Lunar Homesteads presumably gate further, larger space colonization projects which are more dice efficient.
We can hope, but we shouldn't bet on it. Still, it looks like we've got the Crown Jewel stations done in time, hopefully. And Lunar Homesteading sounds like the kind of project that can be spread out a bit across multiple sites on the lunar surface, so hopefully the hasty construction pace won't be too problematic. I really hope.

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.
We already have a bunch of lunar mines. We can maybe slip one phase in to see if it has positive impact.
 
We already have a bunch of lunar mines. We can maybe slip one phase in to see if it has positive impact.
We were told, I believe, that the more lunar mines we did the easier it would be to do lunar settlements due to the preexisting infrastructure for the mines.

Hmm...

Lunar mining income contributes to our income goal, right?

It might be worth leaving the red zone alone for a bit and do some lunar mines instead to see if that helps lunar settlements.

Focus on refineries and other stuff in tiberium for a turn or two.
 
Our new tunnel boring tech should allow us to more easily build subterranean habitation on the moon, to say nothing of expanding the lunar mines.

By the way @Simon_Jester I thought you were going to write up the latest SCEDQuest post. Are you okay? Has anything changed on that front?
 
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.
Hm.

There is a one percent chance of getting [50, x] for even values of x.
There is a one percent chance, separately and independently, of getting [x, 50] for even values of x.

This would increase crit chance to 1.98% instead of 1% (since the [50, 50] case is doubled).

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.
Let's see, what's the breakpoint... and I COULD be wrong, so anyone who feels confident in probability theory and is willing to show their formula, here's a chance to show me up!

Representing the change in odds of a *single* critfail as (old probability of critical failure) -> (new probability of same), I believe it's

[ (1-(.99^X)) ] -> [ (2X-1)*(1-(.98^(2X-1))*.02 ]

1 die: 1% -> 0.04%
2 dice: 1.99% -> 0.35%
3 dice: 2.97% -> 0.96%
4 dice: 3.94% -> 1.85%
5 dice: 4.90%-> 2.99%
6 dice: 5.85% -> 4.38%
7 dice: 6.79% -> 6.01%
8 dice: 7.82% -> 7.84%

So for projects rolling eight dice, the risk of a critfail is now infinitesimally higher, as in "two such megaproject rush rolls out of 10000 will critfail when this would otherwise not have happened," when I doubt we've done more than a few dozen eight-die rolls in the entire game so far.

For projects of five to seven dice, the risk is at least half of what it once was (about 60% as much risk at five dice, about 85% at seven dice).

For projects of two to four dice the risk is greatly reduced (one sixth to just under one half of what it was, respectively), but not truly negligible.

The risk of failure on one die is now negligible.

So we do have an incentive to slow-walk and diversify projects where we can, but the risk of critfails when we rush dice to the tune of 7-8 dice hasn't actually gotten meaningfully worse than it was before. At nine dice or above on a single project, the risks would start to get noticeably worse now than they were before.

In short, literal meme plans are now courting grave danger, but almost everything else we do is unaffected or positively affected.

We were told, I believe, that the more lunar mines we did the easier it would be to do lunar settlements due to the preexisting infrastructure for the mines.

Hmm...

Lunar mining income contributes to our income goal, right?

It might be worth leaving the red zone alone for a bit and do some lunar mines instead to see if that helps lunar settlements.

Focus on refineries and other stuff in tiberium for a turn or two.
I don't think we can afford to ignore Red Zone operations completely, we've already been expanding at a much slower pace for some time now. And we need to keep abatement up if we want the Red Zones to go on shrinking reliably, since we aren't super-over-abundant with that to the same degree.

But trying one phase of moon mines alongside the first round of habitat construction isn't a bad idea, just so we learn what the scope of the effects is now.

Our new tunnel boring tech should allow us to more easily build subterranean habitation on the moon, to say nothing of expanding the lunar mines.

By the way @Simon_Jester I thought you were going to write up the latest SCEDQuest post. Are you okay? Has anything changed on that front?
I'm okay, but I've been distracted by other projects and relatively petty personal problems. I do still think I can do it, though if anyone else is feeling eager, I'd be glad to let them have a go at it.

I still hope that in the next month or so I can get moving and get us caught up; we may have to desynchronize and do two SCED turns in one GDI turn to catch up, if Ithillid doesn't mind.
 
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Well. Goddamn. No more projects over three dice unless absolutely necessary.

Is this exponential critfail growth from dice stacking a desired outcome? If not, there are probably alternatives - a mirror of the crit success system, or any two 1s that are "touching" in the roll regardless of dice pairing.
 
Well. Goddamn. No more projects over three dice unless absolutely necessary.
What on Earth are you talking about?

If we were comfortable putting five dice on things before, we should be more comfortable doing it now. Odds of a crit fail on five dice have gone from just under 5% (with much of the 'just under' being due to the possibility of double criticals) to just under 3% (with vanishingly low chance of double criticals).

It's just, y'know, mechanically less likely to get a critfail with three-then-two, admittedly. Or one-then-one-then-one-then-one-then-one, but then Ithillid has to write five blurbs per project rather than one or two...
 
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We can hope, but we shouldn't bet on it. Still, it looks like we've got the Crown Jewel stations done in time, hopefully. And Lunar Homesteading sounds like the kind of project that can be spread out a bit across multiple sites on the lunar surface, so hopefully the hasty construction pace won't be too problematic. I really hope.

We already have a bunch of lunar mines. We can maybe slip one phase in to see if it has positive impact.
Lunar Homesteading is the precursor to Lunar Cities. It is (mostly from my extrapolation) building housing for largeish numbers of people to live there, which will result in a bunch of people being present and available to work on building more housing for even more people to live there. Or building industrial facilities there. It's going to give much more progress towards the infrastructure needed to build all-up cities, than resource extraction with a few dozen workers. Building another mine may help a bit, but it's unlikely to do much until we get next-gen Lunar projects, which may include dedicated industrial facilities to make use of the resources being produced.

And yes, boring tech is deceptively interesting because people have noticed that we need to make holes in the moon. :D
 
Actually if Simon's numbers are correct than no dice over seven... And Ninja'd again. :ninja2:
Eight really, really doesn't make things meaningfully worse.

Like, the maximum number of eight-die projects we can even do in a turn, counting two AA dice and an E die and our six Free dice...

Tiberium (7+1)
Orbital (7+1)
Agriculture (6+2)
Military (6+2)
Infrastructure/Heavy Industry (5+3)

And that's it.

We could do five eight-die projects every turn for 250 in-game years, and that would be a sample of 5000 eight-die rolls.

In all that time, we would expect to see 391 single critical failures under conventional dice, and 393 single critical failures under predictive modeling dice. And I haven't run the numbers but I confidently expect to see fewer double critical failures or worse.

With us doing literally as many eight-die projects as we even can, every turn, for 250 in-game years, we'd see about one extra critical failure per century.

The difference is frickin' meaningless.

Lunar Homesteading is the precursor to Lunar Cities. It is (mostly from my extrapolation) building housing for largeish numbers of people to live there, which will result in a bunch of people being present and available to work on building more housing for even more people to live there. Or building industrial facilities there. It's going to give much more progress towards the infrastructure needed to build all-up cities, than resource extraction with a few dozen workers. Building another mine may help a bit, but it's unlikely to do much until we get next-gen Lunar projects, which may include dedicated industrial facilities to make use of the resources being produced.

And yes, boring tech is deceptively interesting because people have noticed that we need to make holes in the moon. :D
Well, trying one phase of moon mines is at least worth a shot.
 
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I think using it for anything will probably be a ways off, but the thing I find fascinating about Wet AI is that it...should allow us to solve the problem of consciousness? Unless the answer is just "consciousness is so emergent that it can't be broken down into a clear formula, only made likely by certain conditions".

We must not under any circumstances get into a philosophical debate with Kane about anything.
 
I think using it for anything will probably be a ways off, but the thing I find fascinating about Wet AI is that it...should allow us to solve the problem of consciousness? Unless the answer is just "consciousness is so emergent that it can't be broken down into a clear formula, only made likely by certain conditions".

We must not under any circumstances get into a philosophical debate with Kane about anything.
As I have said before wet ai will have lots of people with bodies that are dying or are not working well in the first place and what to continue living flock to it because there's no other choices.
 
As I have said before wet ai will have lots of people with bodies that are dying or are not working well in the first place and what to continue living flock to it because there's no other choices.
There's basically no way we're building this AI Cabal style. We seem to be looking towards artificial lifeforms for this. At closest, we might be linking things like small and relatively intelligent animals together. Like crows, rats and octopuses. Animals that are small, fast breeding, and don't eat that much.
 
We have cloning and genetic engineering technology. Wet AI should be made of custom-engineered and artificially grown neural tissue that never came from a normal living brain in the first place.
 
We have cloning and genetic engineering technology. Wet AI should be made of custom-engineered and artificially grown neural tissue that never came from a normal living brain in the first place.


We do not need Human Brains since pigs are available.in large quantities. Since pigs are almost as smart as humans and genetically similar. It should always be the first choice in Wet AI
 
Still Think it's a colossal disgrace to let the gdi citizens that at least didn't have functional bodies to start out with a chance to survive for whatever the technology can give them for a extension of time.
 
I don't think GDI wet AI is going to be made using human brains in the first place, to be honest.

There's basically no way we're building this AI Cabal style. We seem to be looking towards artificial lifeforms for this. At closest, we might be linking things like small and relatively intelligent animals together. Like crows, rats and octopuses. Animals that are small, fast breeding, and don't eat that much.

We have cloning and genetic engineering technology. Wet AI should be made of custom-engineered and artificially grown neural tissue that never came from a normal living brain in the first place.
I have to agree.

The GDI are the good guys.

I'm sure anything we research will be done in the safest most humane way possible with the end result being the best possible outcome relating to safety and comfort even if we get lesser results from it.

We completely redid the design of the auto docs to make people using them feel as comfortable as possible even though they are a emergency survival measure.

I would normally balk at doing wet AI because in real life I'm absolutely opposed to it. But this is a quest. Not real life. So we will probably get positive results like we did from AI.

That's why I'm comfortable advocating we research everything.
 
I'm not sure why you think Wet AI would give us access to that, as opposed to investing more and more into prostethics and cybernetics, if that's the only route you view as viable for that situation (as opposed to, you know, genetic treatments, organ cloning, etc)?
 
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