The rule on critfail chance is "if two natural 1's are rolled on any two of the dice, it's a critfail," right?

Because on that basis things can be recalculated.

Or is it something more complex than that?
No, the nat 1s need to be on paired dice.
To borrow the explanation from Mechanist Quest, which is using the same mechanics:
A roll for a project which has two or more '1's in the roll is a critical failure. A roll for a project which has a dice-pair where the first die is a '50' paired, with an even numbered result is a critical success. ([x,y,1,y,1,y] is a critical failure. [x,y,50,10,x,y] is a critical success, while [x,50,x,y,x,y] is not a critical success.)
GDI quest does not use the same mechanics. Here, the nat 1s need to be paired for crit failures.
 
No, the nat 1s need to be on paired dice.

GDI quest does not use the same mechanics. Here, the nat 1s need to be paired for crit failures.
This is untrue, as per the discord WoG attached below (spoilered for size). Critfails are assessed as a pool, not as pairs.

Edit: ah lol this post turned out to be unnecessary
 
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Is there a reason for the change? Because it has not been that way in the past and I don't like this apparently random change to increase our chance of crit failures.
It was that way from the beginning.
The critical success mechanics were not that way, but got changed because we realized when working on Mechanist Quest stuff that the probabilities were off.
 
It was that way from the beginning.
The critical success mechanics were not that way, but got changed because we realized when working on Mechanist Quest stuff that the probabilities were off.
No, it wasn't.
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.
It originally worked that we needed a pair of nat 1s to get a critical failure.
 
Nevermind, I'm just tired and misreading things. I thought @Lightwhispers was saying that a nat 1 needs to paired with an odd number not another nat 1.
 
[] Plan: This is Messy
-Infrastructure (5 dice +27 bonus) 105
--[] Blue Zone Arcologies (Stage 5) (Progress 150/450: 15 resources per die) (+8 High Quality Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy) 1D
--[] Karachi Planned City (Phase 1) (Progress 0/345: 20 resources per die) (+6 Logistics, +4 Housing, -8 Labor) 3D
--[] Drone Logistical Integration (New) (Progress 145/240: 15 resources per die) (+6 Labor, -4 Capital Goods, +1 Energy) 1D

-Heavy Industry (5 dice, 1FD, ED +34 bonus) 165
--[] Second Generation Continuous Cycle Fusion Plants (Phase 4) (Progress 117/270: 20 resources per Die) (+19 Energy) (-1 Labor) 1D
--[] Aberdeen Isolinear Fabricator (Phase 1+2+3) (Progress 0/630: 30 resources per die) (+27 Capital Goods, -6 Energy) 4D
--[] Microfusion Cell Laboratories (Progress 0/150: 25 resources per die) (-2 STUs) 1D

-Light and Chemical Industry (4 dice +29 bonus) 90
--[] Bergen Superconductor Foundry (Phase 5) (Progress 483/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support) 2D
--[] Factory Automation Programs (New) (Progress 75/280: 15 resources per die) (+4 Labor, -4 Energy) 2D

-Agriculture (6 dice +29 bonus) 60
--[] Reforestation Campaign Preparations (Phase 2) (Progress 579/790: 5 resources per die) 3D
--[] Vertical Farming Projects (Stage 5) (Progress 78/215: 15 resources per die) (+4 Food, +4 Consumer Goods, -2 Energy) 1D
--[] Laboratory Meat Deployment (Phase 2?) (Progress 0/170: 15 resources per die) (+6 Consumer Goods, -1 Food, -2 Energy) 2D

-Tiberium (7 dice +39 bonus) 220
--[] Karachi Planned City 1D
--[] Deep Red Zone Tiberium Glacier Mining (Stage 5) (Progress 47/190: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) 1D
--[] Xenotech Tiberium Processing Plants (Stage 3) (New) (Progress 61/300: 40 resources per die) (+500 processing capacity) (-6 Energy, -3 Logistics, -1 Labor) 3D
--[] Liquid Tiberium Power Cell Deployment (Phase 3) (Progress 4/125: 20 resources per die) (-10 Political Support) (+12 Energy) (+5 Resources Per Turn) 1D
--[] Forgotten Experimentation (Tech) (Progress 196/260: 30 resources per die) (MS) (-5 Political Support) 1D

-Orbital (7 dice +34 bonus) 190
--[] Lunar Homesteading (Phase 2) (Progress 217/250: 30 resources per die) (1000 residents) 5D
--[] Experimental Crops Bay (Stage 1) (Progress 0/255: 20 resources per die) (MS) (Unlocks new development projects) 2D

-Services (4 dice, 2FD, AAD +35 bonus) 220
--[] Fifth Generation Electronic Video Assistants (Progress 162/200: 40 resources per die) AAD
--[] Wet AI Development (Tech) (MS) (Progress 0/240: 30 resources per die) 2D
--[] Stasis Box Development (Tech) (MS) (Progress 0/120: 30 resources per die) 1D
--[] Projected Hardlight Development (Tech) (Progress 0/60: 15 resources per die) 1D
--[] Regional Hospital Expansions (Phase 2) (Progress 85/270: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor) 1D
--[] Naquada Ring Experiments (New) (Progress 0/80: 50 resources per die) (Must have at least 10 STU production spare) (+2 Orbital Dice, 15% Progress reduction.) 1D

-Military (7 dice, 2FD, AAD +31 bonus) 210
--[] Advanced Articulation Systems (Tech) (New) (Progress 0/60: 15 resources per die) 1D
--[] Next Generation Armored Vehicles (Platform) (New) (Progress 77/160: 30 resources per die) 1D
--[] Thunderbolt II Missile Development (Platform) (Munitions) (Progress 0/60: 15 resources per die) 1D
--[] Ground Forces Zone Armor (Set 2) (Phase 1) (High Priority) (Progress 16/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor) 4D
--[] Governor-A Deployment (Refits) (New) (Progress 126/350: 20 resources per die) (-2 Energy, -3 Capital Goods, +1 Labor) 1D
--[] Stealth Disruptor Deployment (Progress 0/160: 15 resources per die) (-1 Capital Goods, -2 Energy) 1D
--[] Military Particle Beam Development (Tech) (Progress 81/100: 20 resources per die) AAD
--[] Stealth Field Generator Development (Tech) (Progress 0/60: 15 resources per die) 1D

-Bureaucracy (4 dice +29 bonus)
--[] Administrative Assistance - Military Particle Beam Generator
--[] Administrative Assistance - Fifth Gen EVA

105 + 185 + 90 + 60 + 220 + 190 + 220 + 210
1280/1380 (1585)
 
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[] Plan: This is Messy
-Infrastructure (5 dice, 1FD +27 bonus) 100
--[] Blue Zone Arcologies (Stage 5) (Progress 150/450: 15 resources per die) (+8 High Quality Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy) 2D
--[] Japan-Korea Tunnel (New) (Progress 0/350: 20 resources per die) (+3 Logistics) 2D
--[] Drone Logistical Integration (New) (Progress 145/240: 15 resources per die) (+6 Labor, -4 Capital Goods, +1 Energy) 2D

-Tiberium (7 dice +39 bonus) 230
--[] Deep Red Zone Tiberium Glacier Mining (Stage 5) (Progress 47/190: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) 2D
--[] Xenotech Tiberium Processing Plants (Stage 3) (New) (Progress 61/300: 40 resources per die) (+500 processing capacity) (-6 Energy, -3 Logistics, -1 Labor) 3D
--[] Liquid Tiberium Power Cell Deployment (Phase 3) (Progress 4/125: 20 resources per die) (-10 Political Support) (+12 Energy) (+5 Resources Per Turn) 1D
--[] Forgotten Experimentation (Tech) (Progress 196/260: 30 resources per die) (MS) (-5 Political Support) 1D
You forgot about Karachi, I think?

-Heavy Industry (5 dice, 2FD, ED +34 bonus) 185
--[] Second Generation Continuous Cycle Fusion Plants (Phase 4) (Progress 117/270: 20 resources per Die) (+19 Energy) (-1 Labor) 2D
--[] Aberdeen Isolinear Fabricator (Phase 1+2+3) (Progress 0/630: 30 resources per die) (+27 Capital Goods, -6 Energy) 4D
--[] Microfusion Cell Laboratories (Progress 0/150: 25 resources per die) (-2 STUs) 1D
I might go for Nuuk, but I can see the logic of going for Aberdeen.

-Orbital (7 dice +34 bonus) 190
--[] Lunar Homesteading (Phase 2) (Progress 217/250: 30 resources per die) (1000 residents) 5D
--[] Experimental Crops Bay (Stage 1) (Progress 0/255: 20 resources per die) (MS) (Unlocks new development projects) 2D
This is underinvestment in the lunar homesteads, relative to what we need. We need to put 33 dice or so into the project in the next five turns, so any turn where we only spend five or six dice on it is building up a 'debt' where we need to spend probably eight dice on the project in the future.

Given how critical failures work, this is not a good thing, and we really want to avoid having to crash-throw 10+ dice into the project at once.

-Military (7 dice, AAD +31 bonus) 150
--[] Advanced Articulation Systems (Tech) (New) (Progress 0/60: 15 resources per die) 1D
--[] Next Generation Armored Vehicles (Platform) (New) (Progress 77/160: 30 resources per die) 1D
--[] Thunderbolt II Missile Development (Platform) (Munitions) (Progress 0/60: 15 resources per die) 1D
--[] Ground Forces Zone Armor (Set 2) (Phase 1) (High Priority) (Progress 16/285: 20 resources per die) (-4 Energy, -2 Capital Goods, -2 Labor) 1D
--[] Governor-A Deployment (Refits) (New) (Progress 126/350: 20 resources per die) (-2 Energy, -3 Capital Goods, +1 Labor) 1D
--[] Stealth Disruptor Deployment (Progress 0/160: 15 resources per die) (-1 Capital Goods, -2 Energy) 1D
--[] Military Particle Beam Development (Tech) (Progress 81/100: 20 resources per die) AAD
--[] Stealth Field Generator Development (Tech) (Progress 0/60: 15 resources per die) 1D
Ground Force Zone Armor is another urgent project; we still need about eleven dice in five turns. I'm actually a big fan of the stealth disruptor deployment and all that, but I think we should trim out some of this stuff and do it later when we're farther along on the zone armor.
 
You forgot about Karachi, I think?

I might go for Nuuk, but I can see the logic of going for Aberdeen.

This is underinvestment in the lunar homesteads, relative to what we need. We need to put 33 dice or so into the project in the next five turns, so any turn where we only spend five or six dice on it is building up a 'debt' where we need to spend probably eight dice on the project in the future.

Given how critical failures work, this is not a good thing, and we really want to avoid having to crash-throw 10+ dice into the project at once.

Ground Force Zone Armor is another urgent project; we still need about eleven dice in five turns. I'm actually a big fan of the stealth disruptor deployment and all that, but I think we should trim out some of this stuff and do it later when we're farther along on the zone armor.
Karachi is probably going to be in place of Japan-Korea and may eat a die off of the Arco.

I can see the Nuuk idea, but we're pretty far off from making a difference with it, and honestly Aberdeen will be more useful now in this final few turns vs Nuuk.

Lunar is kinda an issue because I can see this point, but I also don't want us getting overzealous early on with dice and eat an early nat 1 and going too cautious too.

GFZA is def gonna be changed tomorrow with some stuff one of the stealth things may be lost for it, and the Governor project may be left to Refits? I dunno but I am still thinking on this plan as is.
 
[] Plan next turn, maybe
-[] Infrastructure 5 dice 1 free die 1 AA die +27
--[] Karachi Planned City (Phase 1+2+3) 0/345 4 dice 2 Tiberium dice 120R ~100%
--[] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 14%
--[] Drone Logistical Integration 145/240 1 die + AA 30R 96%
-[] Heavy Industry 5 dice 1 free die +34
--[] Second Generation Continuous Cycle Fusion Plants (Phase 5) 29/270 2 dice 40R 3%
--[] Aberdeen Isolinear Fabricator (Phase 1) 0/270 2 dice 60R 100%
--[] Microfusion Cell Laboratories 0/150 2 dice 50R 94%
-[] Light and Chemical Industry 4 dice +29
--[] Bergen Superconductor Foundry (Phase 5) 483/1140 2 dice 60R
--[] Factory Automation Programs (New) 75/280 2 dice 30R
-[] Agriculture 6 dice +29
--[] Reforestation Campaign Preparations (Phase 2) 579/790 3 dice 15R 89%
--[] Spider Cotton Plantations (Phase 3+4) 100/165 3 dice 45R
-[] Tiberium 7 dice 2 free dice +39
--[] 2 dice allocated to Karachi
--[] Tiberium Inhibitor Deployment
---[] Yellow Zone 10 0/100 1 die 30R 60%
---[] Yellow Zone 11 0/100 1 die 30R 60%
--[] Deep Red Zone Tiberium Glacier Mining (Stage 5) 47/190 2 dice 60R 96%
--[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 2 dice 40R 100%
--[] Forgotten Experimentation 198/260 1 die 30R 99%
-[] Orbital 7 dice 1 free die +34 Erewhon
--[] Assembler Bay 0/255 2 dice 40R 2%
--[] Lunar Homesteading (Phase 3+4) 217/500 6 dice Erewhon 210R
-[] Services 4 dice 1 free die +35
--[] Rage Engine Development (Tech) 0/80 1 die 25R 89%
--[] Wet AI Development (Tech) (MS) 0/240 3 dice 90R 91%
--[] Naquada Ring Experiments 0/80 1 die 50R 89%
-[] Military 6/6 dice 1 AA dice +31
--[] Military Particle Beam Development (Tech) 81/100 1 AA die 20R ~100%
--[] Next-Generation Armored Vehicles 77/160 1 die 30R 75%
--[] Advanced Articulation Systems (Tech) 0/60 1 die 15R 99%
--[] Ground Forces Zone Armor (Set 2) (Phase 1) 260/285 3 dice 60R 100%
--[] Phased Plasma Weapons Development (Tech) 0/80 1 die 15R 85%
-[] Bureaucracy
--[] Administrative Assistance (Drone Logistical Integration)
--[] Administrative Assistance (Military Particle Beam Development)


So, my thoughts. Infrastructure is doing the lion's share of the work on Karachi, but is otherwise occupied with finishing plan goals and stuff we already started. Heavy Industry is getting us more power, finally getting started on pushing out Isolinear chips on an industrial scale, and extra finally getting those Microfusion Labs going. This is very important to me, and fear not, we can afford the STUs, we have 14, and it only costs 2. plus all the extra we have should mean we'll see an even more compact design. LCL is also more plugging away at what we're already doing.

For Agriculture, I thought it'd be fun to try grabbing some extra phases of Spider Cotton before it goes away. I considered some Food indicator projects, but we're at +40, which is far more then a healthy buffer. Also just more Reforestation.

Tiberium I want to do a lot. Glacier mines, Liquid Tiberium Power Cells, finishing Forgotten Experimentation, and a couple Inhibitors. The mining is subject to change if ZCOM is feeling pressure, but everything else is pretty set for this plan.

Orbital. Moon Towns. A little extra to try for the Assembler Bay. And Erewhon working on the Moon Towns.

Now Services, that's interesting. We just pushed out two big deployments, so letting those settle seems wise, and gives room for more development and experiments. Rage Engine Dev should hopefully get us more ways to treat mental health issues, while Wet AI gives us both more insight into AI and as I understand more ways to deal with our Labor problems. Not so much a pressing problem anymore, but still something to keep an eye on. And the Portal Experiments, as while I don't care for them I'm fully aware I'm the odd man out on that.

This leaves Military spending, which is pretty straightforward. Particle Beam Dev get's an AA die because it only needs 4 points of progress to finish. It'd be silly to give it a full die. NGAV to finish that plan goal up. Advanced Articulation because that is my baby and because ZCOM should get nice things. Speaking of nice things, Power Armor for our boys and girls fighting the good fight, letting them fight harder and pick up light Red Zone duties. Thus letting ZCOM do more Deep Red work. And finally Phased Plasma for our favorite military science nerds. That would be all the tech projects available to the Steel Talons done, which should make them very happy.
 
Karachi is probably going to be in place of Japan-Korea and may eat a die off of the Arco.
Karachi kind of needs a minimum of, like, four dice invested, and something like six is probably a better choice. It's not a project you can halfass, given that we need about fifteenish dice of work on it within the next 4-5 turns and really want to make good starting progress.

I can see the Nuuk idea, but we're pretty far off from making a difference with it, and honestly Aberdeen will be more useful now in this final few turns vs Nuuk.
I'm not saying otherwise.

Lunar is kinda an issue because I can see this point, but I also don't want us getting overzealous early on with dice and eat an early nat 1 and going too cautious too.
We are literally out of time. We already did 'cautious' insofar as we could afford it. Frantic last-minute construction to get us over the line at nine dice a turn or whatever isn't good. With the way rolls work now, the likelihood of a critical failure increases rapidly with the number of dice on the project. Doing seven-and-seven is a significantly better way to avoid critical failures than doing five-and-nine, for example.
 
[] Plan: We'll Always Have (Eastern) Paris
-[] Infrastructure (5 dice, 85R)
--[] Karachi Planned City (Phase 1) 0/50 3 Infra + 5 Tib dice 60R 100%, Phase 2 100%, Phase 3 100%, Phase 4 76%
--[] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 14%
--[] Drone Logistical Integration 145/240 1 die 15R 47%

-[]Heavy Industry (5 dice, 130R)
--[] Second Generation Continuous Cycle Fusion Plants (Phase 5) 29/270 2 dice 40R 3%
--[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/270 3 dice 90R 51%

-[]Light and Chemical Industry (4 dice + Erewhon, 105)
--[] Bergen Superconductor Foundry (Phase 5) 483/1140 2 dice 60R 2/8 median
--[] Factory Automation Programs 75/280 2 dice + Erewhon 45R 72%

-[]Agriculture (6 dice + AA die, 85R)
--[] Reforestation Campaign Preparations (Phase 2) 579/790 2 dice 10R 11%
--[] Spider Cotton Plantations (Phase 3) 100/165 4 dice + AA die 75R 100%, Phase 4 100%, Phase 5 20%

-[]Tiberium (7 dice + 5 Free, 270R)
--[] 5 Tib dice allocated to Karachi 80R
--[] 4 Tib dice allocated to MARV 80R
--[] Deep Red Zone Tiberium Glacier Mining (Stage 5) 47/190 2 dice 60R 96%
--[] Forgotten Experimentation 198/260 1 die 30R 99%

-[]Orbital (7 dice, 210R)
--[] Lunar Homesteading (Phase 3) 217/250 7 dice 210R 100%, Phase 4 100%, Phase 5 92%

-[]Services (4 dice, 140R)
--[] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 53%
--[] Fifth Generation Electronic Video Assistants 152/200 1 die 40R 100%
--[] Naquada Ring Experiments 0/80 1 die 50R 89%

-[]Military (6 dice + 1 Free + AA, 160R)
--[] Military Particle Beam Development (Tech) 81/100 1 AA die 20R 97%
--[] Reclamator Hub Red Zone 3 South 0/250 2 Mil + 4 Tib dice 40R 100%, 78% chance RZ 1S or RZ3N
--[] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 1 die 15R 99%
--[] Next-Generation Armored Vehicles 77/160 1 die 30R 75%
--[] Ground Forces Zone Armor (Set 2) (Phase 1) 260/285 1 die 20R 100%
--[] Phased Plasma Weapons Development (Tech) 0/80 1 die 15R 79%

-[]Bureaucracy (4 dice +29)
--[] Administrative Assistance (Mil) 2 dice
--[] Administrative Assistance (Agri) 2 dice

Budget: 1195/1365 RpT + 230R

This plan focuses on Karachi, not by meme rushing Karachi itself, but by investing 8 dice in it and investing a significant number of dice for the MARVs in the Mediterranean, specifically at RZ3S which is located on the Sinai. A place where we know al-Isafani operates as he nuked and fought us there during our post Mecca complex glacier mines. This is to both act as a distraction and a resource sink for the 'Shah of Atom' while Karachi is built as it forces him to devide his attention. I don't think it will cause him to ignore Karachi, but it will limit the forces he can bring to bear against it. As we also need an additional RZ mitigation from somewhere beyond the Deep Glacier Mines and Continment Lines, this is two birds with one stone.

Beyond that baseline the goal of this plan is to start wrapping up a lot of projects that were partially completed during the last two turns, starting up Aberdeen and grabbing the Ring Experiments.
 
[] Plan: We'll Always Have (Eastern) Paris
-[] Infrastructure (5 dice, 85R)
--[] Karachi Planned City (Phase 1) 0/50 3 Infra + 5 Tib dice 60R 100%, Phase 2 100%, Phase 3 100%, Phase 4 76%
From what we've been told, we literally can't surge past Phase 3 of Karachi in the first turn anyway, so we might as well dial this back a few dice.

-[]Light and Chemical Industry (4 dice + Erewhon, 105)
--[] Factory Automation Programs 75/280 2 dice + Erewhon 45R 72%
Erewhon would probably do really good work here. It makes a lot of sense, good call.

-[]Tiberium (7 dice + 5 Free, 270R)
--[] 5 Tib dice allocated to Karachi 80R
--[] 4 Tib dice allocated to MARV 80R
--[] Deep Red Zone Tiberium Glacier Mining (Stage 5) 47/190 2 dice 60R 96%
--[] Forgotten Experimentation 198/260 1 die 30R 99%
Hmm, there may be adverse consequences to shoveling five Free dice into the same field to rush-build two projects. But if you're dialing Karachi back a bit, then that problem lessens.

-[]Military (6 dice + 1 Free + AA, 160R)
--[] Military Particle Beam Development (Tech) 81/100 1 AA die 20R 97%
--[] Reclamator Hub Red Zone 3 South 0/250 2 Mil + 4 Tib dice 40R 100%, 78% chance RZ 1S or RZ3N
--[] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 1 die 15R 99%
--[] Next-Generation Armored Vehicles 77/160 1 die 30R 75%
--[] Ground Forces Zone Armor (Set 2) (Phase 1) 260/285 1 die 20R 100%
--[] Phased Plasma Weapons Development (Tech) 0/80 1 die 15R 79%
One die on GFZA makes me cringe... But there's not a lot we can do with this schema.
 
Doruma did a post on critfail chances under predictive modeling (2d50) dice here:

Attempting to Fulfill the Plan: GDI Edition

For the PMM Critical Success Chance: There are 50 * 50 = 2500 possible outcomes for the roll of a single die under PMM. Of these outcomes: one is two 50s, 24 outcomes occur with the first is a 50 and the second is an even number, and 24 are the first is an even number and the second is 50. That...

back in July. I'm... well, he disagreed with my math, and he may well have been right to, though part of me still worries about some of the notation and so on. I'm not quite worried enough to try a clean-sheet rederivation, though, so I shouldn't talk too big about it.
 
From what we've been told, we literally can't surge past Phase 3 of Karachi in the first turn anyway, so we might as well dial this back a few dice.

Erewhon would probably do really good work here. It makes a lot of sense, good call.

Hmm, there may be adverse consequences to shoveling five Free dice into the same field to rush-build two projects. But if you're dialing Karachi back a bit, then that problem lessens.

One die on GFZA makes me cringe... But there's not a lot we can do with this schema.

In that case, I'll be changing things a little, probably move some dice around in both Infra, Tib and Orbital.

Believe me, I don't like 1 die on GFZA, but I needed a die from somewhere, and wasn't willing to give up on either the Vehicles development or the T-bolts. The Munitions department is currently not doing a whole lot, and getting T-bolt 2s will lay the ground work for our airforce going forward.
 
I have concerns about ordering two whole rounds of Lunar Homesteads in one quarter.
Do we even have enough qualified people to rush these out?
 
So if two 1s across the entire pool mean a crit fail what do two 50s mean?

Before it meant two chances to crit if the paired dice was even, right?

So do two 50s mean a automatic crit? A better than normal crit if one or both are paired with a even?
 
From what we've been told, we literally can't surge past Phase 3 of Karachi in the first turn anyway, so we might as well dial this back a few dice.
IIRC, how this works is that finishing Phases 4 and 5 ahead of schedule funds them, but they'll have to finish actually constructing over time. So extra progress past Phase 3 won't be wasted.
 
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