This is why I'd like to spin off as much stuff as possible. We're running all this stuff at a micro level when we should be working on Tiberium, military and space. Next we'll be arguing about it what type of clothing to make.
 
I mean the argument over local news (and fashion houses and whatever else) is entirely artificial, it's not like there's a vote on it or anything it's just people having a thing that might be happening in their head to get mad at. This shit IS all below our level of abstraction, which is why we're not dealing with it. There's a bureaucrat seven rungs below Granger on the org chart who deals with disbursing NPR grants to local community colleges or hiring the manager for the fashion house or managing the textile plants, we never touch that.

All we do is declare "hey we should start funding local news stations again, it's been like a decade since any existed" and that's where our (both Doctor Granger and the players') involvement ends. I don't expect to see a vote on four different funding models for local news stations I just expect it'll get done competently enough by our underlings and we move on to the next strategic decision while letting it run in the background.
 
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Who is judging "accuracy" or "consistency"?

Like, frankly, if we want journalism to be primarily government-funded, we're better off doing a "blind" funding, and only step in if reports of slander, libel, notable lies or inaccuracies, etc come into play.

Like, for all that people bitch about ratings and ad revenue, by and large most local-level news stations don't have to march to a specific beat of "liberal" or "conservative" news.
This is likely to be based mostly on the NPR model, but with more governmental funding. And with a regulatory agency with much more willingness to act. I would presume that there is something similar to the Fairness doctrine in play - statements of fact must be truthful, opinion pieces must be actual opinion, etc.
So, several levels of accountability. Local organizations/networks would check on accuracy, if they send something to other organizations for redistribution they would check as well, and there would likely be spot-checks by the umbrella organization. And of course, InOps will be monitoring for NOD subversion.

Also, InOps is going to have an interdepartmental slapfight over how much to try to infiltrate the media, and I hope they'll end up pretty hands-off but monitoring closely.

But yeah, it's below the level we really need to act on, currently.
 
All we do is declare "hey we should start funding local news stations again, it's been like a decade since any existed" and that's where our (both Doctor Granger and the players') involvement ends. I don't expect to see a vote on four different funding models for local news stations I just expect it'll get done competently enough by our underlings and we move on to the next strategic decision while letting it run in the background.
This. There won't be a vote on precisely how you are going to fund the media. It is mostly you telling people to make the radio spare parts available again, and to get out there and hire people. It is a section just like the toy plants were a section or any of the other small special interest things are sections. It is important mostly because it is adding a local news section to what I write every turn or nearly every turn.
 
This. There won't be a vote on precisely how you are going to fund the media. It is mostly you telling people to make the radio spare parts available again, and to get out there and hire people. It is a section just like the toy plants were a section or any of the other small special interest things are sections. It is important mostly because it is adding a local news section to what I write every turn or nearly every turn.
Good to hear. To be honest my concern stemmed from the same place as my stance/concern about things being too "centrally planned", which is that we end up slipping into actually just controlling and micro-managing all aspects of our citizen's lives and telling them what they get. I recognize that's not necessarily seriously what most/all want but it can be hard to pick through the memes. And why I'm more in the mentality of just trying to "kick start" most stuff and then let it loose.
 
Good to hear. To be honest my concern stemmed from the same place as my stance/concern about things being too "centrally planned", which is that we end up slipping into actually just controlling and micro-managing all aspects of our citizen's lives and telling them what they get. I recognize that's not necessarily seriously what most/all want but it can be hard to pick through the memes. And why I'm more in the mentality of just trying to "kick start" most stuff and then let it loose.
But... but... our centrally planned toiletries! :p

More seriously, I generally agree with you on "we can trust the people setting this up to manage the system and regulate things." Part of the process is selecting competent people to run the project.
 
That shared central source is usually the corporation owning the local news outlets.
I spoke imprecisely.

Most likely there was a press release from Amazon somewhere. Then their web team picked that up, wrote a story. That's on FB/website. Then the stations end up making newscasts. Maybe there was some corporate pressure, maybe there wasn't.
 
Infra 3/5 60R +12
-[] Fiber-Optic Expansion 0/240 3 dice 60 R
HI 5/5 +2 dice 70R +15 (-2 for 2 years due to graduates)
-[] Blue Zone Power Production Campaigns (Phase 2) 427/500 3 dice 30 R
-[] Fusion Power Prototype 0/200 2 dice 20 R
-[] Heavy Rolling Stock Plants 111/250 2 dice 20 R
LC 3/3 20R +12
-[] Yellow Zone Light Industrial Sectors 0/400 2 dice 20 R 0%
-[] Security Review 1 dice
Agri 3/3 40R +12
-[] Vertical Farming projects 136/250 2 dice 30 R
-[] Yellow Zone Purification Facilities 0/320 1 dice 10 R 0%
Tiberium 5/5 95R +30 (-2 for 2 years due to graduates)
-[] Blue Zone Perimeter Fencing (Phase 2) 252/400 3 dice 45 R
-[] Red Zone Containment Lines (Phase 3) 104/180 2 dice 50R
Orbital 3/3 50R +12
-[] 3 dice 50 R as placeholder- we have a good amount of new projects here
Services 4/4 30R +27
-[] Childcare and Preschool programs 0/200 2 dice 10 R
-[] Fashion development houses 0/225 2 dice 20 R
Military 5/5 + 3 dice 125R +12
-[] Reclamator Hubs RZ 6 South 93/105 1 dice 20 R
-[] Reclamator Fleet RZ 6 North (Super MARVs) 0/210 3 dice 60 R
-[] Apollo Fighter Factories (Toronto) 0/70 1 dice 15 R
-[] Ablat Plating Development 0/70 1 dice 10 R
-[] Hydrofoil Shipyards (Copenhagen) 0/100 2 dice 20 R
Bureau 3/3 +12
-[] Security Review (LC) 3 dice +1 LC 100%
Free 5/5

490/465 +25 one time (490 total)

Current thoughts-
Orbital is a placeholder because it depends on what the probes and 1st phase of cleaning space unlocks. Right so Fiber optics is both consumer goods and logistics, 1st is good for having online pre election and the 2nd is needed for planned cities, not to mention we are down to +1 in logistics. For HI- we need power for factories so 3 dice to overkill with it spilling over to the next phase. 2 dice on fusion power to have a chance to finish, and if not we finish Q2. Rolling stock is the same way, the cap goods are needed for the YZ Light Industrial sectors and logistics is needed for planned cities but not so much that it is a must complete Q1 so min dice to have a chance to finish and if not should put us in range to finish it Q2 when we want it online.

For farming finish vertical integration and start putting 1 dice a turn on water purification so that we can finish that over time without overkill while using the other 2 dice on other projects.

Tiberium- finish phase 2 fencing for 4 mit and try and get another RZ containment for 2 mit and some income, for services 2 on finishing our educational goal (and it is cheap) and 2 on trying to get some more consumer goods (and if not we can finish next turn, no need to overkill).

Military- Finish the RZ hub we had from overkill, do the super marv and then put 1 dice each on three useful factories/projects to avoid overkill.
 
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[X] Plan And this is only 66% off our budget
Not really feeling like making a plan right now so okay. We might need to build perennial farms though since the military lost it's coffee supply.
 
The problem with letting stuff loose is that it may very well fall in bad places. We don't need corporate media machine.
If a corporate media machine does or doesn't happen is below our level of abstraction. (In this case it might be something a natural 1 would have given us, if it would be possible at all. But that didn't happen.) It's really not worth worrying about something we have zero ability to effect, and besides which I trust Ithillid to not slap us with Suddenly Capitalism out of nowhere.
 
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The lunar mission should be finished before Q2 2056 and the martian mission should be underway with the second launch window from now.
This means we need to launch the three Lunar probes before then, correct? Because the mission profile says it'll last for 6 quarters.
[-]Launch Olberth-Mars-B
Transfer Possible: Always
Does this mean we can launch Mars probes at any time when this is unlocked? So when Basic Drive Module is completed, we can launch probes to Mars at any time, though doing it during the transfer window saves 1 quarter on the transfer time. Correct?
 
This means we need to launch the three Lunar probes before then, correct? Because the mission profile says it'll last for 6 quarters.

Does this mean we can launch Mars probes at any time when this is unlocked? So when Basic Drive Module is completed, we can launch probes to Mars at any time, though doing it during the transfer window saves 1 quarter on the transfer time. Correct?
1. More probes can scan more, 2 Probes can finish the mission in 3 quarters, 3 in 2 etc.
2. Yes.
 
1. More probes can scan more, 2 Probes can finish the mission in 3 quarters, 3 in 2 etc.
But the mandate says we need a minimum of 3 probes. Do we have to send enough probes before the deadline, or send enough probes so the mission completes by the deadline? (And if we don't build and send enough probes quickly enough, it could fail?) @sunrise's plan doesn't seem to build any probes currently.
Mandate:
-Complete a Lunar and Mars Orbiter Mission within a reasonable timeframe with a minimum of three (3) probes per body and Phobos and Deimos Orbiter mission with a minimum of one (1) Probe. The lunar mission should be finished before Q2 2056 and the martian mission should be underway with the second launch window from now.
 
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But the mandate says we need a minimum of 3 probes. Do we have to send enough probes before the deadline, or send enough probes so the mission completes by the deadline? (And if we don't build and send enough probes quickly enough, it could fail?) @sunrise's plan doesn't seem to build any probes currently.
Take this as the mandate has gone through six different hands who all made changes. Someone wanted X probes. You should aim for 3 probes and finish the mission before Q2 2056, the date being more important than the amount of satellites used, but if you don't use three someone up the chain will grumble.

Okay, to be serious. I had little time and had to find a way for you to actually spend 1500 Capital. Sowwy ;-;
 
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But the mandate says we need a minimum of 3 probes. Do we have to send enough probes before the deadline, or send enough probes so the mission completes by the deadline? (And if we don't build and send enough probes quickly enough, it could fail?) @sunrise's plan doesn't seem to build any probes currently.

I am building a factory for them:

[ ]Satellite Factory 0/1250 0/50C (5C/Die, only Auxiliary Dice)
A quickly drawn up plan for a factory dedicated to producing variants of the Hermes satellite design. While not as flexible as the rest of SCEDs production line without a major refit, it will undoubtedly speed up the assembly of probes. (Enables buying up 5 Hermes Design probes per turn for 10C~1 Satellite, Satellites bought this way can be launched the same turn.)
 
The bonuses here are off - most of your departmental bonuses do have the latest bonuses correct. Also, I think the dice on some projects are significantly over what's necessary - trying to do this on a tablet is slowing down mathing, though.
i did calculated the number of dice needed by progress needed/ average per dice and then rounding up but my math might be off on a place of two.
A few projects like the satellite factory that allows us to buy 5 probes and launch them in the same turn get a few more dice as did the Thorium Nuclear Plant so we wont run low on power.
A few of the research facilities also got one more dice then needed for 50% odds but even with that we have more in reserve then our budget for the first 6 turns.
 
Ack. Power outage, mathing, having to redo math... the world did not want this plan to come into being, but I HAVE PREVAILED!
*thud* Builds more than Sunrise's plan, on slightly tweaked dice, changes out missions a bit, as well as Bureaucracy to hire even more people. (Also, the probe launch does not take a die.)

[X] Plan Carter's Terrible "One With Everything" plan
-[X]Infrastructure (3 Dice): +35 (AD cost: 2C) -14 personnel, -17, +1 power 434C
--[X][Carter]SCED Base Administrative Building
---[X]Modern 0/600 (3C/Die) (Power -2, Personnel -1) 9 AD 45C 97.58%
--[X][Carter]SCED Base Part Production Plant Shell
---[X]Modern 0/350 (3C/Die) (Power-, Personnel -) 3 dice + 3 AD 24C 99.1%
--[X][Carter]SCED Base Assembly Plant Shell
---[X]Modern 0/300 (3C/Die) (Power-, Personnel -) 5 AD 25C 97.75%
--[X][Carter]Supercomputer Complex Stage 1/5 0/185 (4C/Die) (Power-, Personnel -) 9 AD 54C 99.43% for 3 stages if all the same progress
--[X][Carter]Expanded Power Production 120/150 5/5C (1C/Die) 1 AD 3C 100%
--[X][Carter]Anchorage Site Staff Accommodations
---[X]Modern 0/600 (3C/Die) 9 AD 45C (Power -3, Personnel -3) 97.58%
--[X][Carter]SCED Base Automated Assembly Line Shell
---[X]Modern 0/300 (3C/Die) ( Power-, Personnel -) 5 AD 25C 97.75%
--[X][Carter]SCED Base Mission Control
---[X]Modern 0/300 (3C/Die) (Power--, Personnel -) 5 AD 25C 97.75%
--[X][Carter]SCED Base Staff Accommodations
---[X]Maximum 0/600 (3C/Die) (Power -3, Personnel -3) 9 AD 45C 97.58%
--[X][Carter]Anchorage Environmental Testing Facilities 0/85 0/5C (1AP + 3C/Die) 35C 2 AD (Power -) 99.09%
--[X][Carter]Anchorage Variable-G Laboratories 0/485 0/5C (1AP or 10C/Die + 1C/Die) 7AD 91C (Power --) 93%
--[X][Carter]Anchorage Biohazard Laboratories 0/85 0/5C (4C/Die) 2 AD 17C 99.09%
-[X]Tiberium (3 Dice): +10 (AD cost: 5C) -5 Personnel -1 Power -1 Office Space 65C
--[X][Carter]SCED Base Tiberium Spikes 0/200 ( 4C/Die + 2C/Die) (Raw Resources ++, Personnel -, Power -) 3 dice + 1 AD 29C 76.18%
--[X][Carter]Harper Tiberium Perimeter Teams Stage 1 0/300 (4C/Die) (Personnel ---, Office Space -) 6 AD 36C 81.08%
-[X] Industry (3 Dice): +10 (AD cost: 4C) -3 Personnel, -5 Power, 546C
--[X][Carter]Anchorage Production Laboratory 0/285 0/5C (4C/Die) (Power -) 3 dice 3 AD 29C 86.28%
--[X][Carter]Anchorage Materials Laboratories 0/185 0/5C (3C/Die) (Power -) 4 AD 33C 83.26%
--[X][Carter]Anchorage Chemical Laboratories 0/285 0/5C (4C/Die) (Power -) 6 AD 53C 86.28%
--[X][Carter]Part Fabrication Plant Upgrade Stage 5/5 84/125 (3C/Die) (Power -, Personnel -- ) 1 AD 7C 70%
--[X][Carter]Chemical Plant Stage 2/2 33/200 (3C/Die + 1C/Die) ( Personnel -, Power - )3 AD 24C 61.14%
--[X] Satellite Factory 0/1250 0/50C (5C/Die, only Auxiliary Dice) 24 AD 266C 92.35%
--[X] [Carter]SCED Base Civilian Power Connections 0/100 (3C/Die) 2 AD 14C 69.19%
--[X][Carter]Second Thorium Nuclear Plant 0/500 (5C/Die + 1C/Die) 12 AD 120C (Personnel-) 98.89%
-[X] Assembly (3 Dice): +5 (AD cost: 7C) (Progress limited by assigned Parts)
--[X][Carter]Leopard Class Transport 353/425 20/20 AP 3 dice 97.23
-[X] Development (2 Dice)] +7 3 AP 235C
--[X][Carter]Basic Drive Module Development 2/2 AP 59/100 (5C/Die) 1 dice 5C 67%
--[X][Carter]Leopard Modification Development 0/400 0/10AP 0/10C 8AP 60C for 6AP 70C total 6 dice 22.52%
--[X][Carter]Heavy Space Suit Experiments 0/5C 0/3 AP 0/250 5C/turn 3AP 5C + 5C/Turn
--[X][Carter]Plasma Torch Drive Experiments 0/450 0/5 AP 0/20C 5C/turn 70C + 5C/Turn
--[X][Carter]Fusion Drive Experiments 0/450 0/5 AP 0/20C 5C/turn 70C + 5C/Turn
-[X] Space Command Mission Planning (5/6 Dice) +5 6C
--[X]Launch Herschel-Luna 6C (no die required)
--[X][Carter]Earth Orbit Long Range Comsat Network 0/100 2 dice 60.84%
--[X][Carter]Lunar Commsat Network 0/100 2 dice 60.84%
--[X][Carter]Mission: Unmanned Orbiter Phobos 0/50 1 die 56%
-[X] Bureaucracy (5 Dice): +6 20C
--[X][Carter]Staff Hire (10)C (Requires one Die) 10C
--[X][Carter]Staff Hire (10)C (Requires one Die) 10C
--[X][Carter]Expand Bureaucratic Staff 5/5C 31/50 1 die 88%
--[X][Carter]Expand RnD Staff 5/5C 127/150 1 die 84%
--[X][Carter]Reach out to the Universities 68/100 1 die 75%

1306/1665C
3AP/7AP
Power: 23/17+21
Personnel: 22/6+20
Office Space: 2/6
Laboratory Space: 1/3
 
[] Plan Little Enterprise
Infrastructure (5 dice)
-[] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources)
Heavy Industry (5 dice +1 Free)
-[] Blue Zone Power Production Campaigns (Phase 2), 3 dice (30 Resources)
-[] Fusion Power Prototype, 2 dice (40 Resources)
-[] Blue Zone Microgeneration Program (Phase 2), 1 die (5 Resources)
Light and Chemical Industry (3 dice + 1 Free)
-[] Chemical Precursor Plants, 1 die (15 Resources)
-[] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
-[] Security Reviews, 1 die
Agriculture (3 dice)
-[] Perennial Aquaponics Bays, 1 dice (10 Resources)
-[] Vertical Farming projects, 2 dice (30 Resources)
Tiberium (5 dice)
-[] Blue Zone Perimeter Fencing (Phase 2), 5 dice (75 Resources)
Orbital (3 dice)
-[] GDSS Enterprise (Phase 3), 1 die (1 Fusion) (20 Resources)
-[] Orbital Cleanup (Phase 2), 2 dice (1 Fusion) (25 Resources)
Services (4 dice)
-[] Scrin Research Institutions, 2 Dice (60 Resources)
-[] Childcare and Preschool programs, 2 Dice (10 Resources)
Military (5 dice +3 Free)
-[] Super MARV Reclaimator Fleet (RZ-6 North), 3 Dice (60 Resources)
-[] Reclaimator Hubs (RZ-6 South), 1 Die (20 Resources)
-[] Toronto Apollo Fighter Factory, 1 die (15 Resources)
-[] Valparaiso Apollo Fighter Factory, 1 die (15 Resources)
-[] Copenhagen Hydrofoil Shipyard, 2 die (20 Resources)
Bureaucracy (3 dice)
-[] Security Reviews (LCI), 3 dice

Resources Available: 500
Resources Used: 500
Resources Remaining: 0

So, here's my not-CarterQuest plan draft for next turn.

Infra continues steadily making BZ Arcologies, enough to make progress, but not enough to finish. But we'll have the first phase done before election time, and that'll be another 4 Consumer Goods and half of the Socialist Party's demands met.

HI is BZ Power Production with 3 dice, 2 dice on Fusion Power Prototype because we need to start to work on Fusion for when Fission starts becoming uneconomical from the lack of fissionables. And one die on BZ Microgeneration (subject to possibly being swapped out if needed.) Next turn I plan to push for YZ Power Grid and more BZ Power Production. Not Rolling Stock because it's too much of a power hog right now.

Instead, I'm relying on LCI to get the necessary capital goods. One die on Chemical Precursors (we can slow-roll it out since we don't need the Capital Goods immediately, just when the Industry finishes), two dice on Yellow Zone Industry, and 1 die for Security Reviews, since we're about to start investing heavily into LCI and we want to make sure it's clean.

Agriculture, we finish Vertical Farming for Food and Consumer Goods, then Perennials since getting the kinds of foods it grows feels like the thing that'd unlock some Consumer Good options, plus I think it's been mentioned that there may be narrative effects behind it.

Tiberium goes all in on BZ Perimeter Fences because it's cheap and for rushing the Synergy bonus at the end.

We want to start doing stuff in Orbital now, so there's 2 dice on more cleanup, and one die (Fusion) on Enterprise to start developing our Space Industry.

Services has 2 dice on Scrintech so we can get that research and juicy technology relatively early, 2 dice on Childcare to finish up the last of our education obligations. May give up one die on Scrintech if we need the resources elsewhere, but I really want to go heavy on the research. If there's any techline that might come up with more ways to slow down, or at least exploit Tiberium, it'd be the Scrin.

Military, we got lucky with MARV Hub rolls, so we're putting one die into finishing the 2nd Hub so we can do another MARV Fleet next turn. Other than that, it's 3 dice on another S-MARV Fleet, 2 Dice on Copenhagen Hydrofoils so NOD piracy isn't as big a problem. After that is the tricky bit. We want at least one Apollo Factory up and running so the air force can retake the skies. But the question is if we try for both, or just one. Both is probably what's needed to really get the Air Force back in gear, but it'll wipe out most of the electricity gain from Power Production. Right now my plan has us trying for both, so next turn we can do stuff like Steel Talons Wolverines or Myomer, plus maybe Fleet PD or starting some of the other trials.
 
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I was going to try and make my own CarterPlan, but eh, today is not cooperating with that.

[X] Plan Carter's Terrible "One With Everything" plan
 
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