so are high number good on tib rolls?
High rolls on tib are very bad, it means tib is growing faster than we can beat it back
Edit: High Tib mitigation however is good and we want that as high as we can possibly get it, because if tib rolls under our mitigation that means either little to no growth or even getting pushed back by our efforts.
 
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This turn could have gone better. Between the tiberium rolls which really could start to roll lower if only because of the mutation that's going to make everything worse... the Nat 1 which thank god wasn't in tiberium again. And of course, only getting 1 extra LI die.

Actually, both of the recruitment die hit over 60 so we really only needed 1 die there... which you know is par for course with us.
 
The swing is the point, if it's 5d20 then we win the game as soon as we have like 60-70 points of abatement because it's crazy unlikely to ever go higher than that, it's supposed to be able to come out of nowhere and kick our ass
 
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Oh nice so +40 income for the turn.

Income: +15, +25 =40
Housing: +8
Energy: -2, +16, +1, +4 = +19
Cons Good: +4, +4, +2, +2 = +12
Cap Good: +1 = +1
Logistics: +2 = +2
Labor: +1, -4, -1, -2 = -6

PS: +5 -10 -20 = -25
+1 to all dice
+1 LCI Dice

Did not include Tidal because need to see what the nat 1 does. (was +4 energy). And need to see what the tidal does before planning for next turn but some obvious ones- RZ hub by chicago, ablat and wolverine, try and finish YZ light industrial zone (2 dice at least)
Edit- tidal is done we just lose rollover

The swing is the point, if it's 5d20 then we win the game as soon as we have like 60 points of abatement because it's crazy unlikely to ever go higher than that, it's supposed to be able to come out of nowhere and kick our ass
I think the problem is it has been consistently high as of late.

Added changes to plan goals after
Plan Goals
Capital Goods: 17 points remaining 16
Consumer Goods: 47 points remaining 35
Food: 23 points remaining
MARV Fleets: 3 remaining 2
Deployment Programs: 5 remaining
Complete Yellow Zone Industrial Sectors
Abatement: 12 points remaining 9
GDI Income: 140 remaining 100
Space Stations: 2 phases remaining 1
Arcology Programs: 2 remaining. 1
 
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What would be hilarious is if after the mutations start kicking in we get a sudden long good streak on the dice and tiberium is all like "...did I just mutate into a WEAKER final form!?"
 
I think the problem is it has been consistently high as of late.
Yeah we've been having bad luck. But questers never cry about how unfair it is and the mechanics need to get changed when they hit a streak of really good luck. Our current streak of bad luck is just the statistical price that gets paid for runs of good luck, I don't think deep mechanical changes have to get made over it that's working as designed.
 
Did not include Tidal because need to see what the nat 1 does. (was +4 energy). And need to see what the tidal does before planning for next turn but some obvious ones- RZ hub by chicago, ablat and wolverine, try and finish YZ light industrial zone (2 dice at least)
It is not going to change the energy income, just mean that you won't get rollover to the next phase.
 
Yeah we've been having bad luck. But questers never cry about how unfair it is and the mechanics need to get changed when they hit a streak of really good luck. Our current streak of bad luck is just the statistical price that gets paid for runs of good luck, I don't think deep mechanical changes have to get made over it that's working as designed.
I agree, it is frustrating but not enough to want to change it. Just highly frustrating.

It is not going to change the energy income, just mean that you won't get rollover to the next phase.
I will take that, sure we lose a dice of progress but at least that is easy to calc
 
I think the problem is it has been consistently high as of late.

Didn't someone collect all our Tib dice and average it out to around 59 per turn? If all our rolls averaged that high it'd be fine but our other dice averages much closer to 50 and has featured all our crit fails (of which we have had more than we've had crit success).

And of course any 1d3/2 we roll especially for resources almost always rolls low. I think it's everyone on discord messing with our dice luck really.
 
The swing is the point, if it's 5d20 then we win the game as soon as we have like 60-70 points of abatement because it's crazy unlikely to ever go higher than that, it's supposed to be able to come out of nowhere and kick our ass

If it were changed to 5d20, then the blue zone would start growing. In fact, it would do so 97.48% of the time. And then, we would mostly coast on that until tiberium mutated and kicked our rear ends into gear... exactly as Ithillid planned for things to happen.
 
If it were changed to 5d20, then the blue zone would start growing. In fact, it would do so 97.48% of the time. And then, we would mostly coast on that until tiberium mutated and kicked our rear ends into gear... exactly as Ithillid planned for things to happen.
The Blue Zones aren't supposed to grow 98% of the time. Ithillid did not plan for that to happen, the closest thing to a "plan" that exists for where the quest goes is however Ithillid is comparing to the canon timeline and we've got MORE Blue Zone and MORE abatement than the canon GDI had at this point. We're already ahead of where the curve is "supposed" to be compared to baseline.
 
The Blue Zones aren't supposed to grow 98% of the time. Ithillid did not plan for that to happen, the closest thing to a "plan" that exists for where the quest goes is however Ithillid is comparing to the canon timeline and we've got MORE Blue Zone and MORE abatement than the canon GDI had at this point. We're already ahead of where the curve is "supposed" to be compared to baseline.
Given that we've been investing at least three times as much in tiberium abatement as canon, we'd better have more blue zone and more abatement.
 
Infra 0/5 0R +13
HI 0/5 0R +16 (-2 for 6/8 due to graduates)
LC 0/4 0R +13
Agri 0/3 0R +13
Tiberium 0/5 0R +31 (-2 for 6/8 due to graduates)
Orbital 0/3 0R +13
Services 0/4 0R +28
Military 0/5 0R +13
Bureau 0/3 +13
Free 0/5

0/520
35 PS

I think the above should be correct with the +1 to dice rolls and +1 LC dice.

The Blue Zones aren't supposed to grow 98% of the time. Ithillid did not plan for that to happen, the closest thing to a "plan" that exists for where the quest goes is however Ithillid is comparing to the canon timeline and we've got MORE Blue Zone and MORE abatement than the canon GDI had at this point. We're already ahead of where the curve is "supposed" to be compared to baseline.
If it was changed I would want 2d50 at most since that is still swingy, but yeah we should not hit 70 mit and be in coast mode because that makes mutation less deadly as well and we do not want that. Tiberium spread is supposed to be a danger if we dont focus on it and the system right now has that.
 
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What would be hilarious is if after the mutations start kicking in we get a sudden long good streak on the dice and tiberium is all like "...did I just mutate into a WEAKER final form!?"
Calling it now, this is exactly what will happen.

Once mutation rolls starts happening, our Abatement efforts will be able to keep up (though not without effort), and the Tiberium Spread dice will finally chill out.

Kane will flip his lid as we start expanding the Blue Zones and push back the Red Zones more consistently than we ever did before the Mutation.
 
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