I'm inclined to think that building more liquid tib power will increase our ability to handle liquid tib in general and open up options we don't have right now. It's happened before in quest that actually building things and using technologies makes us better with them. It's convenient that we'll have a glut of PS to spend for a while on this and other controversial tib projects.
@Dmol8 I know that we are investing in many +Labor projects, but with what we want to do and need to do in the near future, I'm not sure those will bear out soon enough, like they have in the past, to stop us from pulling labor from the private sector. It already suffers from people preferring to work for the government with a clear advancement path as opposed to the private sector being much less stable.
It's the public support that grates me. The fear isn't unfounded, but if one of these plants actually were to be set off like a crude Tiberium bomb, I'd be more upset about the lose of power and resources then Tiberium contamination. Cleaning up Tiberium spread like that is an old hat at this point. Dinging our energy production? That's a bigger problem, GDI is extremely energy hungry at all times.
I mean, I'm pretty sure the public knowledge of events regarding liquid Tib can be summed up as "GDI was messing with Liquid Tib in Central Australia. Massive liquid Tib explosion occurred at their facility in Central Australia. Central Australia became a Red Zone." The fact that Nod deliberately caused the detonation is probably not well known or publicly known (I go the route of "gov't knows, but left the earlier non-Nod version of events in the public realm" in my vehicle development posts), so people know that GDI was messing with liquid Tib and rendered part of Australia unhabitable. Also, a liquid Tib detonation during TW3 at Sarajevo turned the Balkans/Eastern Europe into an instant Red Zone.
The public eye has a couple really memorable cases of Liquid Tib causing large scale disaster when it goes boom (and probably no indication of how big the pile of liquid Tib was when it popped), so I definitely get their concerns. Personally, I'm not a fan of liquid Tib because I want all tib gone, and liquid tib is probably harder to deal with than regular tib in any case - you don't need water tight compartments for crystals, for one. They might be a necessary evil at times for power needs, but I'm perfectly okay with not touching any more stages of liquid tib power.
Yeah, the tiberium algae was an issue in C&C2, and largely cleared up by C&C3 (and returned briefly post-C&C3 in Quest). That doesn't necessarily mean seafloor tib deposits aren't there as well. Of course, we do have off shore Tiberium containment lines and harvesting operations to combat that (and any attempts of tib algae to return) in a number of areas.
I think generally, the feeling is that underwater Tiberium is a concern needing further investigation, but underground Tib is a bigger definite issue. Plus, we know Tib doesn't really like the cold, and it can get really cold in the depths of the ocean.
I made a theory-crafting post during the break and I talked about undersea hydrocarbons, why the fuck didn't I think of this?! If Ithilid wants to bring this in, we might actually have to bring Nod into the loop to get at it, or run some xeno-tech portal-comm drone shenanigans.
I agree that it's a fundamentally bleak setting, but what makes this thread feel really good to me is the agency we the questers with our votes and plans and Ithilid with the opportunities he gives us to inject hope and goodness where we can.
I still tear when I think of this.
"We are being asked once more to offer up sacrifices, not because we have lost, but because we are winning. We are being asked to offer up the pleasures of life, to those who have known few. So let us offer them up freely and happily. The eggs missing from our shelves, the scarcity of meat and books, and computers, each empty shelf represents people who have decided that our ways are better, and that we offer a better life for themselves and their children
"God bless you, and may big swoopy eagles save us all."
Carolyn McDonald, 2nd place 2061 Junior Socialist convention.
--[X] Deep Red Zone Tiberium Glacier Mining (Stage 4): 0+78+90=168/190 --[X] Xenotech Tiberium Processing Plants (Stage 1): 0+117+199=316/300
--[X] Enhanced Harvest Tiberium Spikes: 0+78+180=258/180
--[X] High Density Housing Bay: 0+117+138=255/295 --[X] Species Restoration Bay (Stage 1): 206+39+42=287/255
--[X] Lunar Homesteading (Phase 1): 0+102+153=255/250
Arcologies underperformed badly, as did the railroad construction. The transcontinental railroad project underperformed a bit (41 on 2d50), but we weren't even expecting that project to finish this turn anyway as I recall.
North Boston rolled 310 on 14d50, which is pretty close to expectation if slightly disappointing.
Bergen rolled 165 on 8d50, again mildly disappointing, but we don't have a lot riding on completion of that project anyway.
Reforestation, spider cotton, and tarberries all gave us aggressively mediocre results; the food stockpiles went badly while the organ farming went relatively well (lots of transplants may be good for +Health or even +Labor!)
The Deep Red Zone glacier mines slightly underperformed, the xenotech refineries significantly overperformed, while the enhanced yield tib spikes did very well and juuuust might be a crit; I don't remember how the rules on crits work now.
The housing bay did slightly less well than we'd expect on average, but very close. The species restoration bay, likewise, but it was a surefire completion. Lunar homesteading dice rolls were aggressively average.
Fifth generation EVAs were a fairly subpar performance, but the cosmetic biosculpt and augmentics/prosthetics research was pretty average. So was biowar countermeasures. The phage engineering research went badly but was a pretty surefire completion as I recall. The drone control research went quite well.
The laser rollout was very slightly disappointing and it's a good thing consensus formed around spending three dice on it rather than two. We should be set to have Phase 1 rollout of rifle production so we can move on to other things and hand the job off to the Bureau of Munitions. The MRASP factories should be up and running now, I think?
...
As Vehrec notes, basically everything in Tiberium, Services, Orbital, and Military completed the current phase except the glacier mines, the housing bay, and the EVA research.
It may be a gift from the dice gods that EVA research didn't conclude yet, because it might be best to finish North Boston first before pursuing it further...
Vehrec didn't color anything in for Agriculture as of this writing, but I think we actually finished at least one phase of tarberries and granaries, along with the organ farming.
North Boston and Bergen didn't finish but that was expected of course; they're huge projects. Unfortunately, North Boston's project underperformed our hopes and expectations by a big enough margin that it's kind of a problem next turn. If we want completion next turn, it's going to be quite difficult to be confident of finishing the project. We need, by my math, 1805-15-1265 = 525 Progress.
Progress in Infrastructure is definitely disappointing, though arcologies was never going to finish this turn and it would have been very, very unlikely for the transcontinental railroad to complete this turn. Pity about the rest of the railroad construction, though.
I'm just happy Services cleared so much. They were mostly development projects we were either finishing off or were low progress, but it's still very nice. Here's hoping for more of the same next turn!
And MRASP is done! That feels like it's taken forever! Now we can definitely do Fast Twitch Myomers next turn, and hopefully that being on most plans will encourage also allocating a die for Advanced Articulation!
one more turn to finish of Boston and then its time to focus down Nuuk cause 96 cap goods are enough to finally never have to worry about them again(at least for a while) and a plus 2 to our infra dice is great not to mention those drone control relays are gonna need to some drones to control which will help mitigate the labor shortage
For North Boston next turn, including Erewhon's +1 bonus, we need, uh... 525 Progress... We have a +34 bonus on regular Heavy Industry dice...
[checks Anydice]
If I'm not wrong, then if we reroll 6+E dice, we have a 75.4% chance of success, which is a lot better than I'd hoped.
6+E+AA is, I think, a 93.7% chance, which is comfortably into "fuckit, good enough" numbers as long as we're not betting anything critical on that completion.
I seriously think we should postpone finishing the EVA research project until either North Boston is finished, or we have an effectively 100% chance of completion in that same turn. We've been told very specifically that North Boston Phase 5 is going to involve specialized production lines for advanced and exotic computer chips based on new technology. We've been specifically told that will be useful for AI research.
And importantly, we know that North Boston Phases 1-4 were not that kind of facility, because they were built during the throes of the post-TWIII chip shortage and focused heavily on just restoring our pre-TWIII ability to build electronics at all.
So in effect, we've got about 15-20 years of pure research including a lot of exotic Nod and alien technology being integrated, all of which has not "cashed out" in construction of new chip facilities anywhere except Anadyr yet. Because North Boston was built using pre-TWIII technology more or less.
We really need that plant before we try to lock in major computing gains anywhere else.
one more turn to finish of Boston and then its time to focus down Nuuk cause 96 cap goods are enough to finally never have to worry about them again(at least for a while) and a plus 2 to our infra dice is great not to mention those drone control relays are gonna need to some drones to control which will help mitigate the labor shortage
A lot of low rolls in the first half. But everything after went pretty OK.
If the 50 in harvesting spikes is a crit it could have some interesting effects. Maybe the public beginning to accept tiberium research lowering the negative political cost to tiberium related stuff like spikes and power plants?
If the 50 in harvesting spikes is a crit it could have some interesting effects. Maybe the public beginning to accept tiberium research lowering the negative political cost to tiberium related stuff like spikes and power plants?
-10 Energy (-5 net after passive income)
-3 Logistics
+2 Food in Reserve, -3 Food
+3 Health
-11 Capital Goods
-254 Consumer Goods, -15 Consumer Goods/Turn
-2 Labor
+1k people ON THE MOON!
+4 STU
-5, then +10 Political Support
-35 RpT (+25 from taxes)
Unextincted Species Foxgirls
Lots of medical developments
Drone Hub blueprints
Happy spies
+pewpew, +gunz (Projected 3 quarters to begin, 18 quarters to complete)
+proto-crawlers (Projected: 3 quarters to begin, 16 quarters to complete, will be extended by further MARV hub construction)
Resources: 1215+180 in reserve (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-10 Division of Alternative Energy) (-20 Department of Munitions)(-30 Department of Refits) (-240 InOps) (-60 General Pool) (100 in Reserve for Banking)
Political Support: 110
SCIENCE Meter: 4/4
Tiberium Spread pre-turn
25.12 (+0.11) Blue Zone
0.04 (+0.04) Green Zone
0.06 (+0.00) Cyan Zone
23.14 (+.11) Yellow Zone (99 points of mitigation)
51.64 (-.22) Red Zone (87 points of mitigation)
Tiberium Spread post-turn
25.405 (+0.285) Blue Zone
0.00 (-0.04) Green Zone
0.07 (+0.01) Cyan Zone
23.375 (+.235) Yellow Zone (99 points of mitigation)
51.15 (-.49) Red Zone (87 points of mitigation)
Current Economic Issues:
Housing: +87 (+85 LQ, +2 HQ) (1 high-quality housing per turn)
Energy: +57 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +35 (-4 from military activity)
Food: +47 (+26 backed reserve, +5 unbacked reserve)
Health: +27 (-8 from refugees)
Capital Goods: +15 (+2 per turn from Distributed Industrial Authority) (+363 in reserve)
Consumer Goods: +21 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +16 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-2 per turn from private industry) (-3 per turn from other government) (-1 from graying population) (Net -1)
Tiberium Processing Capacity (2820/4300) (970 HG, 1350 IHG, 500 X) (HG: 1 per 95, IHG: 1 per 85, X: 1 per 50)
Tiberium Reserve (0/500)
STUs: +7
Taxation Per Turn: +205 (+25 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +50
STU Production and Consumption
Net: +7 per turn
Production: +36 per turn (10 X, 10.2 HG, 15.9 IHG)
Consumption: -29 per turn
22 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-16 Other (8 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard)
6 Military
-4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])
-1 Strategic Air Defense Networks
-1 Laser Systems Deployment
Because if the second die being 50 and the first being even is also valid, now you have two groups of outcomes where it's a crit, each group individually a 1/100 chance.
Which means it's no longer a 1/100 chance to crit. Not 2/100 either though, because the two groups have a single overlapping outcome: 50,50.