And now for the election and Tiberium rolls

14.45 Blue Zone
27.77 Yellow Zone (77 Points of Mitigation)
57.68 Red Zone (50 Points of Mitigation)

14.32 Blue Zone
28.18 Yellow Zone (77 Points of Mitigation)
57.50 Red Zone (50 Points of Mitigation)


Elections Time : 1800 seats in parliament
Ithillid threw 2 100-faced dice. Reason: Tiberium Spread Total: 122
90 90 32 32
Ithillid threw 2 100-faced dice. Reason: Free Market Party Total: 125
93 93 32 32
Ithillid threw 4 100-faced dice. Reason: Market Socialists Total: 329
96 96 74 74 73 73 86 86
Ithillid threw 8 50-faced dice. Reason: Militarist Total: 237
12 12 36 36 1 1 46 46 36 36 47 47 20 20 39 39
Ithillid threw 9 50-faced dice. Reason: Initiative First Total: 178
27 27 13 13 35 35 41 41 12 12 1 1 20 20 24 24 5 5
Ithillid threw 4 50-faced dice. Reason: United Yellow List Total: 72
29 29 22 22 15 15 6 6
Ithillid threw 5 50-faced dice. Reason: Starbound Total: 153
42 42 30 30 11 11 38 38 32 32
Ithillid threw 6 20-faced dice. Reason: Socialist Total: 45
4 4 4 4 6 6 5 5 16 16 10 10
Ithillid threw 1 20-faced dice. Reason: Independents Total: 12
12 12
 
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Yellow Zone Arcologies (Phase 1): 136/170
Rail Link Reconstruction (Phase 2): 240/200
Heavy Rolling Stock Plants: 171/250
Fusion Peaker Plants: 172/240
Yellow Zone Light Industrial Sectors: 454/400
Johannesburg Myomer Macrospinner (Phase 1): 73/90
State Operated Breweries: 85/125
Perennial Aquaponics Bays: 278/350
Tiberium Prospecting Expeditions (Phase 4): 322/150, if Phase 5 is /175 then Phase 5 completes with +5 non-canon omake?
Chicago Planned City (Phase 2): 209/160
GDSS Philadelphia II (Phase 3): 389/360
Ethnic Restaurant Program: 164/150
Durable Goods Libraries and Central Repositories: 193/200, complete with +10 semi-canon omake
Reclaimator Hub RZ-7 North: 49/105
Super MARV Reclaimator Fleet (YZ-5a): 88/210
Crystal Beam Laser Prototype Development: 40/40
Remote Weapons System Development Predator: 43/40
Ablat Plating Deployment (Phase 1): 238/200
Governor Class Cruiser Development: 75/40
Titan Mark 3 Development: 17/30, complete with +15 canon omake
Wolverine Mark 3 Deployment: 139/150, complete with +15 canon omake
Interdepartmental Communication Initiative: 188 vs. DC 90
 
Wolverine only finishes with omake bonsues and wow did those rolls go bad, though I see YZ light industrial finished. Heavy rolling stock on the other hand continues to be cursed in dice rolls.

Edit- oh both service actions finished so that is not so bad but those reclamator hub rolls

Oh did we push the RZ back for the 1st time right before the election? Can that be an election surprise even though BZ shrunk I will take a RZ shrink as well as a win

edit 2- FMP did above average but probably got hurt by the +21 consumer goods in addition to all the work we have done before plus the RZ shrinking

Militarists beat Initiative first despite the latter having more dice. Starbound is a party with a voice now, YZ list is smaller but likely pairs with development and militarists for a voting bloc


Free Market Party: 19 Seats (15.8%): 3d100 (dropped to 2d100) 125 seats 6.9%
Market Socialist Party: New : 3d100 (increased to 4d100) 329 seats 18.3%
Militarist: 14 Seats (11.7%) : 8d50 237 seats 13.2%
Initiative First: 17 Seats (14.2%) : 9d50 178 seats 9.9%
United Yellow List: 10 Seats (8.3%): 3d50 (increased to 4d50) 72 seats 4%
Starbound Party: 4d20 (increased to 5d50!) 153 seats 8.5%
Socialist Party: 6d20 45 seats 2.5%
Independents: 1d15 (increased to 1d20) 12 seats 0.7%
Developmentalists: 53 Seats (44.2%) : First Party 649 seats 36.1%
 
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HOLY SHIT THE RED ZONES GOT SMALLER!

EVERYONE! THE RED ZONES GOT SMALLER!

Granted, the Yellow Zones expanded into the Blue Zones AND the Red Zones.

But.

THE RED ZONES GOT SMALLER!
 
Election Results:
Free Market Party: 19 Seats (15.8%): 3d100 (dropped to 2d100) 125 seats 6.9% (-8.9%) (expected 101 +24)
Market Socialist Party: New : 3d100 (increased to 4d100) 329 seats 18.3% (new) (expected 202 +127)
Militarist: 14 Seats (11.7%) : 8d50 237 seats 13.2% (+1.5%) (expected 204 + 33)
Initiative First: 17 Seats (14.2%) : 9d50 178 seats 9.9% (-4.3%) (expected 229.5 - 51.5)
United Yellow List: 10 Seats (8.3%): 3d50 (increased to 4d50) 72 seats 4% (-4.3%) (expected 102 -30)
Starbound Party: 4d20 (increased to 5d50!) 153 seats 8.5% (new) (expected 127.5 +25.5)
Socialist Party: 6d20 45 seats 2.5% (new) (expected 63 -18)
Independents 7 seats (5.8%): 1d15 (increased to 1d20) 12 seats 0.7% (-5.1%) (expected 10.5 +1.5)
Developmentalists: 53 Seats (44.2%) : First Party 649 seats 36.1% (-8.1%) (expected 760.5 -111.5)

Development got hammered hard thanks to the dice for the other parties and lost 8% of the share compared to pre election though some of that may be from focused groups that were under a general umbrella (starbound for instance probably before were counted under dev which the 2 combined is about the previous split).

FMP got hammered losing almost 9% while the market socialists rose in influence to 18.3%. In the former Hawks party the split swung in favor of the outreach group by 3% and the Militarist increased their percentage while the initiative first bled 4%

Yellow list lost half their size (4%) though some of that is because some of them moved to other parties (for example I can see the more hawkish members of the previous Yellow List joining the Militarists who have made outreach efforts to the YZ).

Developmentalists will form the government at 36.1% and will need 14% to form a majority. Market Socialist alone would knock them over and they likely have friends in Starbound, United Yellow List and Militarist and possibly the Socialists and Independents. That puts the opposition bloc as FMP- 6.9% and Initiative First- 9.9% for 16.8% total (they were are 27.5% pre election)
 
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Some of the rolls this turn...

The biggest winners of the election are the Market Socialists. 329 out of 4d100 is in nearly the top 1% of results possible. Not bad for a party that didn't exist until recently.
 
Some of the rolls this turn...

The biggest winners of the election are the Market Socialists. 329 out of 4d100 is in nearly the top 1% of results possible. Not bad for a party that didn't exist until recently.
I added in expected to my post, can you check to make sure i did not miss something obvious. But yeah Market Socialists outperformed average by 127 seats. It does seem like they are a split in part from FMP and development (we did have a few FMP that were kind of in favor to us)
 
I added in expected to my post, can you check to make sure i did not miss something obvious. But yeah Market Socialists outperformed average by 127 seats. It does seem like they are a split in part from FMP and development (we did have a few FMP that were kind of in favor to us)
I don't know how Ithilid is going to handle the +300 seats from the Philadelphia II. *shrug*
 
I added in expected to my post, can you check to make sure i did not miss something obvious. But yeah Market Socialists outperformed average by 127 seats. It does seem like they are a split in part from FMP and development (we did have a few FMP that were kind of in favor to us)
Yeah, I think the Market Socialists are drawing support from voters who were Developmentalists because they distrust capitalists, specifically but think that, well... market socialism... is acceptable and more flexible than a planned economy. Not gonna lie, I'd probably be voting Starbound or Market Socialist in this election cycle if I were isekai'ed into this world.

On the other hand, the Market Socialists may have trouble holding on to that early lead if the planned economy keeps providing. I don't begrudge them their current position, mind you, but that may happen.

...

As for the Plan...

Hmmm.

Yellow Zone Arcologies (Phase 1): 136/170
Well, now that the election's over (and especially with the Socialists having underperformed a bit at the polls) there's no need to rush this project. One Infrastructure die next turn will probably see it done, and if it doesn't, we'll get it next time.

With Rail Links finished this is almost certainly the last round of useful railroad work we can get done without Heavy Rolling Stock, which means we'll probably be turning a lot of Infrastructure dice to tidal power.

Heavy Rolling Stock Plants: 171/250
Fusion Peaker Plants: 172/240
Pity how neither heavy industry project cleared. It's probably at least desirable to spend two dice on Fusion Peaker Plants since we'd have at best like a 50/50-ish chance of finishing the project next turn, and we're trying to push fusion research quickly. A more minimalist plan might use one die to slow-walk the project and avoid the risk of overcommitting at 20 R/die.

Heavy Rolling Stock is just cursed as a project, but at this point we've sunk in too much time and effort to leave it undone indefinitely. I'm going to recommend two dice on it again; it's fairly unlikely to clear otherwise.

Yellow Zone Light Industrial Sectors: 454/400
Johannesburg Myomer Macrospinner (Phase 1): 73/90
Hrm. Well, the macrospinner is a phased project so throwing two dice at it next turn isn't a bad idea at all. That leaves two Light Industry dice free to work on something else, preferably something relatively cheap because we have resource-heavy dice to put elsewhere. I suggest Chemical Precursors, because we need the capital goods, it's likely to have synergies, and it's something we can complete without a massive investment of dice or resources.

State Operated Breweries: 85/125
Perennial Aquaponics Bays: 278/350
Ugh. Pity neither of these cleared. I can only hope that we clear these next turn, probably with a broadly similar repeat of the dice investment from THIS turn. If Perennials doesn't complete next turn then it won't contribute its full Food output to the Four Year Plan completion target, which isn't a disaster (we can work around it) but would be a pity.

Chicago Planned City (Phase 2): 209/160
GDSS Philadelphia II (Phase 3): 389/360
As expected. Next turn we'll probably continue sinking the bulk of our Tiberium dice into Chicago and/or that wave of tiberium refineries, depending on just how close we are to getting silo'd, probably. With the Philadelphia stood up properly, we should probably dial back work on space stations to 1-2 dice next turn so we can continue with orbital cleanup and commsat launches and things like that. I'm guessing people will want the next station to be Shala, and I'd like to get Phases 1+2 of that stood up by the end of the year... But as a practical matter we need to clear out the junk still in space and continue to expand our communications access too. There's only so much we can do with three dice per turn, and with our commitment to throwing a ton of free dice at the military we need to budget within that envelope.

Ethnic Restaurant Program: 164/150
Durable Goods Libraries and Central Repositories: 193/200, complete with +10 semi-canon omake
Huh. Well at least we got both of these before the elections. That leaves the field a lot clearer and more picked over in Services; we may see some new projects pop up as a result of that.

Reclaimator Hub RZ-7 North: 49/105
Super MARV Reclaimator Fleet (YZ-5a): 88/210
Ooof. Well, given the military quietly informing us that they think we should probably dial back the MARVs a bit, I don't think we can justify throwing two dice at the RZ-7N reclamator hub when it's that close to completing... or two dice at the YZ-5a MARV fleet. We don't want to finish the YZ-5a MARVs before the RZ-7N hub, because then we'll have no place to continue building MARVs...

I honestly think we should transition to a schedule of 1 die/turn on building actual MARVs to avoid overspending (since MARV fleets often fail to overflow), and 1 die/turn on building hubs for new MARV fleets when and only when we need one. This lets us keep up production and avoid the consequences of stalled production runs, while still funneling plenty of dice to the military

Crystal Beam Laser Prototype Development: 40/40
Remote Weapons System Development Predator: 43/40
Ablat Plating Deployment (Phase 1): 238/200
Governor Class Cruiser Development: 75/40
Titan Mark 3 Development: 17/30, complete with +15 canon omake
Wolverine Mark 3 Deployment: 139/150, complete with +15 canon omake
Well, all the basic stuff rolled out successfully. We're gonna have to delay deployment on a lot of this stuff, which is a recurring problem- but at least we've got ablatives to some of our "tip of the spear" formations, and the upgraded Wolverines rolled out which is nice.

I think that next turn we should push naval point defense, hopefully a Governor yard if we can manage the Energy and Capital Goods budget, and see what we can do for the Steel Talons without breaking the Energy budget. Maybe fund some more of their Development projects.

Every turn I get my hopes up that this is the time Yellow Zone tiberium will roll low and every turn I am disappointed.
See, this is why we build out light industrial zones in the Yellow Zones!

It's a growth industry. :p
 
I don't know how Ithilid is going to handle the +300 seats from the Philadelphia II. *shrug*
They should be development based on results, I think the dice were based on the Philly 2 (explains starbound going from 4d20 to 5d50).

Every turn I get my hopes up that this is the time Yellow Zone tiberium will roll low and every turn I am disappointed.
We do expand the BZ most turns currently though we have had high rolls so lots of shifting + and - for BZ

Ha, Militarists beat out Initiative First despite having less dice. That's gotta sting.
I loved that result, and I imagine that another election cycle should put more hawks in the militarist camp if we keep up military spending and YZ integration
 
For our projects, our total rolled was 1,606 progress. Out of 40 dice, that averages to 40.15 per d100. It's within the worst 2% of results possible. Awful rolls overall this turn. :o
 
Ha, Militarists beat out Initiative First despite having less dice. That's gotta sting.

I know that it's mechanical but thematically? That makes sense. There are a lot of military spending to the moon types who have probably never considered themselves anti Yellow Zone. They had bad opinions of the place but not the vitriol of the IF party. When their rhetoric came out? I'm sure it cemented votes the other way. Also well it let people who were pro military spending actually join once the issue was clarified.
 
Hmmm… both the FMP and Tiberium Spread rolled a 32 for their 2nd die. And the FMP rolled a 93 for their first die, while Tiberium rolled a close 90.

Coincidence? Or perhaps conspiracy?
 
Ooof. Well, given the military quietly informing us that they think we should probably dial back the MARVs a bit, I don't think we can justify throwing two dice at the RZ-7N reclamator hub when it's that close to completing... or two dice at the YZ-5a MARV fleet. We don't want to finish the YZ-5a MARVs before the RZ-7N hub, because then we'll have no place to continue building MARVs...

I honestly think we should transition to a schedule of 1 die/turn on building actual MARVs to avoid overspending (since MARV fleets often fail to overflow), and 1 die/turn on building hubs for new MARV fleets when and only when we need one. This lets us keep up production and avoid the consequences of stalled production runs, while still funneling plenty of dice to the military
Hard disagree on the 1 dice a turn towards marvs. Getting them out quickly means we have mitigation that helps counter the upcoming mitigation loss and pushes tiberium further back before the mutation hits. I am going to continue my 3 dice on MARV projects a turn since that also includes 3-5 free dice on other mil projects (so 5 to 7 total). That leaves 1 to 3 free dice for other areas (Philly 2 added a free dice).

MARVs are needed because tiberium will mutate and the further back we push it the more time we buy once it mutates past our defenses to evacuate the planet or get Kane to the table in a more agreeable fashion than the game for TCN. And looking at the high cost of mit projects (in terms of dice and resources) in tiberium category against the future loss per turn of mitigation we cannot afford to slack in this area. That hubs and Super MARVs also help secure portions of the planet and drive NOD from the area is all the more reason (and the YZ hubs bring more pop which means labor long run which we will need likely end of this plan or start of next and that is a resource that takes time to spool up) to keep it going. Thanks to the large efforts elsewhere we can put a good amount of free dice into mil each turn while still keeping up with demands elsewhere and in doing so really charge our mil up.

And for MARV fleet overflow- 3 dice on super marvs is a 40% so we expect 4 dice but we take the chance at 3 and put 1 or 2 follow up if it falls, otherwise you are looking at 1 year after finishing a hub to bring a marv fleet online at 1 dice per turn. We have enough processing space left to handle a higher pace, and we need that mitigation badly so no reason to slow roll it.
 
I know that it's mechanical but thematically? That makes sense. There are a lot of military spending to the moon types who have probably never considered themselves anti Yellow Zone. They had bad opinions of the place but not the vitriol of the IF party. When their rhetoric came out? I'm sure it cemented votes the other way. Also well it let people who were pro military spending actually join once the issue was clarified.
There were three possible narratives I planned to go with.
A. (the one that happened) Just hearts and honest arms can beat structural advantages sometimes.
B. (the expected outcome) The structural advantages were too much, and cannot really be beaten.
C. (if the militarists flopped) Al-Jilani is a good speaker, but a bad organizer.
 
Now, this is a very tentative skeleton-of-a-plan. Its big priority is to finish some of the unfinished projects from this quarter, while conserving resources to make a big push on military preparedness.

SUPER TENTATIVE DRAFT PLAN
Once More, With Feeling, And A Lot of Guns

Infrastructure (5/5, 55 R)
-[] Yellow Zone Arcologies (Phase 1) (1 die, 15 R)
-[] Tidal Power Plants (Phase 2) (4 dice, 40 R)

Heavy Industry (5/5, 75 R)
-[] Fusion Peaker Plants (2 dice, 40 R)
-[] Heavy Rolling Stock Plants (2 dice, 20 R)
-[] North Boston Chip Fabricator (Phase 4) (1 die, 15 R)

Light and Chemical Industry (4/4, 70 R)
-[] Johannesburg Myomer Macrospinner (Phase 1) (2 dice, 40 R)
-[] Chemical Precursor Plants (2 dice, 30 R)

Agriculture (3/3, 30 R)
-[] State Operated Breweries (1 die, 10 R)
-[] Perennial Aquaponics Bays (2 dice, 20 R)

Tiberium (5/5, 75 R)
-[] Tiberium Processing Plants (2 dice, 60 R)
-[] Tiberium Prospecting Expeditions (Phase 5/6) (3 dice, 15 R)
-(may replace Processing Plants with Chicago, but we ARE close to getting silo'd)

Orbital (3/3, 40 R)
-[] GDSS Shala (Phase 1) (1 fusion die, 20 R)
-[] Orbital Cleanup (Phase 3) (2 fusion dice, 20 R)
-(may redirect an orbital cleanup die to survey probes?)

Services (4/4, 30 R)
-[] Fashion Development Houses (2 dice, 20 R)
-[] Game Development Studios (2 dice, 10 R)
-(this area is unusually likely to see change as new options arise, since existing options are so picked over)

Military (10/5, 140 R, budgeting generously)
-[] Security Review (1 die)
-[] Reclamator Hub RZ-7N (1 die, 20 R)
-[] Reclamator Fleet YZ-5a (1 die, 20 R)
-[] Orbital Strike RCT Station (1 fusion die, 20 R)
-[] SOMETHING FOR GROUND FORCES (1 die, 10 R)
-[] Governor Yard (2 dice, 40 R)
-[] Point Defense Refits (1 die, 10 R)
-[] Mastodon Heavy Assault Walker (1 die, 10 R)
-[] Havoc Scout Mech Development (1 die, 10 R)

55+75+70+30 + 75+40+30+140

130+100+145+140
515 Resources?
I must be miscounting.
 
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