Look at those 3 dice rolling under 10... why couldn't that have been tiberium? Oh hey. We've used all our low rolls up for important logistical factories and can now score some more high points in tiberium.
 
Speaking of low rolls in tiberium, our security review of the tiberium sector just rolled a 1... though our review of services rolled a natural 100.

This fucking turn...
 
14.02 Blue Zone
29.53 Yellow Zone (62 Points of Mitigation)
56.45 Red Zone (37 Points of Mitigation)

+5 points of Red Zone Mitigation

14.10 Blue Zone
29.33 Yellow Zone (62 Points of Mitigation)
56.57 Red Zone (42 Points of Mitigation)
Ithillid threw 2 100-faced dice. Reason: Tiberium Spread Total: 108
54 54 54 54
Ithillid threw 1 2-faced dice. Total: 1
1 1
 
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-[X] Yellow Zone Fortress Towns (Phase 2) 225/200 2 dice 40 R
-[X] Blue Zone Power Production Campaigns (Phase 2) 193/500 2 dice 20 R
-[X] Heavy Rolling Stock Plants 111/250 4 dice 40 R

-[X] Civil Clothing Factories 203/200 1 dice 10 R
-[X] Edinburgh Electric Motor Plant 157/125 2 dice 30 R
-[X] Yellow Zone Aquaponics Bays (phase 3) 124/80 2 dice 20 R

-[X] Organic textiles farms 80/100 1 dice 10 R
-[X] Red Zone Tiberium Harvesting (Phase 7) 130/130 2 dice 50 R -NAT 1
-[X] Red Zone Containment Lines (Phase 1) 284/180 3 dice 75 R
-[X] Orbital Shuttle Bays, 99/70 1 fusion die 20 R

-[X] Educational MultiMedia Initiatives 298/300 3 dice 15 R (omake)
-[X] Multi Use Stadium Program 114/100 1 dice 20 R
-[X] Reclamator Fleet RZ-1 North (Super MARVs) 203/210 3 dice 60 R (Omake?)
-[X] Hydrofoil Shipyards (Duqm) 190/100 2 dice 20 R
-[X] Security Review (Orbital) 2 dice +1 orbital
-[X] Security Review (Tiberium) 2 dice +1 LC NAT 1
-[X] Security Review (Servicesl) 2 dice +1 service
 
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Infrastructure (+12 per die)
Yellow Zone Fortress Towns (Phase 2) 70/200 +131 +24 = 225/200

Heavy Industry (+15 per die)
Blue Zone Power Production Campaigns (Phase 1) 18/500 +145 +30 = 193/500
Heavy Rolling Stock Plants 0/250 +51 +60 = 111/250


Light and Chemical Industry (+12 per die)
Civil Clothing Factories 150/200 +41 +12 = 203/200
Edinburgh Electric Motor Plant 0/125 +133 +24 = 157/125


Agriculture (+12 per die)
Yellow Zone Aquaponics Bays (phase 3) 15/80 +85 +24 = 124/80
Organic textiles farms 0/100 +68 +12 = 80/100

Tiberium (+30 per die)
Red Zone Tiberium Harvesting (Phase 7) 35/130 +35 +60 = 130/130 (NAT 1)
Red Zone Containment Lines (Phase 1) 0/180 +194 +90 = 284/180

Orbital Industry (+12 per die)
Orbital Shuttle Bays 0/70 +86 +12 = 98/70

Services (+27 per die)
Educational MultiMedia Initiatives 0/300 +215 +81 296/300 +5 Omake = 301/300
Multi Use Stadium Program 0/100 +87 +27 = 114/100

Military (+12 per die)
Red-1 North Super MARV Fleet 0/210 +167 +36 = 203/200 +10 Omake = 213/200
Hydrofoil Shipyards (Duqm) 0/100 +178 +24 = 202/100 (2x progress needed?)

Bureaucracy (+12 per die)
Security Reviews (Orbital) +46 +24 = 70/DC 60
Security Reviews (Tiberium) +95 +24 = 119/DC 60 (NAT 1)
Security Reviews (Services) +186 +24 = 210/DC 60 (NAT 100)

Income: +10 +25 = 35/turn (455 RpT)
 
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Our luck has been really bad, we had a nat 1 last turn and 2 nat 1s this turn. Not to mention that low cluster around rolling stock. The main upside is tib rolls decided to head back towards average so BZ expanded a sliver even if RZ is still creeping. Also looks like the two nat 1s in tib messed up the marv since we did not get mit from them (as that looks like it should have finished with an omake).

edit- just looked at the roll order of YZ aqua and with 1 dice that would have missed causing more drama
 
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Our luck has been really bad, we had a nat 1 last turn and 2 nat 1s this turn. Not to mention that low cluster around rolling stock. The main upside is tib rolls decided to head back towards average so BZ expanded a sliver even if RZ is still creeping. Also looks like the two nat 1s in tib messed up the marv since we did not get mit from them (as that looks like it should have finished with an omake).
No, that was me overlooking it. I changed the numbers after posting.
 
Has it failed? It recived nat1, but it did reach target number.
We did not get the mitigation from it, so it looks like we had some complication, best case we lose progress and have to spend dice next turn to make it up.

Ugh if not for those two nat 1s and that low cluster on rolling stock this would have been a solid turn with most projects finishing even some I thought we would have to finish next turn (edu multimedia was a surprise finish). The pleasent surprise of the 2 dice in BZ power was nice as well.


Fark. Those dice... Hopefully the natural 100 in Services helps blunt our double natural 1s this turn, but I'm doubtful we'll be that lucky.
We have had 3 nat 1s in under 100 rolls, and as usual our income rolls tend towards 1. I would not count on luck at any point.

Edit-okay 35 this turn, 27 last turn for 62 dice. So 3 nat 1s in 62 dice or just under 5% of our dice.
 
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The QM is thinking but right now it looks like we're locked out of deep red zone ops for a while-no resourcing, no glacier mines, maybe a little containment. To get out of that situation, we might have to wait, or maybe clear some other goal.
 
+5 RZ Mitigation
+4 Housing
-8 Energy
+1 Food
+1 Capital Goods
+9 Consumer Goods
-2 Labor
-2 Water

On the stats side, we can close our Refugee Camps and we've gotten +9 Consumer Goods. And we're finally in the black for Capital Goods, not that we can spend that +1 on anything yet.
The QM is thinking but right now it looks like we're locked out of deep red zone ops for a while-no resourcing, no glacier mines, maybe a little containment. To get out of that situation, we might have to wait, or maybe clear some other goal.
..................fark.

Does this mean we'll have to take grant programs to spin up our economy? Cuz it's slim pickings without RZ income.
 
Time for more consumer goods to spool the economy more and get those taxes then. The shelves are quite empty and we need to defend Europe more.
 
+5 RZ Mitigation
+4 Housing
-8 Energy
+1 Food
+1 Capital Goods
+9 Consumer Goods
-2 Labor
-2 Water

On the stats side, we can close our Refugee Camps and we've gotten +9 Consumer Goods. And we're finally in the black for Capital Goods, not that we can spend that +1 on anything yet.

..................fark.

Does this mean we'll have to take grant programs to spin up our economy? Cuz it's slim pickings without RZ income.
I think we still have MARVs since those are not super deep though it takes more time to get income out of them. But yeah this is messing with the plan to be at full dice activation and then rolling some budget to other parts of GDI. Also the +1 Cap good can go to BZ Light Industrial (and Rolling Stock can still be done to cover YZ Light Industrial), with both LC projects finishing we can start both Light Industrial next turn (2 on YZ and 1 on BZ) and use HI dice on BZ power and rolling stock.


Hmm, I wonder if further deep ops would require X number of Red zone MARVs?


We can build MARVs, and maybe will have to complete our obligation to make 5 fleets in order to unlock Glaciers again. We might even have to complete *all* our planned military goals to do that.
Could also be 5 fleets and X factories or Y fleets and Z factories with the fleets having to be red zone fleets. Fleets are not as efficient at income or dice since we don't have roll over and have to do 1 part than the second part.
 
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Well at least the refugee camps are finally shut down. Now I'm just worried about our usual golden tiberium department.

Also that is a hilariously bad series of rolls for Rolling Stock. Even with four dice most of the progress came from our bonuses than raw numbers.
 
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