Two big things we got done this turn are all of the remaining Inhibitors, and all the remaining Station Bays. Really happy to see we got those.
 
It's the second of a dice pair so nothing.
That's not how it works, but there is only 1 of them, so it's still not a problem.

And, initial last mathpost:
Japan-Korea Tunnel 436/350
U-Series Alloy Foundries (Phase 6) 499/455

Nuuk Heavy Robotics Foundry (Phase 4) 589/935
Petropavlovsk-Kamchatsky Caterium Fabricator 195/165
Adaptive Cloth Factories 181/300
White Goods Programs 204/200
Bioplastics Development 111/80
Terrain Retention Projects 227/160
Medical Plant Deployment 223/220
Enhanced Harvest Tiberium Spikes (Phase 4) 447/180 Phase 4, 267/180 Phase 5
Tiberium Inhibitor Deployment (Blue Zones) 344/75 BZ-8 South America, 269/75 BZ-12 New Zealand, 194/100 YZ-10 North America East, 94+90+38=222/100 YZ-11 Colombia
Tiberium Inhibitor Deployment (Blue Zone BZ-14 Madagascar) 165/75
Tiberium Inhibitor Deployment (Blue Zone BZ-6 Japan) 113/75
SCOP Bay 272/250
Experimental Crops Bay (Stage 2) 297/215
Animal Husbandry Bay 236/215
High Efficiency Void Crops Bay 183/180
Lunar Homesteading (Phase 5) 351/220
Fifth Generation Electronic Video Assistant Deployment (Phase 1) 313/250 Phase 1,
63/250 Phase 2
Military Logistics Drone Network (Phase 1) 155/200
Initiative Laser Systems Deployment (Phase 2) 116/185

Third Generation Zone Armour Development 94/80
Next Generation Armored Vehicle Factories (Phase 1) 184/450
Thunderbolt II Missile Development 52+10=62/60
Stealth Disruptor Deployment 192/160
Unmanned Support Ground Vehicle Deployment 277/240


Department-affected projects:
Electronic Countermeasures Improvements 240/500
NovaHawk Factory Refits Phase 1 150/150
GD-3 Deployment (Phase 3) 65/180
Governor-A Deployment 355/350
Shark-Class Frigate Shipyards Seattle 120/300


Net gains from projects
+20 Resource/turn
+4 PS
+12 Yellow Zone Abatement
+14 Underground Yellow Zone Abatement
+2 Underground Red Zone Abatement
-19 Energy
+3 Logistics
+3 Food, +6 Food in reserve
+4 Health
-3 Capital Goods
+10 Consumer Goods
+3 Labor
-2 STUs
-10 progress requirement on tib mining projects
+plastic plants... not that kind, though
+dirt
+more crazy plants... IN SPACE!
+1000 residents... IN SPACE!
+1 to all department dice
+better power armor
+better missiles


Resources: 1560+650 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)(-50 Epsilon Eridani Expedition) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 104
SCIENCE Meter: 4/4

Free Dice: 6
AI Dice: 4 (full bonus)
Dice Capacity 60/60

Old Tiberium Spread
Surface
26.985 (+0.28+.125 from Karachi project over 3 turns) Blue Zone
1.68 (+0.19+1.49 from Karachi project over 3 turns) Green Zone
0.07 (+0.00) Cyan Zone
23.305 (+0.47,-1.655 from Karachi project over 3 turns) Yellow Zone (115 points of mitigation)
47.96 (-0.94) Red Zone (110 points of mitigation)
Underground Tiberium infiltration estimates:
0.67 (+0.33) Blue
12.75 (-0.89) Yellow (46 points of mitigation)
87.49 (+.56) Red (27 points of mitigation)

New Tib Spread:
Surface
27.945 (+.96) Blue Zone
.785 (-.895) Green Zone
0.07 (+0.00) Cyan Zone
23.37 (+.065) Yellow Zone (127 points of mitigation)
47.83 (-0.13) Red Zone (110 points of mitigation)
Underground Tiberium infiltration estimates:
0.31 (-0.36) Blue
12.44 (-0.31) Yellow (60 points of mitigation)
88.16 (+.67) Red (29 points of mitigation)

Next Mutation Roll: Q2 2066

Current Economic Issues:
Housing: +101 (+88 LQ, +13 HQ) (1 high-quality housing per turn)
Energy: +28 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +31 (-14 from military activity)
Food: +69 (+32 backed reserve, +5 unbacked reserve)
Health: +49 (+6 Emergency Health) (-8 from refugees)
Capital Goods: +60 (+2 per turn from Distributed Industrial Authority) (+688 in reserve)
Consumer Goods: +68 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +10 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-3 per turn from other government) (-1 from graying population) (Net +1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(3090/4200)‌ ‌(740/1850 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 90, IHG: 1 per 80, X: 1 per 40)
Tiberium Reserve (0/500)
STUs: +16
Taxation Per Turn: +240 (no change from economic turbulence)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +100

STU Production and Consumption
Net: +16 per turn
Production: +56 per turn (8.2... HG, 16.875 IHG, 25X, 6 RZ SMARV)
Consumption: -40 per turn
32 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-26 Other (9 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard, 2 Microfusion Labs, 3 Caravel Shipyard, 4 Fluyt Shipyard)
8 Military
-5 Aircraft (2 Tactical Lasers, 2 Plasma Munitions, 1 NovaHawk Refits)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])
-1 Strategic Air Defense Networks
-1 Navy (Lasers)
 
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Nice. We completed the Inhibitor network and the final bays of our space stations.

A clean field for new projects in the next plan.
Maybe we can finally do those Red Zone Energy Refits and Secure Yellow Zones actions that seem like they've been on the docket forever.
 
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Even with the low rolls we got a lot of stuff done. Feels good for a final turn.

And we hit every plan goal. Even the completely insane space population one. ;)

Not bad at all.
 
And we hit every plan goal. Even the completely insane space population one. ;)
Having the portal tech show up right there at the tail end in a way that meaningfully helped us with space projects really saved our asses. We probably would have been able to pull the target off anyway, but it would have been far more of a nailbiter.

Nice. We completed the Inhibitor network and the final bays of our space stations.

A clean field for new projects in the next plan.
Maybe we can finally do those Red Zone Energy Refits and Secure Yellow Zones actions that seem like they've been on the docket forever.
Sadly, that's going to be part of the timeskip as the quest effectively ends here (we MAY be so lucky as to get a 'TCN negotiations' event).

I would so have enjoyed getting to play through one more Four Year Plan, but I understand why things played out the way they did.
 
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Having the portal tech show up right there at the tail end in a way that meaningfully helped us with space projects really saved our asses. We probably would have been able to pull the target off anyway, but it would have been far more of a nailbiter.

We'd have been able to finish them, but we'd not have been able to build the new Flyuts and Caravels.

Nope, for a crit the first 2 set of dice has to be a 50 and the second an even roll

I thought it was either roll of a pair had to be a 50 with the other being even. Then for a crit fail it was two 1s rolled for a project across any pairs of d50s.

Checks...

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.

Edit: Admittedly that was almost a year and a half ago and it may have changed since then, this is just the reference I had in my bookmarks.
 
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Labor: 5 + 1 Net + 1 CCF Decom + 1 White Goods + 1 Medical Plants - 1 Governor-A = 8
Actually Governor-A is +1 Labor:
[ ] Governor-A Deployment (Refits)
With the refit development finally complete, the requirements in tools and materials for the refits are now known, and the shipyards are ready to begin converting their production and maintenance yards over to supporting both building new Governor-As and refitting the existing inventory to the new standard. The refits include a slate of rationalizations to the yards themselves, incorporating far more automation than before, allowing fewer yard workers to do work that used to require many.
(Progress 325/350: 20 resources per die) (-2 Energy, -3 Capital Goods, +1 Labor)
Also
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌3070 + 20 EHTS = 3090/4200 ‌(740/1850 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 95, IHG: 1 per 85, X: 1 per 45)
STU Production: 1000/45 X + 1350/85 IHG + 740/95 HG + 6 RZ MARV = 51
The Visitor tib processing is 1 STU per 40 resources not 45
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(3070/4200)‌ ‌(720/1850 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 90, IHG: 1 per 80, X: 1 per 40)
 
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Actually Governor-A is +1 Labor:

Thanks I must have missed typed it when putting the post together.

Edit:
The Visitor tib processing is 1 STU per 40 resources not 45

I realize it says that but the maths in that same post don't work out that way. IE: if that was the case the STU production and consumption section would be a bit different for example under the X category 1000/40 = 25 not 22.2, but 1000/45 = 22.2, same thing for the IHG and HG. Given that moving to 90, 80 and 40 as our ratios would increase production to 56.1, a 5 increase in STUs I'm gonna err on the side of caution here for now.
STU Production and Consumption
Net: +13 per turn
Production: +51 per turn (7.6 HG, 15.9 IHG, 22.2X, 6 RZ SMARV)

And ninja'd by @Lightwhispers
 
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I thought it was either roll of a pair had to be a 50 with the other being even. Then for a crit fail it was two 1s rolled for a project across any pairs of d50s.

Checks...
That was superseded due to a realization when doing Mechanist Quest that it still gave too good a chance of getting a critsuccess, so it is now using the rules listed in the threadmarked status post that I'm a little behind on maintaining.

Also, GOOD NEWS EVERYONE!
Due to me using the wrong spreadsheet Seo reserving some STUs, the last turn or so's calcs were 5 below what they should have been.
 
New Tib Spread:
Surface
28.19 (+1.205) Blue Zone
.475 (-1.205) Green Zone
0.07 (+0.00) Cyan Zone
23.37 (+.065) Yellow Zone (127 points of mitigation)
47.83 (-0.13) Red Zone (110 points of mitigation)
Underground Tiberium infiltration estimates:
0.31 (-0.36) Blue
12.44 (-0.31) Yellow (60 points of mitigation)
88.16 (+.67) Red (29 points of mitigation)

If nothing else, going all-in on inhibitors was worth it.
 
OOF.

We don't lose ALL the underground Blue Zone even from that 96, but we do lose a huge amount of progress and have it pushed down to near-zero, to the point where a hypothetical 2066Q1 roll could easily see it pushed past the zero point if we rolled badly. All the inhibitors and other things we'd put into place this quarter might well barely prove to be enough.
 
Hmm. Going forward we would need to rapidly pursue a Vein Mine roll out, probably combined with more Glacier Mines, if there is no official deal with NOD/Kane over a TCN. We have the Capital Goods for the former, and while Logistics isn't doing amazing, it is sufficient for a couple Mines. Assuming we don't get more Tib Spikes, those are our only currently available means of increasing Tib Mitigation. And given how close we are to having full UYZ coverage (which would, per previous narrative posts, significantly reduce the effectiveness of our surface Tib Mitigation) we would need to hit that button very hard, and cause some screaming by the engineers again.

Theoretically we could afford to rollout 3 Glacier Mines (15 Logistics of our current 31) which would cost ~5 dice if we put the remainder of our Tib and Free dice into Vein Mines that would give us 8 dice to play with and give us a little over 4 phases of Vein Mines.

Another thing we could work on is rolling out additional RZ MARVs (looking at RZ 8 N to start with), but as has been discussed given the recentness of Karachi and our mass rollout of RZ MARVs 2 quarters ago, that would cause some issues with NOD.

One final thing to consider is, with the roll out of the remaining BZ Inhibitors and the decommissioning of another CCF plan we are pretty low on Energy, and would need more investment there, especially as we have a whole bunch more CCF decomissionings in the near future.
 
Wonder what bonus the completed station gives?
The Enterprise was shipbuilding bonus iirc.
The choices of those are the first things we built in major spacestations. They will be the things we have the most experience with and the most experts and building and working with. IE These choices represent what we will be good at doing in space when the sequel quest rolls up.
 
Basically what Simon said.

Anyway for capstones I think this turn is the most capstones finished in a single turn we've had. Those being the Alloy Foundries, Shala, Columbia, and the Inhibitor Network. Its quite a statement.
 
I hope we get some kind of summary or authors opinion on how we did.

If we did stupidly well on some things and incredibly badly on others. Any plans for the quest that went well or went off the rails. Nod plots that never happened or did but we never found out. Secret weapons they are working on. How all the various warlords did. Stuff that would have been different with the knowledge of where the quest ended up.

That would be fun.
 
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