Breakthrough Technologies
Okay, so let me try to explain the research system in detail.
Really there are two kinds of research. One goes on in the background, going from basic science to prototypes, to developing first wave hardware to putting ablative armor sections on your tanks. It is generally small and iterative.

But there is also the other side. The Breakthrough Technologies. These are one off or few off leaps that generally come from studying someone else's stuff. NOD, Scrin, the Tacitus, things like that.
These are modeled as a range of breakthroughs, generally 100. (there are often several degrees of one technology scattered throughout the range)
To see what you get, I roll 1dx or 2dx to determine the number of d100s that I roll. Those d100s reference points on the chart, which is sorted in generally ascending order of usefulness. (100 was unlocking the secrets of modern stealth technology for example, while 1 was an old NOD codebook). If duplicates are rolled, (lets say 2 20s) you get the technology and the one above it (so 20 and 21) These projects will complete over the next 1-16 turns, unlocking new options to finalize development and starting to throw projects around that actually start taking substantial effects.
 
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So we got a bunch of moderately useful stuff (and a guide to Nod interior design) but didn't learn how to build lasers.
 
Results of the turn:
Reserve Energy
(+++ Consumer Goods, --- Energy)
(++ + consumer goods, - Labor)
10R/turn, +1 YZ mitigation
10R/turn, +2 RZ mitigation
+25R into reserve
Probe mandate for CarterQuest
+NOD research: items 9, 57-61, 65
Public media: Happy developmentalists, information, ???
Completed RZ-6 North Hub
+Shells, --- Energy

Net tracked items:
+7 Consumer Goods
-8 Energy
-1 Labor
+20R Income
+25R (one-time)
So we got a bunch of moderately useful stuff (and a guide to Nod interior design) but didn't learn how to build lasers.
From the Discord:
IthillidToday at 7:27 PM
And 9 is material on internal divisions within the Brotherhood of NOD.
InOps is going to be very very happy.
 
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Preliminary Array update for next turn:
-[] Blue Zone Arcologies (Phase 1) 140/450 4 dice 60R 23%, 5 dice 75R 61%, 6 dice 90R 87%, 7 dice 105R 97%
-[] Blue Zone Power Production Campaigns (Phase 1) 427/500 1 die 10R 58%, 2 dice 20R 96%, 3 dice 30R 99%
-[] Blue Zone Microgeneration Program (Phase 1) 54/?
-[] Vertical Farming projects 136/250 1 die 15R 14%, 2 dice 30R 73%, 3 dice 45R 96%
-[] Blue Zone Perimeter Fencing (Phase 2) 252/400 2 dice 30R 74%, 3 dice 45R 99%
-[-] Intensification of Yellow Zone Harvesting (Phase 5) 63/100? 1 die 15R 100%
-[] Red Zone Containment Lines (Phase 3) 8/180 2 dice 50R 54%, 3 dice 75R 95%
-[] Red Zone Containment Lines (Phase 3+4) 8/360 3 dice 75R 3%, 4 dice 100R 40R, 5 dice 125R 84%, 6 dice 150R 98%
-[] Orbital Cleanup (Phase 2) 58/90? 1 die 10R+ 96%
-[] Orbital Cleanup (Phase 2) 58/180? 1 die 10R+ 6%, 2 dice 20R+ 67%, 3 dice 30R+ 95%
-[] Shell Plants (Phase 3) 35/150 1 die 10R 13%, 2 dice 20R 72%, 3 dice 30R 96%
 
How many phases of BZ Fencing is there? Because I am tempted to go 3 dice

Doing the strategic planning apparatus will probably answer this conclusively but I'm sure there's at least 3 total (unless the flavor text in the update comes out sounding way more optimistic than I'm expecting) so overkill next turn shouldn't be a problem. The Redoubts and Outposts both went up to 4/5 IIRC so the fences going to at least 4 wouldn't surprise me. 3 at minimum seems like a safe bet.
 
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Cool so going at least 3 dice is no worry for overkill. HI I am thinking 3 BZ power and 2 rolling stock to overkill power and maybe get more cap goods, but more likely finish Q2 same time we finish Light Industrial YZ
 
Ithilid on Discord said:
IthillidToday at 8:58 PM
You got 105/105 in RZ-6 North and 93/105 in RZ-6 South (I think anyway)
News from the Discord. We got a bonus for rolling so far over completion, so we can complete RZ-6 South with 1 die next turn. (No, we can't use an omake bonus.)
Cool so going at least 3 dice is no worry for overkill. HI I am thinking 3 BZ power and 2 rolling stock to overkill power and maybe get more cap goods, but more likely finish Q2 same time we finish Light Industrial YZ
I think we really need Fusion up for future Energy growth. Just repeating Power Production Campaigns is going to get increasingly expensive with each phase, and the sooner the first stage of Fusion is up the sooner we get the bigger projects for the technology.
 
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News from the Discord. We got a bonus for rolling so far over completion, so we can complete RZ-6 South with 1 die next turn. (No, we can't use an omake bonus.)

I think we really need Fusion up for future Energy growth. Just repeating Power Production Campaigns is going to get increasingly expensive with each phase, and the sooner the first stage of Fusion is up the sooner we get the bigger projects for the technology.
We need rolling stock for yz light industrial though and BZ power for mil factories. Q2 we can go for fusion. Also nice, 3 super marv, 1 on rz-6 south and 1 apollo and 1 shipyard and then 2 dice for deployment like say 1 on ablative
 
Very nice. We can completely a SuperMARVs next turn and throw a single dice toward the next Hub. That will let us make another SuperMARVs the Turn after next optimally, speeding up the whole process by a turn.

Logistics and energy need to start ticking back up too. Probably throw 1 or 2 Dice at Blue Zone Power Production and focus on developing fusion. We have the time to invest in long term development because of how close the next phase of Power is to completion; no way we complete two phases next turn. Hopefully fusion Options will ramp up quickly.

We definitely should spread out some of our Mil Dice next turn. A lot of the Mil projects are <70 Progress and with a scattershot approach we can hit a lot of them with 1 die and have a good chance of success.
 
We need rolling stock for yz light industrial though and BZ power for mil factories. Q2 we can go for fusion. Also nice, 3 super marv, 1 on rz-6 south and 1 apollo and 1 shipyard and then 2 dice for deployment like say 1 on ablative
We need fusion technology before we end up needing to take Power Production Phase 3. It's worth using free dice if it comes to that; power's needed for too many projects.
 
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We need fusion technology before we end up needing to take Power Production Phase 3. It's worth using free dice if it comes to that; power's needed for too many projects.
Free dice sure asides from 2-3 in mil I think we can spare the rest for Fusion, but finishing BZ power is a must next turn to not run out of energy and unless we are skipping on YZ light industrial which is +8 consumer goods and a bridge to the YZ so a nice pre election project we want 2 on rolling stock to see if that can finish and if not finish rolling stock Q2.
 
It was an average turn, which is fine. We are planning for average results.

The steady trickle of resources every quarter should be enough to keep us on the straight and narrow to help the military and keep pumping out consumer goods.

I bet adding 7 consumer goods will reduce our overall tracker to -18.

Getting the feeling that actual latent demand is in the -80-100 range and only the extreme consumer goods option we could have picked for the plan had a chance to really meet it.
 
I think we really need Fusion up for future Energy growth. Just repeating Power Production Campaigns is going to get increasingly expensive with each phase, and the sooner the first stage of Fusion is up the sooner we get the bigger projects for the technology.
If i'm remembering correctly getting yellow Power production, Adds more yellow voters(by having more yellow zoners actual have power).
 
Infrastructure
Blue Zone Arcologies (Phase 1): 140/450
Heavy Industry
Blue Zone Power Production Campaigns (Phase 2): 427/500
Blue Zone Microgeneration Program (Phase 1): 114/60
LCI
Personal Electric Appliances Factories: 197/180
Ag
Vertical Farming Projects: 136/250
Organic Textiles Farms: 143/120
Tiberium
Blue Zone Perimeter Fencing (Phase 2): 252/400
Intensification of Yellow Zone Harvesting (Phase 4): 163/100
Red Zone Containment Lines (Phase 2): 188/180
Orbital
Orbital Cleanup (Phase 1): 148/90
Near Body Survey Probes: 91/40
Services
NOD Research Initiatives: 198/120
Expand Local Public Media Operations: 119/130, complete with +15 omake
Military
Reclamator Hub (Red-6 North): 198/105
Shell Plants (Phase 2): 335/300
Bureaucracy
Security Review (Tiberium): 191 vs. DC 60
Not gonna lie, I kinda wish you'd shuffled things around, shaved some resources off another option, and put the Microgeneration die on the power plant program. :p

It was an average turn, which is fine. We are planning for average results.

The steady trickle of resources every quarter should be enough to keep us on the straight and narrow to help the military and keep pumping out consumer goods.

I bet adding 7 consumer goods will reduce our overall tracker to -18.

Getting the feeling that actual latent demand is in the -80-100 range and only the extreme consumer goods option we could have picked for the plan had a chance to really meet it.
Well, we can always try for +90 consumer goods anyway. There's nothing in the rules against exceeding our targets, it's just that promising maximal targets is tricky, especially when you don't know exactly how you'll pull it off.
 
Well, we can always try for +90 consumer goods anyway. There's nothing in the rules against exceeding our targets, it's just that promising maximal targets is tricky, especially when you don't know exactly how you'll pull it off.
Yeah. Promise reasonable goals, and if the opportunity comes, exceed them. That's much better than promising unrealistic goals and having to compromise other things to meet them. Or lie (looking at you Soviet Russia).
 
At least we have the local news finally back up and running. It'll keep the people informed and maybe even point out issues we can solve.
Or maybe it'll just serve to point out how Dr. Granger's programs are slowly ruining GDI and run exposes about how the treasury secretly runs orphan grinding machines they use to worship their Dark and Terrible Gods from beyond the Outer Realms of reality.
Either or really.

And people can buy microwaves again. So that's pretty cool.
 
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At least we have the local news finally back up and running. It'll keep the people informed and maybe even point out issues we can solve.
Or maybe it'll just serve to point out how Dr. Granger's programs are slowly ruining GDI and run exposes about how the treasury secretly runs orphan grinding machines they use to worship their Dark and Terrible Gods from beyond the Outer Realms of reality.
Either or really.
More NPR than infowars. If it was the latter, you would not have gotten the option.
 
More NPR than infowars. If it was the latter, you would not have gotten the option.
I assumed GDI had some standards for this going in, like making sure the news reports actual news and not just making things up for shock value to scare your viewers.
Though I guess there would still be some opinion pieces out there since GDI does believe in civil liberties.

Freedom of thought and expression! Unless it's a NOD cultist. Those get detained.
 
Hey maybe we can decouple news from being tied to ratings. That way they do actually reporting instead of trying to pull drama ratings in.
 
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