Tiberium Spread
14.32 Blue Zone
28.18 Yellow Zone (77 Points of Mitigation)
57.50 Red Zone (50 Points of Mitigation)
Our mitigation is not DC!
Tiberium Spread
14.32 Blue Zone
28.18 Yellow Zone (77 Points of Mitigation)
57.50 Red Zone (50 Points of Mitigation)
…Bwahahaha!Tiberium Spread
14.32 Blue Zone
28.18 Yellow Zone (77 Points of Mitigation)
57.50 Red Zone (50 Points of Mitigation)
Eezo based technology is kind of the reverse, where things like Tantalus drives or singularity drives are difficult and expensive, but managing an FTL drive is something that you can do in the late 19th and early 20th century.
As for populations, you will be small, but Mass Effect, so far as we see in the games, is generally a setting of relatively small populations.
correct, so RZ grew and BZ grew and YZ shrunk from both sides though more on the RZ sideSorry to be the new guy, but was the rolls: Yellow 75 vs 77 points mitigation, and red 81 vs 50 mitigation?
Are we looking at RZ growth or both?
Yeah, we're looking at another 0.31% of the Earth becoming Red Zone, and 0.02% of Earth turning into Blue Zones.Sorry to be the new guy, but was the rolls: Yellow 75 vs 77 points mitigation, and red 81 vs 50 mitigation?
Are we looking at RZ growth or both?
That's quite helpful as a clarification.What the Military really wants is for you to pick a pathway. Either load up on MARVS and pick that as your pathway forward, or actually load up on funding and do things that are not MARVS. With where you have been putting them, MARVs are militarily pretty neutral. On one hand, they are problematic for NOD to operate around, on the other they do require a commitment of forces to protect the base and the MARVs. Overall, it pretty much balances out, at lest in most of the Yellow and Red Zones. What the Military really does not want is for you to end up heavily funding MARVs, and loading up on Red and Yellow Zone conventional commitments.
Edit: Basically to put this in dice terms, they would be happy with either
A: 4ish dice of general military stuff + as many dice as you want of MARVs and no or limited expansion of operations.
B: 7-10 dice of general military stuff, and general expansion into the Yellow and Red Zones.
What they don't want is
4-5 dice of general military stuff and general expansion into the Yellow and Red Zones.
Reading between the lines, planned cities are a fairly marginal thing because they're delimited. MARVs near them help, but if you asked the general, I'd imagine them waggling their hand going "maaaaybe 5 dice per turn?" Because that sort of represents a middle ground.For planned cities as long as we surround them with MARVs does that count under the 4ish dice option? Also stuff like the tiberium vein would not take additional mil support while also providing crucial mitigation and income.
I don't think the military can make precise estimates of exactly how many military dice they need, not least because not all dice are created equal, and strengthening different branches lets us do different things.Also can we have an indication if we build up enough of a military surplus (by say doing 6 dice non marv, and some dice marv for several turns) to undertake one of the tib projects such as RZ containment. For that matter for the following projects how many phases do they have left:
Yellow Zone Tiberium Harvesting (Phase 4)
Intensification of Yellow Zone Harvesting (Phase 5)
Red Zone Containment Lines (Phase 3)
Because how much total mit we can get down each path will play a roll in which way we invest mil dice.
Uh... I just want to be clear, you are specifically, literally saying that the game's future assuming we don't all get squashed by Nod or turned into green glowing rocks or something is specifically a Mass Effect crossover, in particular?Not really. You can get there a few years earlier, but you won't get more than maybe 10-15 more rolls on the chart maximum.
Uh... I just want to be clear, you are specifically, literally saying that the game's future assuming we don't all get squashed by Nod or turned into green glowing rocks or something is specifically a Mass Effect crossover, in particular?
It is currently planned to be, once you stabilize things in your little sandbox. It is something where it is still real world years off in any case however.Uh... I just want to be clear, you are specifically, literally saying that the game's future assuming we don't all get squashed by Nod or turned into green glowing rocks or something is specifically a Mass Effect crossover, in particular?
I second this.
Tiberium Spread
14.32 Blue Zone
28.18 Yellow Zone (77 Points of Mitigation)
57.50 Red Zone (50 Points of Mitigation)
They sort of substitute though, if you note they require fewer dice for defense commitments to other military areas (4ish v 7 to 10). The hubs provide a fortified operating base that has to be secured (hence the dice investment) but the Super MARVs function as area denial against NOD and reduces the ability for NOD to sneak bases close because a Super MARV can pretty much run over it. Based on that our current strategy of using Super MARVs deployment to regions we have operations (glacier mining and planned cities) continues to make sense as they provide additional income and mitigation in the area as well as reducing the ability of NOD to project force in the region. Since we are likely to go 6ish or more in non MARV projects that does mean we can fit in limited expansion in addition to the MARVs (which is likely our best route to mitigation- by doing MARV and one or two tib projects each year).That's quite helpful as a clarification.
The key takeaway here is that the MARVs aren't actually directly substituting for the other things the military would need to project power into a Red/Yellow Zone. Even if they sort of were, when we do a round of expansion into the Yellow Zones, we're doing it all over, whereas each MARV only helps in one place. If we spend 300 Progress and 50-75 Resources on a round of Shell Plants, the military benefits everywhere in the world, whereas a single MARV hub only anchors things in one place. No matter how badass and useful the MARVs are within a radius of a few hundred kilometers around that hub, it's just not the same thing.
On the other hand, since we definitely intend further expansion into the Yellow and Red zones, that sets us a long term target: 7-10 dice of general military stuff, not counting MARVs. We've actually been meeting that target lately, so that's good, and we probably intend to go on meeting it... but it does mean that if we're gonna keep building MARVs we're stuck pouring all or practically all our Free dice into the military category.
Dice roller is fine, it is just our bad luck on the tib rolls, those specific rolls have taken a very unlikely tendency to roll high but such things happen. At least the dice have not been too terrible overall (I know one quest that basically ended due to mass failure via dice)Tiberium Spread (allowed by qm to investigate the dice roller)
Funny thing to note: If (Repeating Phase) means this won't increase in price/progress needed... This went from 2/200 this turn to 2/200 next turn.Tiberium Prospecting Expeditions (Repeating Phase): 197/200, complete with +5 non-canon omake
It does.Funny thing to note: If (Repeating Phase) means this won't increase in price/progress needed... This went from 2/200 this turn to 2/200 next turn.![]()
we have a theory that the dice roller is influenced by the text in the post. If you want to contribute to the experiment post