +1? SCIENCE
Zrbite Sonic Weapons Development 0+73+35 = 108/60
Orca Wingmen Drone Deployment (Phase 1) 0+17+46+46+87+120 = 316/260
(Phase 2) 56/250? -1 Lab -3 E -1 CapG TS-4 TE-16
Ground Forces Zone Armor (Set 1) (Phase 4) 155+82+81+60 = 378/180 (Phase 5) 198/170 (Phase 6) 28/165? -4 Lab -4 E -2 CapG TS-2 TE-10
Buckler Shield Development 0+87+35 = 122/100

Tiberium Security Review 30+28 = 58 DC 50 PASS
Infrastructure Security Review 67+28 = 95 DC 50 PASS

Ah? Sorry, I've been on holiday and I haven't been getting any notifications to tell me to roll.

I will now, if you like though

99 on the Yellow Zone and 67 on the Red Zone.

Resources: 1125+15?+35+25+15 = 1215? + 125+1125-1145 = 105 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 75+10+15+9 = 109
SCIENCE Meter: 2+1? = 3?/4

Free ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 59/60

Tiberium Spread
23.96-0.99+0.97 = 23.94 (-0.02) Blue Zone
0.04? (+0.00?) Cyan Zone
0.27+0.99-0.97 = 0.29 (+0.02) Green Zone
23.11-0.67+0.8 = 23.24? (+0.13) Yellow Zone (94+2+1 = 97 points of mitigation)
52.62+0.67-0.8 = 52.49 (-0.13) Red Zone (80 points of mitigation)

Current Economic Issues:
Housing: +58+1+6 = 65 (23-1-6 = 16 population in low quality housing) (+1 high-quality housing per turn)
Energy: +35-1-2-4-4-2-3-4 = +15 (+4+1 = +5 in reserve)
Logistics: +10+3+4 = +17 (-2 from military activity)
Food: +17+4+3 = +24 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q4 2062, +1 on Q1 2063, +1 on Q4 2063)
Health: +13 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +20+2-2-2-1-2 = +15 (+2 per turn from Distributed Industrial Authority) (+208+15 = +223 in reserve)
STUs: +10-2+1 = +9
Consumer Goods: +117+3+3+2+2+8+4+8+4+1 = 152 (-5 from demand spike) (+3 per turn from Private Industry) (+3 per turn from sub-departments) (+2 per turn from perennials. -1 per turn Q2 2063, -1 per turn Q1 2064) (Net +8 per turn)
Labor: +43+3+2-2-1-2-1-4 = +38 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-2 per turn from private industry) (-1 per turn from other government) (Net +2)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2535+35+25+15 = 2610/3350)‌ ‌
+Tiberium Reserve 0/500
Taxation Per Turn: +60+15? = 75?
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5

Plan Goals
Provide 104-2-8-4-8-4-1 = 77 Consumer Goods points from the Treasury
Provide 40-8-4-1 = 27 Consumer Goods from Agriculture
Increase Income by 785-15?-35-25-15 = 695?
Increase Tiberium Processing limit by 920
Increase population in space by 19.25k-0.3k-1k = 17.95k
Provide 28 Points of Red Zone Abatement
Provide 30 Resources in grants
Spend at least one die on Steel Talons projects every turn

Projects

Complete Karachi Planned City by end of 2065
Complete Chicago Planned City by end of 2065
Deploy Medium Tactical Plasma Weapons
Depoy Orca Wingman Drones by end of 2065
Deploy Services AEVA
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Develop and deploy Conestoga class
Complete Electric Vehicle Factory by end of 2065
Complete at least 3 Blue Zone Inhibitors by end of 2065
Compete Dairy Ranching Domes Phase 2 by end of 2065
Complete 1 of Nuuk, Reykjavik, Bergen
Complete all phases of Red Zone Border Offensives before 2064
Complete SADN Phase 4
Complete at least 7-2 = 5 Ground Forces Zone Armor factories
Complete all of the following projects:
Advanced ECCM Development, Zrbite Sonic Weapons Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, Buckler Shield Development, and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Campaign Preparation
Complete Gravitic Shipyard Bay

Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active.
Spend no more than two free dice per turn on Military.
Activate Munitions Department
Activate Refit Department
Hand off at least 20 points of Capital Goods to market over the course of the plan.
Complete Improved Hewlett Gardener Refits before end of plan

And a new preliminary plan for next turn:

[ ] Plan The Green Line v4.0:
-[ ] Infrastructure (5/5 Dice +36+1 = +37 bonus) 100 Resources:
--[ ] Chicago Planned City (Phase 5) 52/1000? 20 RpD, 5 Dice = 100 R 6/12? Median ADC N/A
-[ ] Heavy Industry (6/6 Dice + 5 Free Dice +33+1 = +34 bonus) 340? Resources:
--[ ] Chicago Planned City (Phase 5) 52/1000? 20 RpD, 1 Die = 20 R 6/12? Median ADC N/A
--[ ] U-Series Alloy Foundries (Phase 3) 186/550? 40 RpD, 6 Dice = 240 R 99?% ADC 27?
--[ ] Continuous Cycle Fusion Plants (Phase 10) (Updated?) 0/270? 20? RpD, 4 Dice = 80? R 92?% ADC 30?
-[ ] Light and Chemical Industry (5/5 Dice +23+1 = +24 bonus) 95 Resources:
--[ ] Reykjavik Myomer Macrospinner (Phase 5) 50/1160? 20 RpD, 3 Dice = 60 R 3/16? Median ADC N/A
--[ ] Carbon Nanotube Foundry Expansions 219/285? 20 RpD, 1 Die = 20 R 74% DC 27
--[ ] Home Robotics Factories 114/145 15 RpD, 1 Die = 15 R 100% DC 1
-[ ] Agriculture (6/6 Dice +28+1 = +29 bonus) 80 Resources:
--[ ] Dairy Ranches (Phase 1) 155/195 20 RpD, 1 Die = 20 RpD 100% DC 1
--[ ] Poulticeplant Deployment 0/150 15 RpD, 2 Die = 30 R 72% ADC 39
--[ ] Strategic Food Stockpile Construction (Phase 5) 78/190?/370? 10 RpD, 3 Dice = 30 R 100?%/23?% ADC 3?/64?
-[ ] Tiberium (7/7 Dice +38+1 = +39 bonus) 140 Resources 10 Political Support:
--[ ] Tiberium Vein Mines (Stage 6?+7?+8?) 30/180?/355?/530? 20 RpD, 5 Dice = 100 R 100%/99?%/29?% ADC 1/26?/61?
--[ ] Enhanced Harvest Tiberium Spikes (Platform) 0/180 20 RpD 5 PSpD, 2 Die = 40 R 10 PS 63% ADC 46
-[ ] Orbital (7/7 Dice + 2 Free Die +33+1 = +34 bonus) 180 Resources:
--[ ] GDSS Columbia (Phase 5) 116/1075 20 RpD, 9 Dice = 180 R 2% ADC 73
-[ ] Services (3/3 (4) Dice + Erewhon +31+1 = +32 bonus) 65 Resources:
--[ ] Advanced Electronic Video Assistant Deployment (Services) 167/200 20 RpD, 1 Die = 20 R 100% DC 1
--[ ] Kamisuwa Optical Laboratories 79/245 20 RpD, 2 Die = 40 R 63% ADC 44
--[ ] Occult Investigations 0/30 5 RpD, Erewhon Die = 5 R 71% DC 30
-[ ] Military (8/8 Dice +30+1 = +31 bonus) 160 Resources:
--[ ] Orca Wingmen Drone Deployment (Phase 2) (High Priority) 56/250? 20 RpD, 3 Dice = 60 R 90% ADC 29
--[ ] Ground Forces Zone Armor (Set 1) (Phase 6) (Updated) (Very High Priority) 28/165 20 RpD, 1 Die = 20 R 10% DC 91
--[ ] Modular Rapid Assembly Prototype Factory 0/320? 20 RpD, 4 Dice = 80 R 64?% ADC 49?
-[ ] Bureaucracy (4/4 Dice +28+1 = +29 bonus) 60 Resources:
--[ ] Security Review Bureaucracy 1+2 Die
--[ ] Transfer Funding to InOps 60 RpT
-[ ] Total Cost: 100+340?+95+80+140+180+65+160+60 = 1220?/1220?

- In Infrastructure it's Just Chigago Phase 5 being worked at.

- Heavy Industry has 6 Dice on Alloys for a 99% chance to get another round done, 1 Die on Chicago so it can get worked at and 4 Dice on the new Continuous Cycle Fusion Plants for a 92% chance to get them done I think.

- In L&C Industry I'm finishing off the Nanotube Foundry and Home Robotics and then doing some Reykjavik with the remaining Dice.

- Agriculture has 1 Die on Dairy Ranches to finish Phase 1, 2 Die on Poluticeplant Deployment so that there are more RPG elements in people's lives and 3 Dice on Food Stockpiles because they'r cheap, they help with people's anxiety and they are an infrastructure project that has an end point.

- Tiberium is about doing more Vein Mines because I think we will have at least as much Vein Mines as we do Gren Zone Intensifications and Enhanced Harvest Tiberium Spikes because we have PS to burn and this will get us more information on how our inhibitors work.

- Orbital is about trying to slow roll Colombia Phase 5 and nothing else. We can do more the turn after the next.

- Services goes 1 Die on finishing the AEVA, 2 Die on Kamisuwa to get those better eye implants and 1 Die on the Erewhon Halloween Special.

- Military is about Orca Wingmen being deployment, Ground Forces Zone Armor being slow rolled to the end of Set 1 and Modular Rapid Assembly Factory being a placeholder for Zrbite Weapons Deployment.

- A Security Review on the Bureaucracy Department itself alongside the transfer of funds to In-Ops.
 
That, and Modular Rapid Assembly Prototype Factory. I think that's likely a key technology for gaining next-gen MARVs.
Definitely something I want done. I'll be making more of a push for them after the Infernium Refits get done.
They'll surely keep pushing at least up through Set 2 (which would overfulfill our plan goal), but we can stop and take a breather at some point. I'm honestly not planning to even start the Set 2 factories until Reykjavik is complete, and I'm torn on whether to build the sixth Set One factory. I think we should, but there are a lot of places to use the dice.
I can get behind holding off until Reykjavik is done, but I think there's a decent chance they'll remain Very High Priority until at least that last phase is done.
I'd like to do a few more Talons research projects (many of which have been sitting around for most of a decade waiting for funding) before we begin that factory, personally.
Hey, I'm always up for that. More Talon Research is more better.
I just want to emphasize that this pace of one alloy foundry phase per turn is a brutally intensive effort for us and we are having to make very real sacrifices to sustain it.
Just to expand on this, because I feel it's worth reminding everyone. Each dice here costs 40R, and while the progress required per phase is going down, when you start at 600 it still requires an assload of dice per phase, and that's on top of each phase costing 2 STUs. Right now, that's every uncommitted STU we have, save for one. We'll get more going forward sure, but there's other STU projects that we either need or should do.

In a vacuum they're worth it, but when they're competing with say, Zerbite Deployment? I know which one I'm going to pick.

Edit: Derp pointed out my derp.
 
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I have to point out that even with the best will in the world, our STUs are kind of overcommitted and it's very unlikely we'd be able to spare the elerium to meaningfully refit our space construction sector within a short time.
Our STUs are only "overcommitted" because we jumped at an obviously expensive project without considering alternatives. And we now know that that project only applies to stations at half effect as well.
So why would we not spend a few dice to find out what our alternatives are?
Surely we aren't using the arguments of efficiency to justify rushing blindly?
 
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