O_O'
Blanked out on what the dice were. Had to look it up. (No I am not enjoying the memory issues.)

Tib Election Results:
Oh my, it appears the HUNGER party has taken a strong lead in this one. Aggressive push on all their policies. Other parties are asleep at the wheel and busy with infighting.
Interesting Times indeed.

It's go time time then baby!
 
O_O'
Blanked out on what the dice were. Had to look it up. (No I am not enjoying the memory issues.)

Tib Election Results:
Oh my, it appears the HUNGER party has taken a strong lead in this one. Aggressive push on all their policies. Other parties are asleep at the wheel and busy with infighting.
Interesting Times indeed.

What a perfect time to post my draft plan! Note: Does not take into consideration currently unavailable projects. A bunch of numbers about our resources and percentages were also up in the air when I wrote this, so total accuracy is not guaranteed.

[] Draft Plan Only 80% Wedge Issues
-[] Infrastructure 5/5 Field Dice 70 resources
--[] Postwar Housing Refits (Phase 2) 33/150 3 dice 30 resources 100% Phase 2, 31% Phase 3
--[] Yellow Zone Fortress Towns (Phase 8) 270/250 2 dice 40 resources ???
-[] Heavy Industry 5/5 Field Dice 4/6 Free Dice 160 resources
--[] Second Generation Continuous Cycle Fusion Plants (Phase 5) 19/270 1 die 20 resources 0%
--[] Microfusion Cell Laboratories 0/150 2 dice 50 resources 94%
--[] North Boston Chip Fabricator (Phase 5) 750/1805 2 dice 4 free dice 90 resources 0%
-[] Light and Chemical Industry 4/4 Field Dice 60 resources
--[] Adaptive Cloth Factories 0/300 4 dice 60 resources 80%
-[] Agriculture 6/6 Field Dice 50 resources
--[] Reforestation Campaign Preparations (Phase 2) 280/790 1 die 5 resources 0%
--[] Spider Cotton Plantations (Phase 2) 60/160 1 die 15 resources 51%
--[] Tarberry Plantations (Phase 3) Progress 3/65 2 dice 20 resources 100% Phase 3, 98% Phase 4
--[] Organ Farming Programs 81/120 1 die 10 resources ???
-[] Tiberium 7/7 Field Dice 200 resources
--[] Red Zone Containment Lines (Stage 6) 54/180 2 dice 50 resources 99%
--[] Forgotten Experimentation 0/260 3 dice 90 resources 87%
--[] Tiberium Inhibitor Deployment
---[] Blue Zone 5 0/75 1 die 30 resources 92%
---[] Blue Zone 8 0/75 1 die 30 resources 92%
-[] Orbital 7/7 Field Dice 140 resources
--[] GDSS Shala Bays
---[] Species Restoration Bay (Stage 1) (206/255) 4 dice 80 resources ???
---[] Experimental Crops Bay (Stage 1) 0/255 3 dice 60 resources 80%
-[] Services 4/4 Field Dice 2/6 Free Dice 1/1 Erewhon Dice 1/1 Admin Dice 195 resources
--[] Cosmetic Biosculpting 308/345 1 die 30 resources 100%
--[] Civil Sensory Augmentics Development 67/120 1 die 20 resources ???
--[] Civil Prosthetics Development 79/120 1 die 20 resources ???
--[] Regional Hospital Expansions (Phase 2) 85/270 1 die 1 free die 50 resources 53%
--[] Biowarfare Countermeasures Development 0/40 1 free die 15 resources 100%
--[] Stasis Box Development 0/120 1 Erewhon die, 1 admin die 60 resources 33%
-[] Military 7/7 Field Dice 135 resources
--[] Modular Rapid Assembly Prototype Factory 168/265 1 die 20 resources ???
--[] Orbital Nuclear Caches 0/140 2 dice 40 resources 96%
--[] Advanced Articulation Systems 0/60 1 die 15 resources 99%
--[] Ground Forces Zone Armor (Set 2) (Phase 1) (High Priority) 16/285 3 dice 60 resources 42%
-[] Bureaucracy 4/4 Field Dice 0 resources
--[] Administrative Assistance 2 dice
--[] Interdepartmental Favors 1 die
---[] Elder Services: Complete AEVA Deployment for Bureaucracy before 2066 Q1 (+5 Political Support)
---[] Healthcare: Complete 1 of Phage Engineering Development, Civil Prosthetics Development and at least 1 phase of the resulting deployment before 2068 Q1 (+5 Political Support)
---[] Tiberium: Complete Xenotech Refining Development before 2066 Q1 (+5 Political Support)
--[] Make Political Promises 1 die
---[] Developmentalists: Complete Xenotech Refining Development and have at least 500 processing capacity using the resulting method before 2066 Q1. Complete Liquid Tiberium Fabrication Development before 2066 Q1.
---[] Market Socialists: Release remaining capital goods promised to the civilian economy before 2065 Q1
---[] Reclamation: Affirm commitment to Reforestation Campaign Preparations
---[] Socialists: Complete 2 of: Cosmetic Biosculpting, Civil Sensory Augmentics Development, Civil Prosthetics Development, Phage Engineering Development, before 2066 Q1
---[] Free Market Party: Authorize at least one purchasing contract before 2066 Q1.
---[] United Yellow List: Complete at least two of: Civil Sensory Augmentics Development, Civil Prosthetics Development, and Fast-Twitch Myomers Development before 2066 Q1
-[] Free Dice 6/6
--[] 4 in Heavy Industry
--[] 2 in Services
-[] Resources 1010/1380

Industrial:
Nothing fancy here - hardening and completing the plan goal.

Heavy Industry: It was a tossup between dicecrushing this or services. I picked this, mostly. Microfusion cells are a necessary stepping stone tech. Actual fusion generators we can afford to slack on.

Light Industry: We are not finishing Phase 5 anytime soon anyway, so I think filling out the wings here is beneficial.

Agriculture: Finish off Tarberries for some nice fuel energy gains, finish off organ farms because it'd be wild not to, slow-rolling reforestation. I see little value in the food stockpiling project. If a nuclear war happens at this stage it is likely curtains for humanity regardless.

Tiberium: Xenotech refining TBA. Now that we have all this medtech forgotten experiments could unlock some serious juice for us. Let's not forget that we have a handful of forgotten with honest-to-fuck psychic powers in a mostly grounded universe. However, in light of the mutation roll the big thing I want to say here is that we absolutely must put multiple dice on the inhibitor network from this turn onwards. I was advocating for it before, but now it's just a requirement in my eyes.

The inhibitor network is our only way of protecting large areas without major labor investment. It is probably the single most undervalued project in terms of its crunch. I am beyond confident at this point that it gives us more than a couple points of abatement. And now it's so cheap that blue zones are 9/10ths likely to finish with one die each.

Once we're through our tech bottleneck I am going to be putting 4 to 6 dice on inhibitors in my plans until completion.

Orbital: In all likelihood this will be at least five dice on moon colonies. All seven if the restoration project is just screwed. But here's an idea of my non-plan goal priorities.

Services: Welcome to the great debate... I'm finishing off the operating projects in spite of some disagreement since I know it will be impossible to do otherwise. Regional hospitals are still more important than autodocs. Next on docket are biowar countermeasures since we don't want Nod getting ideas and it's dirt cheap, followed by stasis box for the countless benefits it offers. I continue to believe stasis box is the keystone tech for working with liquid tib more widely.

Military: A die for the Steel Talons. A die for our soon-to-be standard Zone Armor articulation abilities. Three dice towards actually rolling out Zone Armor.

And two for nuclear caches. Why? I think if we really believe Karachi necessitates a nuclear war, that we should just fail the plan goal. But one step down from that is good old deterrence, and the description of this project suggests it is our gateway to making that possible. We'll see how willing Al-Isfahani is to play games with nukes pointed right back at him. He's a realpolitik sort according to his description.

Novahawk will not be ready in time for anything we're doing, so I haven't prioritized it.

Bureaucracy: Welcome to LOBBYDOME. Most of this isn't hard to fit into our schedule, and I think we could benefit from having an absolute majority of strong supporters. If we reach that kind of popularity, I bet it would allow us to get away with even more mad science. Plus, if we're going to play the game of burning political support under an optimal level, we're going to continuously make enemies among the particular members of the parties even though our PS levels are high. This can counteract that.
 
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Can't really do that as Zocom is still trying to recover and are already stretched to their limits.
1) We can have practically all the Yellow Zone inhibition we like, because we have enormous Energy reserves (nominally allocated to another task, but whatever, lol) and can easily build lots of Blue (and a few Yellow) Zone inhibitors.

2) Red Zone inhibition is more problematic, of course. But I think you may be overestimating ZOCOM's present desperation; it's been some time since we did the projects that had them "stretched to their limits." Given that Ground Force is supposed to be taking over more of their responsibilities over time, not less, I would expect that they have enough wiggle room for at least another project or two. We can take it at a relatively gentle pace, though, and stop if we start getting significant negative feedback.
 
Kinda feels like finally completing all the stations was the trigger for ending the Tutorial mode of the Space Evacuation part of the game. And that we accidentally left the settings on Hard Mode.
 
We did so many developments and we finished Shala, so much changed this turn. Coming up with plans based on information we currently have doesn't feel useful. I'd rather speculate on possible effects and how they might impact our planning.

For example, will Advanced Tunnel Borers create a project to build those machines, or will it just reduce the required progress on projects that require digging? Will Advanced Armor Alloys have a project similar to Alloys Foundries, or will it add to the current Alloy Foundries? Advanced Capacitors have almost certainly unlocked a LCI deployment project, but will it be Bergen sized, or more like Adaptive Clothing? The current portal project is done, does that affect anything or do we have to wait again? Thoughts like that feel more useful.
 
For example, will Advanced Tunnel Borers create a project to build those machines, or will it just reduce the required progress on projects that require digging? Will Advanced Armor Alloys have a project similar to Alloys Foundries, or will it add to the current Alloy Foundries? Advanced Capacitors have almost certainly unlocked a LCI deployment project, but will it be Bergen sized, or more like Adaptive Clothing? The current portal project is done, does that affect anything or do we have to wait again? Thoughts like that feel more useful.
Hm. I'm betting on a tunnel boring machine deployment project, but I'm really hoping it turns out to be Infrastructure, not Heavy Industry. Or we might get a result similar to what we got from tick tank excavators, where the higher phases of Nuuk (and corresponding robotic heavy construction equipment) grant a tiny flat bonus to Infrastructure dice.

Advanced armor alloys- no idea, but again, I'm really hoping that the existing foundries can produce the armor alloys in at least small amounts, enough to let us get away with limited-scale deployment of craft using them.

Advanced capacitors, I'm hoping, will be in the range of 200-500 Progress or at least have a first phase on that scale. Could be more like Bergen, I suppose; I won't complain because if it's a megaproject on that scale it's probably going to be very impactful, much as Bergen is.

I'm pretty sure the portal scientists will just go back to the drawing board, because their current generation of portal prototype is still commercially useless, since teleporting information from planetary orbit to planetary surface and back isn't worth that much.
 
Bureaucracy: Welcome to LOBBYDOME. Most of this isn't hard to fit into our schedule, and I think we could benefit from having an absolute majority of strong supporters. If we reach that kind of popularity, I bet it would allow us to get away with even more mad science. Plus, if we're going to play the game of burning political support under an optimal level, we're going to continuously make enemies among the particular members of the parties even though our PS levels are high. This can counteract that.

Note; promises and favours that have been completed in part or full will likely change or be replaced by next turn.

Promises and favours are about going beyond established agreements and running projects and trading support and power in exchange for preferential treatment of projects.
 
New Tib readings, post-mutation:
YZ Mitigation: 104 -5 (Mutation) = 99
RZ Mitigation: 89 + 3 (Coordinated Abatement) - 5 (Mutation)= 87
Next Mutation Roll: Q3 2064

Tiberium Spread
25.12 (+0.11) Blue Zone
0.06 (+0.00) Cyan Zone
23.18 (+0.11) Yellow Zone (99 points of mitigation)
51.64 (-0.22) Red Zone (87 points of mitigation)

Edit: math corrected, Q4's YZ numbers were wrong.
 
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Well my plans already looking at at whole swathe of Inhibs and more glaciers mines, on top of me possibly entertaining just pushing out the last Alloys phase, Military will NOT be used for MARV's until next plan at the earliest, its too full of things we have to do let alone other groundwork for next plans goals that might be mandatory from how things are going.

So yea, this entire upcoming quarter and next will be scrambled as hell.
 
We did so many developments and we finished Shala, so much changed this turn. Coming up with plans based on information we currently have doesn't feel useful. I'd rather speculate on possible effects and how they might impact our planning.

For example, will Advanced Tunnel Borers create a project to build those machines, or will it just reduce the required progress on projects that require digging? Will Advanced Armor Alloys have a project similar to Alloys Foundries, or will it add to the current Alloy Foundries? Advanced Capacitors have almost certainly unlocked a LCI deployment project, but will it be Bergen sized, or more like Adaptive Clothing? The current portal project is done, does that affect anything or do we have to wait again? Thoughts like that feel more useful.
And the biggest question is how many dice our space population goal is going to take. That more than anything else is going to determine how the next seven turns go.
 
Well my plans already looking at at whole swathe of Inhibs and more glaciers mines, on top of me possibly entertaining just pushing out the last Alloys phase
I don't know. Our Yellow Zone inhibition is still very, very good; we don't need to panic-build a bunch more. Frankly, we're at the point where only Red Zone inhibition really matters; we can convert new Yellow Zone to Blue as fast as we can get it under our control.
 
I don't know. Our Yellow Zone inhibition is still very, very good; we don't need to panic-build a bunch more. Frankly, we're at the point where only Red Zone inhibition really matters; we can convert new Yellow Zone to Blue as fast as we can get it under our control.
Well Q3 is next on the Mutation rolls, and we lost 5 YZ Abatment, if we lose another couple, we'll still have a good chunk overhead for the next roll to eat (hopefully) after Q3's, on top of this I would rather have a bit more than needed cuz we did just get wacked by a double whammy, I do have 3 dice in Glaciers to hopefully fill out the Glaciers, and after will probably be a mix of Containment, Forgotten Studies and Xeno Refineries.
 
Hm. I'm betting on a tunnel boring machine deployment project, but I'm really hoping it turns out to be Infrastructure, not Heavy Industry. Or we might get a result similar to what we got from tick tank excavators, where the higher phases of Nuuk (and corresponding robotic heavy construction equipment) grant a tiny flat bonus to Infrastructure dice.

Advanced armor alloys- no idea, but again, I'm really hoping that the existing foundries can produce the armor alloys in at least small amounts, enough to let us get away with limited-scale deployment of craft using them.

Advanced capacitors, I'm hoping, will be in the range of 200-500 Progress or at least have a first phase on that scale. Could be more like Bergen, I suppose; I won't complain because if it's a megaproject on that scale it's probably going to be very impactful, much as Bergen is.

I'm pretty sure the portal scientists will just go back to the drawing board, because their current generation of portal prototype is still commercially useless, since teleporting information from planetary orbit to planetary surface and back isn't worth that much.
I'd hope a Borer project would be Infrastructure, we don't have a lot to do there until Karachi.

I wouldn't expect anything out of the current foundries far as armor goes. They're pretty busy with everything else. At most I'd guess some test batches the Talons could try sticking on a special MRASP.

The rest I agree with.
[ ] Lunar Homesteading (Phase 1)
(Progress 0/250: 30 resources per die) (1000 residents)

Reasonably current draft.
Earlier I was asking about which Services projects could positively impact Wet AI development. Could I get some information, or do we have to wait until we've done the big development project?
 
Well Q3 is next on the Mutation rolls, and we lost 5 YZ Abatment, if we lose another couple, we'll still have a good chunk overhead for the next roll to eat (hopefully) after Q3's, on top of this I would rather have a bit more than needed cuz we did just get wacked by a double whammy, I do have 3 dice in Glaciers to hopefully fill out the Glaciers, and after will probably be a mix of Containment, Forgotten Studies and Xeno Refineries.
Look, barring some act of "Tiberium God That Hates Us," if mutation mechanics work as they always have, and we get literally the WORST rolls possible in Q3, then barring dice rolls that are absurdly freakish, like 99.9% unlikely, we will still not lose an inch of Blue Zone on net for the rest of the year, not even an inch, even if we don't do a single blessed scrap more Yellow Zone abatement.

The future is problematic, but the present is... okay. We've done a lot. A lot. Let's not let this panic us into making questionable choices, okay? We need to concentrate on essential projects with the bulk of our dice.

Earlier I was asking about which Services projects could positively impact Wet AI development. Could I get some information, or do we have to wait until we've done the big development project?
Since dry AI is something we can work towards pretty soon, I think we might as well just do 'em all.
 
[ ] Lunar Homesteading (Phase 1)
(Progress 0/250: 30 resources per die) (1000 residents)

Reasonably current draft.
...we'd need 16 phases in addition to the High Density Housing Bay. No +5 Station bonus, so that's 47 dice on average here, plus 3 more for the Bay. 7 turns left, 7 dice per turn, for 49 without free dice. Total cost of 50/49 dice. So, we can just about get everything done as-is, but we'll need free dice to do any Bays or other Orbital projects we'd want.

All this is assuming no changes or discounts from all the other stuff we have built or could build. (Also, 30R per die makes it a lot more expensive. Not a problem now, but it'll really hurt at the start of the next 4-Year-Plan.)

Ithillid, while you're here, would you mind explaining how crits and critfails work in the new system, please?
 
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...we'd need 16 phases in addition to the High Density Housing Bay. No +5 Station bonus, so that's 47 dice on average here, plus 3 more for the Bay. 7 turns left, 7 dice per turn, for 49 without free dice. Total cost of 50/49 dice. So, we can just about get everything done as-is, but we'll need free dice to do any Bays or other Orbital projects we'd want.
We likely need more dice than this though. I have doubts about being able to roll out just Homesteads without also adding in lots of infrastructure.

Further Lunar Mining seem plausible to help with larger Lunar facilities.
 
Ithillid, while you're here, would you mind explaining how crits and critfails work in the new system, please?
Alright, so crits work on a paired system. If one of the pair rolls a 50, and the other rolls an even number, it is a crit. If it is an odd number, no crit.
[50, x] [x, 50]
would both be crits if x = 6, and neither would be crits if x=7. Basically, crits are being kept at 1 percent as best I can.
Critfails on the other hand, require pairs of ones, and are pool based. So if you roll a single die, you only get a critfail if you roll 2 1s. If you roll eight dice, or 16d50, if any two of them are 1s that is a critfail. So small dice investments should be very very safe, while larger dice pools are increasingly unsafe.
 
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