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.
Will there maybe be a bit of Ozawa going mask off at the YZ Arcology construction being underway and that alienating some voters?
 
question what's the rule on using omakes? can we only use one 20+ at a time becouse if not would a 20 on Johannesburg Myomer Macrospinner (Phase 1): 73/90 not make it pass?
 
Infra 0/5 0R +15
HI 0/5 0R +18 (-2 for 8/8 due to graduates)
LC 0/4 0R +15
Agri 0/3 0R +15
Tiberium 0/5 0R +33 (-2 for 8/8 due to graduates)
Orbital 0/3 0R +15 (4 Fusion dice)
Services 0/4 0R +30
Military 0/5 0R +15
Bureau 0/3 +15
Free 0/6

/535 (or 540)

Above should be accurate for categories and dice bonuses (note we add 1 free dice and +2 to dice bonuses this turn). Income depends on if we finished 1 or 2 phases of tib mining

@Derpmind looks like your probability tables need to get updated since we scored another +2 to all dice (and then Q1 should be the last turn of the graduate penalties to HI and tib dice so another update to those two categories the following turn)

-[] Tiberium Processing Plants (2 dice, 60 R)
We do not need this, we had 70 space left added 50 from Chicago phase 2 and subtracted 5 or 10 from tib mining so we are at 110 or 115 space left for income currently. And Chicago phase 3 will add more processing cap
 
Last edited:
That's a handy visual map, so anyway If the Developmentalists where to align with the Starbound, Militarists and the Market Socialists it would have a majority government and it would be groups we wouldn't have any major problems working with either.
 
question what's the rule on using omakes? can we only use one 20+ at a time becouse if not would a 20 on Johannesburg Myomer Macrospinner (Phase 1): 73/90 not make it pass?

Only one omake can be applied per project, they can only be applied if it will push the project into completion, and there's three kinds. Non-canon get a +5, semi-canon gets a +10, and fully canon gets a +15. There is no +20. We're not technically tracking how many omakes we have banked, if we burn through a whole lot we might start tracking again but currently we can just apply them wherever they're needed.
 
Man, the Starbound Party really took off, probably from our rapid push for Philadelphia II.

Socialists gained way less despite being a similar 2 seat party last election. I wonder how much of that was their promise not quite being done and how much was the Market Socialists splitting the vote.
 
The Socialist Party and the Starbound Party were both 2 seat Independents during the 2052 Parliament.
Except in the Q4 post of 2055 there were no independents listed, most likely they were folded under development at some point during the turns and now that the number of seats has expanded they have gone to separate parties again.
 
Except in the Q4 post of 2055 there were no independents listed, most likely they were folded under development at some point during the turns and now that the number of seats has expanded they have gone to separate parties again.
Uh, what?
Status of the Parties
(strong support, weak support, weak opposition, strong opposition)
Free Market Party: 19 Seats (1; 2; 10; 6)
Militarist: 14 Seats (2; 10; 2; 0)
Initiative First: 17 Seats (0; 2; 8; 7)
United Yellow List: 10 Seats (2; 7; 1; 0)
Independents: 7 Seats (0; 4; 2; 1)
Developmentalists: 53 Seats (35; 15; 3; 0)
We have Independents right above Developmentalists.
 
@Derpmind looks like your probability tables need to get updated since we scored another +2 to all dice (and then Q1 should be the last turn of the graduate penalties to HI and tib dice so another update to those two categories the following turn)
Way ahead of you. This time I had the foresight to prepare things ahead of time. Next turn's Probability Array, today!

-[] Yellow Zone Arcologies (Phase 1) 136/170 1 die 97% 15R
-[] Rail Link Reconstruction (Phase 3) 40/??? 1 die 15R ???
-[] Chicago Planned City (Phase 3) 49/320? 3 Tib dice 60R 46%, 4 Tib dice 80R 91%
--Note: Infra dice used here have lower bonuses but would still be useful.
-[] Heavy Rolling Stock Plants 171/250 1 die 10R 55%, 2 dice 20R 96%
-[] Fusion Peaker Plants 172/240 1 die 20R 66%, 2 dice 40R 99%
-[] Johannesburg Myomer Macrospinner (phase 1) 73/90 1 die 20R 100%
-[] Johannesburg Myomer Macrospinner (phase 1+2) 73/270? 2 dice 40R 12%, 3 dice 60R 61%, 4 dice 80R 92%
-[] State Operated Breweries 85/125 1 die 10R 91%
-[] Perennial Aquaponics Bays 278/350 1 die 10R 59%, 2 dice 20R 97%
-[] Tiberium Prospecting Expeditions (Phase 6) 2/200? 1 die 5R 36%, 2 dice 10R 91%
-[] Tiberium Prospecting Expeditions (Phase 6+7) 2/425? 4 dice 20R 11%, 5 dice 25R 56%, 6 dice 30R 90%
-[] GDSS Philadelphia II (Phase 4) 29/720 8 dice 160R+ 3%, 9 dice 180R+ 16%, 10 dice 200R+ 41%, 11 dice 220R+ 68%, 12 dice 240R+ 86%, 13 dice 260R+ 95%
-[] Reclaimator Hub Red Zone 7-North 49/105 1 die 20R 75%, 2 dice 40R 99%
-[] Super MARV Reclaimator Fleet (YZ-5a) 88/210 1 die 20R 9%, 2 dice 40R 72%, 3 dice 60R 96%
-[] Ablat Plating Deployment (phase 2) 38/??? 1 die 10R ???

Infrastructure 5 dice +15
-[] Tidal Power Plants (Phase 2) 0/400 5 dice 50R 19%, 6 dice 60R 55%, 7 dice 70R 83%, 8 dice 80R 96%
-[] Blue Zone Arcologies (Phase 2) 3/600 7 dice 105R 5%, 8 dice 120R 24%, 9 dice 135R 54%, 10 dice 150R 79%, 11 dice 165R 93%
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice 40R 26%, 3 dice 60R 77%, 4 dice 80R 96%
-[] Yellow Zone Arcologies (Phase 1) 136/170 1 die 97% 15R
-[] Rail Link Reconstruction (Phase 3) 40/??? 1 die 15R ???
-[] Blue Zone Residential Construction (Phase 3) 8/180 2 dice 20R 28%, 3 dice 30R 78%, 4 dice 40R 97%
-[] Blue Zone Duplex Row Housing (Phase 2) 23/180 2 dice 20R 40%, 3 dice 30R 86%, 4 dice 40R 98%
-[] Integrated Cargo System 0/800 10 dice 150R 8%, 11 dice 165R 25%, 12 dice 180R 51%, 13 dice 195R 74%, 14 dice 210R 89%, 15 dice 125R 96%
-[] Chicago Planned City (Phase 3) 49/320? 3 Tib dice 60R 46%, 4 Tib dice 80R 91%
--Note: Infra dice used here have lower bonuses but would still be useful.
-[] Karachi Planned City (Phase 1) 0/80 1 Tib die 20R 69%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/240 2 Tib dice 40R 9%, 3 Tib dice 60R 69%, 4 Tib dice 80R 97%
--Note: Infra dice used here have lower bonuses but would still be useful.
-[] Civilian Air Travel 0/250 3 dice 45R 23%, 4 dice 60R 68%, 5 dice 75R 92%
-[] Housing Enterprise Investment Grants 1 die auto
Heavy Industry 5 dice +18
-[] Blue Zone Power Production Campaigns (Phase 3) 20/550 6 dice 60R 7%, 7 dice 70R 33%, 8 dice 80R 66%, 9 dice 90R 88%, 10 dice 100R 97%
-[] Fusion Peaker Plants 172/240 1 die 20R 66%, 2 dice 40R 99%
-[] Blue Zone Microgeneration Program (Phase 2) 54/120 1 die 5R 68%, 2 dice 10R 99%
-[] Yellow Zone Power Grid Extension (Phase 3) 71/350 3 dice 15R 13%, 4 dice 20R 57%, 5 dice 25R 89%, 6 dice 30R 98%
-[] Heavy Rolling Stock Plants 171/250 1 die 10R 55%, 2 dice 20R 96%
-[] Personal Vehicle Factories 0/250 3 dice 30R 29%, 4 dice 40R 75%, 5 dice 50R 95%
-[] North Boston Chip Fabrication (Phase 4) 64/1200 14 dice 210R 7%, 15 dice 225R 20%, 16 dice 240R 42%, 17 dice 255R 64%, 18 dice 270R 82%, 19 dice 285R 92%
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 9% (Req. omake), 2 dice 30R 74%, 3 dice 45R 97%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 7%, 5 dice 75R 40%, 6 dice 90R 76%, 7 dice 105R 94%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 10 dice 150R 3% 11 dice 165R 14%, 12 dice 180R 36%, 13 dice 195R 62%, 14 dice 210R 82%, 15 dice 225R 93%
-[] Kure Machine Works 0/280 3 dice 45R 11%, 4 dice 60R 53%, 5 dice 75R 87%, 6 dice 90R 98%
-[] Blue Zone Heavy Industrial Sectors 0/500 6 dice 150R 15%, 7 dice 175R 47%, 8 dice 200R 78%, 9 dice 225R 94%
-[] Automated Civilian Shipyards 0/250 3 dice 60R 29%, 4 dice 80R 75%, 5 dice 100R 95%
-[] Heavy Industrial Enterprise Grants 1 die auto
Light and Chemical Industry 4 dice +15
-[] Chemical Precursor Plants 36/200 2 dice 30R 34%, 3 dice 45R 82%, 4 dice 60R 98%
-[] Blue Zone Light Industrial Sectors 0/350 4 dice 40R 11%, 5 dice 50R 46%, 6 dice 60R 79%, 7 dice 70R 95%
-[] Personal Pharmaceuticals Plants 0/180 2 dice 30R 22%, 3 dice 45R 73%, 4 dice 60R 95%
-[] Johannesburg Personal Robotics Factory 0/250 3 dice 45R 23%, 4 dice 60R 68%, 5 dice 75R 92%
-[] Furniture Factories 0/150 2 dice 20R 47%, 3 dice 30R 89%, 4 dice 40R 99%
-[] Chemical Fertilizer Plants 0/200 2 dice 30R 11%, 3 dice 45R 59%, 4 dice 60R 91%
-[] Superconductor Foundries 0/200 2 dice 60R 11%, 3 dice 90R 59%, 4 dice 120R 91%
-[] Johannesburg Myomer Macrospinner (phase 1) 73/90 1 die 20R 100%
-[] Johannesburg Myomer Macrospinner (phase 1+2) 73/270? 2 dice 40R 12%, 3 dice 60R 61%, 4 dice 80R 92%
-[] Light Industrial Enterprise Grants 1 die auto
Agriculture 3 dice +15
-[] Agriculture Mechanization Projects 0/400 5 dice 75R 19%, 6 dice 90R 55%, 7 dice 105R 83%, 8 dice 120R 96%
-[] State Operated Breweries 85/125 1 die 10R 91%
-[] Perennial Aquaponics Bays 278/350 1 die 10R 59%, 2 dice 20R 97%
-[] Expansive Aquaponics Campaigns 0/600 7 dice 70R 5%, 8 dice 80R 24%, 9 dice 90R 52%, 10 dice 100R 78%, 11 dice 110R 92%
-[] Yellow Zone Aquaponics Bays (phase 4) 44/160 1 die 10R 15% (Req. omake), 2 dice 20R 76%, 3 dice 30R 97%
-[] Yellow Zone Purification Facilities 0/320 4 dice 40R 24%, 5 dice 50R 64%, 6 dice 60R 89%, 7 dice 70R 98%
-[] Vertical Farming projects (Phase 2) 65/240 2 dice 30R 25%, 3 dice 45R 75%, 4 dice 60R 96%
-[] Agricultural Processing Plants (Phase 1) 0/200 2 dice 20R 11%, 3 dice 30R 59%, 4 dice 40R 91%
-[] Ranching Domes 0/250 3 dice 60R 23%, 4 dice 80R 68%, 5 dice 100R 92%
-[] Entari Deployment 0/200 2 dice 40R 11%, 3 dice 60R 59%, 4 dice 80R 91%
-[] Spider Cotton Development 0/40 1 die 20R 91%, 2 dice 40R 100%
Tiberium 5 dice +33
-[] Tiberium Prospecting Expeditions (Phase 6) 2/200? 1 die 5R 36%, 2 dice 10R 91%
-[] Tiberium Prospecting Expeditions (Phase 6+7) 2/425? 4 dice 20R 11%, 5 dice 25R 56%, 6 dice 30R 90%
-[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 2 dice 40R 5%, 3 dice 60R 61%, 4 dice 80R 96%
-[-] Intensification of Yellow Zone Harvesting (Phase 4) 67/100 1 die 15R 100%
-[-] Red Zone Tiberium Harvesting (Phase 8) 0/130 1 die 25R 19%, 2 dice 50R 89%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Phase 3) 8/180 2 dice 50R 60%, 3 dice 75R 97%
-[] Red Zone Containment Lines (Phase 3+4) 8/360 3 dice 75R 4%, 4 dice 100R 48%, 5 dice 125R 89%, 6 dice 150R 99%
-[-] Tiberium Glacier Mining (Phase 8) 29/180 2 dice 60R 77%, 3 dice 90R 99%
-[] Tiberium Processing Plants (Phase 1) 0/200 2 dice 60R 34%, 3 dice 90R 90%
Orbital Industry 3 dice +15
-[] GDSS Philadelphia II (Phase 4) 29/720 8 dice 160R+ 3%, 9 dice 180R+ 16%, 10 dice 200R+ 41%, 11 dice 220R+ 68%, 12 dice 240R+ 86%, 13 dice 260R+ 95%
-[] GDSS Columbia (Phase 1) 0/90 1 die 20R+ 41%, 2 dice 40R+ 91%
-[] GDSS Columbia (Phase 1+2) 0/270 3 dice 60R+ 13%, 4 dice 80R+ 55%, 5 dice 100R+ 87%, 6 dice 120R+ 98%
-[] GDSS Columbia (Phase 1+2+3) 0/630 7 dice 140R+ 2%, 8 dice 160R+ 14%, 9 dice 180R+ 39%, 10 dice 200R+ 67%, 11 dice 220R+ 86%, 12 dice 240R+ 96%
-[] GDSS Shala - Same as above.
-[] GDSS Enterprise (Phase 3) 68/390 4 dice 80R+ 23%, 5 dice 100R+ 62%, 6 dice 120R+ 89%, 7 dice 140R+ 98%
-[-] Expand Orbital Communications Network (Phase 3) 13/135 1 die 10R+ 9%, 2 dice 20R+ 72%, 3 dice 30R+ 96%
-[] Orbital Cleanup (Phase 3) 1/90 1 die 10R+ 42%, 2 dice 20R+ 91%
-[] Orbital Cleanup (Phase 3+4) 1/180? 2 dice 20R+ 23%, 3 dice 30R+ 74%, 4 dice 40R+ 96%
-[] Inner System Survey Probes 0/90 1 die 10R+ 41%, 2 dice 20R+ 91%
-[] Asteroid Belt Survey Probes 0/90 1 die 10R+ 41%, 2 dice 20R+ 91%
-[] Outer System Survey Probes 0/290 3 dice 30R+ 6%, 4 dice 40R+ 42%, 5 dice 50R+ 79%, 6 dice 60R+ 95%
Services 4 dice +30
-[] Virtual Reality Arcades 0/225 2 dice 20R 13%, 3 dice 30R 73%, 4 dice 40R 98%
-[] Fashion development houses 0/225 2 dice 20R 13%, 3 dice 30R 73%, 4 dice 40R 98%
-[] Game Development Studios 0/300 3 dice 15R 20%, 4 dice 20R 73%, 5 dice 25R 97%
Military 5 dice +15
-[] Wartime Factory Refits 0/350 4 dice 80R 11%, 5 dice 100R 6%, 6 dice 120R 79%, 7 dice 140R 95%
-[] ASAT Defense System (Phase 3) 26/225 2 dice 40R+ 11%, 3 dice 60R+ 60%, 4 dice 80R+ 91%
--Note: Can use Fusion dice

-[] Reclaimator Hubs 0/105 1 die 20R 26%, 2 dice 40R 83%, 3 dice 60R 99%
-[] Proto MARVs 0/110 1 die 20R 21%, 2 dice 40R 80%, 3 dice 60R 98% (but why tho)
-[] MARVs 0/160 2 dice 40R 37%, 3 dice 60R 84%, 4 dice 80R 98% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 7%, 3 dice 60R 52%, 4 dice 80R 87%, 5 dice 98%

-[] Reclaimator Hub Blue Zone 1 39/105 1 die 20R 65%, 2 dice 40R 98%
-[] Reclaimator Hub Yellow Zone 5b 20/105 1 die 20R 46%, 2 dice 40R 93%
-[] Reclaimator Hub Red Zone 7-North 49/105 1 die 20R 75%, 2 dice 40R 99%
-[] Super MARV Reclaimator Fleet (YZ-5a) 88/210 1 die 20R 9%, 2 dice 40R 72%, 3 dice 60R 96%

Zone Operations Command
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 91%, 2 dice 20R 100%
-[] Zone Suit Factories 0/60 1 die 15R 71%, 2 dice 30R 99%

Air Force
-[] Orca Refit Package Development 0/40 1 die 15R 91%, 2 dice 30R 100%
-[] Wingman Drone Development 0/40 1 die 15R 91%, 2 dice 30R 100%

Space Force - Note: Can use Fusion dice.
-[] Orbital Strike Regimental Combat Team Station 0/225 2 dice 40R+ 2%, 3 dice 60R+ 40%, 4 dice 80R+ 81%, 5 dice 100R+ 97%
-[] High Orbit Ion Cannons 0/75 1 die 20R+ 56%, 2 dice 40R+ 96%

Ground Forces
-[] Universal Rocket Launch System Development 0/40 1 die 15R 91%, 2 dice 30R 100%
-[] Tube Artillery Development 0/40 1 die 15R 91%, 2 dice 30R 100%
-[] Shell Plants (Phase 4) 3/300 3 dice 30R 5%, 4 dice 40R 37%, 5 dice 50R 76%, 6 dice 60R 94%
-[] Railgun Munitions Development 0/60 1 die 10R 71%, 2 dice 20R 99%
-[] Ablat Plating Deployment (phase 2) 38/??? 1 die 10R ???

Navy
-[] Escort Carrier Development 0/40 1 die 15R 91%, 2 dice 30R 100%
-[] Hydrofoil Shipyards 0/100 1 die 10R 31%, 2 dice 20R 86%, 3 dice 30R 99%
-[] Point Defense Refits 15/250 3 dice 30R 33%, 4 dice 40R 76% 5 dice 50R 95%

Steel Talons
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Havoc Scout Mech Development 0/30 1 die 10R 100%
Bureaucracy 3 dice +15
-[] Security Reviews: DC60 1 die 71%, 2 dice 99%
-[] Expand Strategic Planning Apparatus 0/100 1 die 31%, 2 dice 86%, 3 dice 99%
Last Security Review
Light/Chem 3 turn ago 2055 Q2
Heavy Ind 4 turns ago 2055 Q1
Tiberium 5 turns ago 2054 Q4
Orbital 6 turns ago 2054 Q3
Services 6 turns ago 2054 Q3
Infrastructure 7 turn ago 2054 Q2
Agriculture 7 turn ago 2054 Q2
Bureaucracy 7 turn ago 2054 Q2
Military 11 turns ago 2053 Q2

@BOTcommander Very nice visualization. Thanks!
 
Last edited:
Surprising that Starbound went from being a minor party with 2 representatives to being a major political party. They have more representatives than the Free Market Party and a bit less than Initiative First.

Perhaps that's from the fact that the Blue Zones have shrunk for the last few turns and people want options available to them. Or maybe it's from the Moon Landing that probably took place right before the Election. Either way, it looks like Space expansion is going to be a major concern going forward.

United Yellow List isn't looking so hot. Experts predicted the party would eventually fall apart without a concrete set of ideals. Unless they can rally I don't think the future of the party will continue past the next election.
 
Last edited:
I fully expect the Starbound to splinter in the future into separate "Space Industry is the Future" and "Fuck Earth, Flee to Space" parties.
 
Surprising that Starbound went from being a minor party with 2 representatives to being a major political party. They have more representatives than the Free Market Party and a bit less than Initiative First.

Perhaps that's from the fact that the Blue Zones have shrunk for the last few turns and people want options available to them. Or maybe it's from the Moon Landing that probably took place right before the Election. Eitherway, it looks like Space expansion is going to be a major concern going forward.
A mix of things. Moon Landing, you completing their promise, Philadelphia getting significant investment pumped into it turn after turn.
 
The rolls were low but as it turns out most of everything is completed. And the Next turn plan will have a lot of developmentalist demands. Also FMP got ruined this election.
 
We do not need this, we had 70 space left added 50 from Chicago phase 2 and subtracted 5 or 10 from tib mining so we are at 110 or 115 space left for income currently. And Chicago phase 3 will add more processing cap
Fair. Until we unlock more tiberium mining or significantly improve military confidence, and those are related problems, that's a comfortable margin of error. I'll happily swap out two dice of Refineries for three dice on Chicago.

That, and we skipped Security Review for two turns now.

Which departments we haven't checked in a while?
The military's the biggie, but I imagine they're also the ones most aggressively vetted by agencies that don't work for us, and it's hard to see how they could fuck things up on the civilian front that much. I suspect it was just a turn that went badly. The "everyone distracted by the elections/holidays/whatever so not as much got done" explanation is as good as any.

I fully expect the Starbound to splinter in the future into separate "Space Industry is the Future" and "Fuck Earth, Flee to Space" parties.
Maybe, but probably only if we see a Starbound Party large enough to credibly swing the government around itself. Right now they need unity and their core goals are broadly compatible, to the point where if they split they'd just be two less relevant factions quibbling with each other over details.

The Hawks split over a very fundamental issue: is our love of GDI firepower more about defeating Nod as such, or more about maintaining our fortified lifestyle in the Blue Zones and our disdain for the Yellow Zones?

The Free Market Party likewise split over a fundamental issue: Do we want to move away from planned economics because we think the planned economy isn't providing for the masses optimally, or because we want a return to the neoliberal world order that was flourishing back when GDI was formed back in the 1990s?

But "we want space industry" and "we want to flee Earth" aren't so incompatible, at least until you start seeing Starbound representatives voting against tiberium mitigation on the grounds that it's a lost cause and we should use the money to flee to space faster. Which right now would probably be political death for the guy who did it, so the prospective "Leg It Party" wouldn't be very viable.

Surprising that Starbound went from being a minor party with 2 representatives to being a major political party. They have more representatives than the Free Market Party and a bit less than Initiative First.

Perhaps that's from the fact that the Blue Zones have shrunk for the last few turns and people want options available to them. Or maybe it's from the Moon Landing that probably took place right before the Election. Either way, it looks like Space expansion is going to be a major concern going forward.

United Yellow List isn't looking so hot. Experts predicted the party would eventually fall apart without a concrete set of ideals. Unless they can rally I don't think the future of the party will continue past the next election.
The bad news is that this means we lose a consolidated body of support.

The good news is that the most likely reason this is happening is because Yellow Zoners are identifying with Blue Zone political factions, and vice versa. That is to say, Yellow Zoners are looking at the Blue Zone political parties that exist and saying "this is the one for me, and will look out for my interests," instead of thinking they need their own party to do that.
 
Uh, what?

We have Independents right above Developmentalists.
... I have no idea how I missed that and I even included their average and dice roll and seats, maybe because they were so small I just glazed over them?

Surprising that Starbound went from being a minor party with 2 representatives to being a major political party. They have more representatives than the Free Market Party and a bit less than Initiative First.

Perhaps that's from the fact that the Blue Zones have shrunk for the last few turns and people want options available to them. Or maybe it's from the Moon Landing that probably took place right before the Election. Either way, it looks like Space expansion is going to be a major concern going forward.
If you look at things in Q4 they were 4d20 for seats but ended at 5d50 for seats after all the projects finished including the philly 2.
 
Last edited:
@Derpmind , I think you'll want to go back into your accordion and tweak which MARV projects are listed. The list seems to be out of date.

EDIT:

You may also want to create some whitespace in between the many many military projects, blocking them up by which branch of the military wants them or something, and giving MARVs their own subcategory. The sheer length of the list has gotten a bit eye-watering, which is not your fault but is something we might want to adapt to.

SECOND EDIT:

I kind of question the assumption that the Johannesburg macrospinner will have the second phase cost 90 Progress as your accordion implies. This looks to be another facility like North Boston, where each phase of building the very large facility has increasing benefits but also increasing progress costs. Note that we got effectively nothing out of Phase 1, which suggests that 90 Progress wasn't enough to build a factory capable of moving the needle on a global economy. I'm expecting the next phase to cost 180-200 Progress, personally.
 
Last edited:
does not have too be a fast thing but i think starting on that heavy industry thing might not be the worst idea ever.
 
Back
Top