[x]Pardus
-[X]Union
We produce 4 Advanced parts per turn so that part is doable, there is a schedule craft option for the fusion craft itself(i think asking for the vertical takeoff union would work better then a Leopard).
If the new department starts with 3 dice we have 6 turns to hit 600 progress with 18 dice so that looks doable(average rolls would be 900).
 
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The Pardus mission doesn't seem much more difficult than the Khonsu mission, aside from the 10C cost. Unless I'm missing something, it looks like the way to go.

[X]Pardus
-[X]Leopard
 
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[X]Pardus
-[X]Leopard
I doubt we would be having a Union shipyard before the election.
 
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14.36 Blue Zone
29.57 Yellow Zone (62 Points of Mitigation)
56.07 Red Zone (37 Points of Mitigation)

14.02 Blue Zone
29.53 Yellow Zone (62 Points of Mitigation)
56.45 Red Zone (37 Points of Mitigation)
Well, that's, what? Something like 5% of the Blue Zones lost in half a year?

Fucking hell, at this rate we're gonna lose the BZ's before Tiberium even gets another mutation roll.
 
Yeah logically I know they're all independent events and the Gambler's Fallacy etc. etc. etc., but I no longer remotely trust the Tib spread dice to behave. I want to put the max 10 dice possible into Tib next turn to just run up the abatement as high as we can get it, multiple 90+ rolls in a row is making all the crisis alarms go off again.
 
[X]Pardus
-[X]Leopard

Wonder what the Nat 1 will be attributed to, if its not a NOD attack. I'm betting on someone trying to seize control of a bay, either a YZ gang hoping to control the local food supply, or a anti-YZ group pissed that Ganger is investing in the YZs.
 
Yeah logically I know they're all independent events and the Gambler's Fallacy etc. etc. etc., but I no longer remotely trust the Tib spread dice to behave. I want to put the max 10 dice possible into Tib next turn to just run up the abatement as high as we can get it, multiple 90+ rolls in a row is making all the crisis alarms go off again.

Good news, we can put 15 dice max on abatement.

You forgot to factor in military dice being invested into Marv hubs and fleets.

And with 420 resources, we can actually afford to dot it all.

Example abatement plan: x10 dice Yellow Zone fencing 150 resources
x 2 dice Red Zone 1 south 60R
x 3 dice Red zone 1 north MARV fleet option Y ?R
 
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l just noticed we at 960 tib process we just got 2 levels of mining and rolled both 2 so 120 tib...we are wasting 80 tiberium a turn because we don't have Tiberium Processing Plants .....im l correct in saying this

so we at 360 not 420
 
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l just noticed we at 960 tib process we just got 2 levels of mining and rolled both 2 so 120 tib...we are wasting 80 tiberium a turn because we don't have Tiberium Processing Plants .....im l correct in saying this

so we at 360 not 420
No, for a couple of reasons.
1. Both rolled 2s, which means 50. The options are 40, 50, 60, not a toggle between 40 and 60.
2. You also completed Saarland which gave you +250 processing capacity.

Tiberium Processing Capacity (1060/1250)
 
No, for a couple of reasons.
1. Both rolled 2s, which means 50. The options are 40, 50, 60, not a toggle between 40 and 60.
2. You also completed Saarland which gave you +250 processing capacity.

Tiberium Processing Capacity (1060/1250)
nice l only had quick look and did not say the 250 but makes sense or l did not look hard lol either way thanks for reply
 
Example abatement plan: x10 dice Yellow Zone fencing 150 resources

That's BZ fencing. If we were going to slam 10 dice into tiberium for 4 mitigation per phase then we might as well do yellow harvesting for 15/30 RtP. Granted, that would be 50R more expensive but resource is worth more the earlier we get it so...

I think if we're really going to go to town on mitigation then we should focus more on the MARVs, we do have a commitment to do at least 5 full hubs after all.

BZ fencing for 4 mitigation is 45R (98%). As long as MARVs are roughly comparable then they're the better option from a overall plan point of view. And probably have some resource output too, which fencing doesn't.
 
That's BZ fencing. If we were going to slam 10 dice into tiberium for 4 mitigation per phase then we might as well do yellow harvesting for 15/30 RtP. Granted, that would be 50R more expensive but resource is worth more the earlier we get it so...

I think if we're really going to go to town on mitigation then we should focus more on the MARVs, we do have a commitment to do at least 5 full hubs after all.

BZ fencing for 4 mitigation is 45R (98%). As long as MARVs are roughly comparable then they're the better option from a overall plan point of view. And probably have some resource output too, which fencing doesn't.

Fencing though is part of the original 3 part network that were all supposed to work together with one another. So folks have been speculating that there is a synergistic bonus to fully completing the triad.
 
Fencing though is part of the original 3 part network that were all supposed to work together with one another. So folks have been speculating that there is a synergistic bonus to fully completing the triad.
We have 5 dedicated tiberium dice that can totally be put into the fencing, it is after all the cheapest option in the tiberium section. Finishing that up in 2 turns instead of smashing it in 1 isn't so bad. And if we do better than expected on the rolls then we can refrain from wasteing dice on non-existent phases.

What I meant was, if we're going to go all in on the mitigation I would rather we hit the MARVs as they are :
1) Part of our plan promise to do MARVs
2) Generate mitigation
3) Generate resources
4) Make the hawks happier
5) Help secure all of those mining operations that Nod is no doubt eyeing up.
 
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