The thing is that I don't tend to like buying TV shows sight unseen. There are a lot of things that people rave about that I have just hated (Like either version of Battlestar Galactica just does not work for me). There are others that I have liked, such as Stargate, and I don't know which end this one is on. I have tried in the past to run settings that I don't know particularly well, and it has typically not gone well, so I am very nervous around trying to work with settings that I don't have an in depth knowledge of the entire setting, especially when running it for a group of people who know the material much better than I do.
Basically the most important thing is for QM to like and feel comfortably in a setting he runs, otherwise game usually dies, so choosing what you feel most comfortable in is probably the best idea. Trying to interest the QM into running a certain setting more often than not just leads to stress and backfires.

This said, when the question becomes more relevant you can still think of a list of settings you would like to run and make the final decision.
 
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The thing is that I don't tend to like buying TV shows sight unseen. There are a lot of things that people rave about that I have just hated (Like either version of Battlestar Galactica just does not work for me). There are others that I have liked, such as Stargate, and I don't know which end this one is on. I have tried in the past to run settings that I don't know particularly well, and it has typically not gone well, so I am very nervous around trying to work with settings that I don't have an in depth knowledge of the entire setting, especially when running it for a group of people who know the material much better than I do.

Actually Stargate could work as well - through I prefer it less because it had a tendency to be all over the place with tech-of-the-week and inconsistent technobabble. All 5 seasons of B5 are available on PirateBay through. I'll try to track down the RPG material or a streaming version of the show.
There's also a really good quest on SV called Copilots that's set in B5 and covers basically the whole show at this point, through it's from an OC's point of view. You can also look at the long, long, looooong dead (but very good) Circle No Longer on SB, which was also a civ quest.

edit: But don't feel pressured to run a setting you're not comfortable with! I'm making suggestions in case you're on the fence, but if you're not digging it that's fine.

edit 2: Also apparently the B5 show-runner really didn't like the RPGs, so I think you can skip those?
 
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Right, the reason Mass Effect got picked is broadly 3 things.
1. A detailed expansive setting that is very well indexed.
2. Easily accessible.
3. A place where GDI can stay recognizably GDI.

The discord has talked about Star Trek some, but that runs into the issue of GDI will become effectively startrekized, and has fairly little to actually offer the crossover.
Something like B5 is fairly hard to access, at least for me, and the materials are not particularly well indexed for searching.
There are other options out there certainly, but I am not really familiar with them.

Edit: This is also something that is real world years down the line.

Important thing is. You pick what's fun for you. Like by the time you get to what you consider the switch over point? You'll have put a long time into this. No reason to torture yourself. Your fun matters.

1. You are not locked in by any means into ME. ME is the most likely, because it is the best option I have. If someone can offer me a better setting for a sequel, I would be happy to switch.
2. Starcraft fits better as an Exodus sequel, not a TCN sequel.

Gotcha. Yeah that make sense. People would be hightailing it from earth to juke possible Scrin following. Just was curious.

The thing is... the Mass Effect Council races don't really have a concept of a politically divided species. They're going to see GDI as "the human government" and any trouble Nod creates, they are likely to complain to us about. This will create considerable pressure on the galactic stage for us to take responsibility for suppressing any problems they have with Nod.

Sure GDI will get right on it.

/Looks back at at least the last 4 Tiberium wars.

Maybe they'll learn once NOD takes root in their own systems? After all, there are a lot of disaffected poors and youngs in the Citadel space.

/Nod does something wrong.

Aliens: How do you handle this?

GDI: Tanks usually.

Aliens: Does that work?

GDI: For at least 20 years. Then you have to apply it again.

Which means that the expectation for all galactic races is going to be that if you have a problem with Kane, who certainly appears to be a human, you go to the Citadel, or the human homeworld, and complain to the rulers of humankind. Who will, even if they can't snap their fingers and solve the problem, at least make a good faith effort.

I mean I'm sure GDI will.

/Council meeting
Aliens: This Kane guy is causing us issues.

GDI: Did you say Kane?

Aliens: Yes.. Why are you putting on armor?

/Act on Instinct intensifies.
 
Well, another issue with B5 is that we probably wouldn't be covering the timeline when canon takes place in. We'd be covering something like say, the early 2100s. Humanity might make contact with the larger galaxy before the Centauri have even conquered the Narn, literally half a century before the canon B5 First Contact.

And that makes things a lot rougher if you're only just now diving into the lore and need to figure out what'd be going on that far in the past.
 
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The thing is that I don't tend to like buying TV shows sight unseen. There are a lot of things that people rave about that I have just hated (Like either version of Battlestar Galactica just does not work for me). There are others that I have liked, such as Stargate, and I don't know which end this one is on. I have tried in the past to run settings that I don't know particularly well, and it has typically not gone well, so I am very nervous around trying to work with settings that I don't have an in depth knowledge of the entire setting, especially when running it for a group of people who know the material much better than I do.
The good thing about Solarmovies is that it's free, it's a safe enough site that it gets a lot of traffic and is my current source for Loki, Star Wars shows and Rick & Morty. I wouldn't exactly turn off my adblock but I never turn it off anyway. It's what DS9 copied from.

Before any other Trekkies jump me on this, I love DS9 but it's a fact that J Micael Straczynski approached CBS with the series bible for Bab5 before DS9 was thought up. Yes, he had all 5 seasons written up in advance (except most of the scripts). When he was given the greenlight to produce it CBS turned around worried he'd take viewers from them and started making DS9. The two diverge fairly quickly but are still somewhat similar.

I love both of them and Stargate and the 2003 BSG. I feel that Bab5 deserves its moniker as a novel written for tv in a good way. It is a very well written and fleshed out universe with a slow first season as with many shows but once it gets going it gets going. I would skip the pilot if I were you, it does introduce things that come up again a bit later but those things it brings up are explained later for the most part. Plus the PPGs (Plasma Pulse Guns) in it are very obviously apeing phasers unlike later PPGs which are more distinct in appearance. The CGI does look dated but I feel it lends to the charm and the prosthetics are done well for the various races even if most are very human in appearance there a more than a few that diverge from that.

I would very much recommend watching it though as with Star Trek don't judge it solely off season 1, let it show you its chops. Season 3 is perhaps my favourite season but then that's also based around the Shadow War.

As always though, do what setting you feel comfortable with. If you need a hand with the lore there seem to be enough of us nerds without a life in this thread and on the discord to give you a hand.
 
A'ight, I got the preliminary array update ready. Go ahead and plan away. As always, please point out any errors or omissions you see. And here's this turn's unfinished/updated projects:

-[] Tidal Power Plants (Phase 2) 278/450 2 dice 20R 28%, 3 dice 30R 78%, 4 dice 40R 97%
-[] Chicago Planned City (Phase 3) 107/320 2 Tib dice 40R 27%, 3 Tib dice 60R 87%, 4 Tib dice 80R 99%

-[] Kure Machine Works 78/280 2 dice 30R 15%, 3 dice 45R 68%, 4 dice 60R 95%

-[] Chemical Precursor Plants 115/200 1 die 15R 46%, 2 dice 30R 93%
-[] Johannesburg Myomer Macrospinner (Phase 3?) 4/360? 4 dice 80R 9%, 5 dice 100R 42%, 6 dice 120R 77%, 7 dice 140R 94%

-[] GDSS Enterprise (Phase 3) 183/385 2 dice 40R+ 10%, 3 dice 60R+ 57%, 4 dice 80R+ 90%
-[] Orbital Cleanup (Phase 3) 44/90 1 die 10R+ 85%, 2 dice 20R+ 100%
-[] Orbital Cleanup (Phase 3+4) 44/180 2 dice 20R+ 60%, 3 dice 30R+ 93%
-[-] Asteroid Belt Survey Probes 16/90 1 die 15R 57%, 2 dice 30R 96%

-[] Fashion development houses 89/225 1 die 10R 10% (Req. omake), 2 dice 20R 82%, 3 dice 30R 99%
-[] Game Development Studios 232/300 1 die 5R 78%, 2 dice 10R 100%
-[] Vaccine Development Programs 59/150 1 die 25R 55%, 2 dice 50R 99%

-[] Reclamator Hub Red Zone 7-South? 51/105? 1 die 20R 77%, 2 dice 40R 99%
-Note: Expected roll-over from RZ 7-North.
-[] Super MARV Reclaimator Fleet (YZ-5a) 159/210 1 die 20R 80%, 2 dice 40R 99%
-[] Ablat Plating Deployment (Phase 3) 91/200? 1 die 10R 22%, 2 dice 20R 88%, 3 dice 30R 98%

Infrastructure 5 dice +15
-[] Tidal Power Plants (Phase 2) 278/450 2 dice 20R 28%, 3 dice 30R 78%, 4 dice 40R 97%
-[] 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 2) 0/??? 1 die 15R ???
-[] Rail Link Reconstruction (Phase 3) 40/300 3 dice 45R 18%, 4 dice 60R 62%, 5 dice 75R 90%
-[] 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) 107/320 2 Tib dice 40R 27%, 3 Tib dice 60R 87%, 4 Tib dice 80R 99%
--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 +20
-[] Blue Zone Power Production Campaigns (Phase 3) 20/550 6 dice 60R 10%, 7 dice 70R 40%, 8 dice 80R 72%, 9 dice 90R 92%
-[] Blue Zone Microgeneration Program (Phase 2) 54/120 1 die 5R 70%, 2 dice 10R 99%
-[] Yellow Zone Power Grid Extension (Phase 3) 71/350 3 dice 15R 16%, 4 dice 20R 62%, 5 dice 25R 91%
-[] Personal Vehicle Factories 0/250 3 dice 30R 33%, 4 dice 40R 79%, 5 dice 50R 97%
-[] North Boston Chip Fabrication (Phase 4) 64/1200 13 dice 195R 2%, 14 dice 210R 11%, 15 dice 225R 29%, 16 dice 240R 53%, 17 dice 255R 74%, 18 dice 270R 89%, 19 dice 285R 96%
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 11% (Req. omake), 2 dice 30R 77%, 3 dice 45R 98%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 9%, 5 dice 75R 46%, 6 dice 90R 81%, 7 dice 105R 96%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 10 dice 150R 5% 11 dice 165R 19%, 12 dice 180R 45%, 13 dice 195R 71%, 14 dice 210R 88%, 15 dice 225R 96%
-[] Kure Machine Works 78/280 2 dice 30R 15%, 3 dice 45R 68%, 4 dice 60R 95%
-[] Blue Zone Heavy Industrial Sectors 0/500 5 dice 125R 2%, 6 dice 150R 20%, 7 dice 175R 55%, 8 dice 200R 83%, 9 dice 225R 96%
-[] Automated Civilian Shipyards 0/250 3 dice 60R 33%, 4 dice 80R 79%, 5 dice 100R 97%
Light and Chemical Industry 4 dice +15
-[] Chemical Precursor Plants 115/200 1 die 15R 46%, 2 dice 30R 93%
-[] 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 3?) 4/360? 4 dice 80R 9%, 5 dice 100R 42%, 6 dice 120R 77%, 7 dice 140R 94%
-[] 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%
-[] 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%
Tiberium 5 dice +35
-[] Tiberium Prospecting Expeditions (Repeating Phase) 2/200 2 dice 10R 39%, 3 dice 15R 93%
-[] Tiberium Prospecting Expeditions (Repeating Phase x2) 2/400 4 dice 20R 25%, 5 dice 25R 75%, 6 dice 30R 99%
-[] Tiberium Vein Mines (Phase 1) 0/200 2 dice 40R 37%, 3 dice 60R 92%
-[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 2 dice 40R 6%, 3 dice 60R 65%, 4 dice 80R 97%
-[-] Intensification of Yellow Zone Harvesting (Phase 4) 63/100 1 die 15R 100%
-[-] Red Zone Tiberium Harvesting (Phase 8) 0/130 1 die 25R 21%, 2 dice 50R 91%
-[-] Red Zone Tiberium Harvesting (Phase 8+9) 0/260? 2 dice 50R 4%, 3 dice 75R 59%, 4 dice 100R 95%
-[] Red Zone Containment Lines (Phase 3) 8/180 2 dice 50R 63%, 3 dice 75R 98%
-[] Red Zone Containment Lines (Phase 3+4) 8/360 3 dice 75R 6%, 4 dice 100R 53%, 5 dice 125R 92%
-[-] Tiberium Glacier Mining (Phase 8) 29/180 2 dice 60R 79%, 3 dice 90R 99%
-[-] Tiberium Glacier Mining (Phase 8+9) 29/360? 3 dice 90R 13%, 4 dice 120R 67%, 5 dice 150R 96%
-[] Tiberium Processing Plants (Phase 1) 0/200 2 dice 60R 37%, 3 dice 90R 92%
-[] Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
Orbital Industry 3 dice +15
-[] GDSS Philadelphia II (Phase 4) 29/715 8 dice 160R+ 4%, 9 dice 180R+ 18%, 10 dice 200R+ 43%, 11 dice 220R+ 70%, 12 dice 240R+ 87%, 13 dice 260R+ 96%
-[] GDSS Columbia (Phase 1) 0/85 1 die 20R+ 46%, 2 dice 40R+ 93%
-[] GDSS Columbia (Phase 1+2) 0/255 3 dice 60R+ 20%, 4 dice 80R+ 65%, 5 dice 100R+ 91%
-[] GDSS Columbia (Phase 1+2+3) 0/595 7 dice 140R+ 6%, 8 dice 160R+ 25%, 9 dice 180R+ 54%, 10 dice 200R+ 79%, 11 dice 220R+ 93%
-[] GDSS Shala - Same as above.
-[] GDSS Enterprise (Phase 3) 183/385 2 dice 40R+ 10%, 3 dice 60R+ 57%, 4 dice 80R+ 90%
-[-] Expand Orbital Communications Network (Phase 3) 13/135 1 die 10R+ 9% (Req. omake), 2 dice 20R+ 72%, 3 dice 30R+ 96%
-[] Orbital Cleanup (Phase 3) 44/90 1 die 10R+ 85%, 2 dice 20R+ 100%
-[] Orbital Cleanup (Phase 3+4) 44/180 2 dice 20R+ 60%, 3 dice 30R+ 93%
-[] Inner System Survey Probes 0/90 1 die 15R 41%, 2 dice 30R 91%
-[-] Asteroid Belt Survey Probes 16/90 1 die 15R 57%, 2 dice 30R 96%
-[] Outer System Survey Probes 0/290 3 dice 45R 6%, 4 dice 60R 42%, 5 dice 75R 79%, 6 dice 90R 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 89/225 1 die 10R 10% (Req. omake), 2 dice 20R 82%, 3 dice 30R 99%
-[] Game Development Studios 232/300 1 die 5R 78%, 2 dice 10R 100%
-[] Professional Sports Programs 0/250 2 dice 20R 4%, 3 dice 30R 55%, 4 dice 40R 93%
-[] Vaccine Development Programs 59/150 1 die 25R 55%, 2 dice 50R 99%
-[] Domestic Animal Programs 0/200 2 dice 20R 30%, 3 dice 30R 87%, 4 dice 40R 99%
Military 5 dice +15
-[] Wartime Factory Refits 0/350 4 dice 80R 11%, 5 dice 100R 46%, 6 dice 120R 79%, 7 dice 140R 95%
-[] Stealth Disruptor System Development 0/40 1 die 25R 91%
-[] 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%
-[] Reclamator Hub Red Zone 7-South? 51/105? 1 die 20R 77%, 2 dice 40R 99%
-[] Super MARV Reclaimator Fleet (YZ-5a) 159/210 1 die 20R 80%, 2 dice 40R 99%

Zone Operations Command
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 91%

Air Force
-[] Orca Refit Package Development 0/40 1 die 15R 91%
-[] Wingman Drone Development 0/40 1 die 15R 91%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 91%
-[] Quick Maneuver Air to Air Missile Development 0/40 1 die 15R 91%

Space Force
-[] 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%
--Note: Above two projects can use Fusion dice.
-[] Orbital Defense Laser Development 0/40 1 die 20R 91%

Ground Forces
-[] Remote Weapons System Deployment Predator 0/240 3 dice 30R 30%, 4 dice 40R 73%, 5 dice 50R 94%
-[] Universal Rocket Launch System Development 0/40 1 die 15R 91%
-[] Tube Artillery Development 0/40 1 die 15R 91%
-[] 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 3) 91/200? 1 die 10R 22%, 2 dice 20R 88%, 3 dice 30R 98%

Navy
-[] Governor Class Cruiser Shipyards 0/200 2 dice 40R 11%, 3 dice 60R 59%, 4 dice 80R 91%
-[] Escort Carrier Development 0/40 1 die 15R 91%
-[] 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
-[] Titan Mark 3 Deployment 0/175 2 dice 20R 26%, 3 dice 30R 76%, 4 dice 40R 96%
-[] 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 Union Support DC 90/120/150/180, DC 180 2 dice 22%, 3 dice 73%, 4 dice 95%, 5 dice 99%
-[] Cooperative Focus DC 80/100/120, DC 120 1 die 11% (Req. omake), 2 dice 73%, 3 dice 97%, 4 dice 99%
-[] Expand Strategic Planning Apparatus 0/100 1 die 31%, 2 dice 86%, 3 dice 99%
Last Security Review
Military 1 turn ago 2056 Q1
Light/Chem 4 turn ago 2055 Q2
Heavy Ind 5 turns ago 2055 Q1
Tiberium 6 turns ago 2054 Q4
Orbital 7 turns ago 2054 Q3
Services 7 turns ago 2054 Q3
Infrastructure 8 turn ago 2054 Q2
Agriculture 8 turn ago 2054 Q2
Bureaucracy 8 turn ago 2054 Q2
 
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I like it, and I struggle to do better myself. I have a few different preferences myself, though.

In the interests of not overkilling any single Light Industry project, I'm tempted to take one of the dice off Chemical Precursors, which we don't NEED this turn, we have +1 Capital Goods to finish the next Governor yard anyway. Of course, to keep the move resource-neutral we'd need to shift it to another project we actually intend to pursue that costs 15 R/die or less. Johannesburg Personal Robotics Factory might not be a bad choice; we could use the +Logistics and we do need to keep up the consumer goods flow. Or Chemical Fertilizer Plants is particularly attractive in that area, because it's +Food and +Consumer Goods.

Likewise, I don't want to overkill the Titan Mk III deployment roll if it turns out to go well, especially if Johannesburg Phase 1+2 has lowered the Progress requirement (2d100+30 is unlikely to hit a target of 175, but has a reasonable chance to hit a target of 160 or 150). I recommend we put two dice on the Titan upgrades, prepared to put a third on next turn if we need to, and use the freed-up Military die to manufacture more ablatives since the troops love 'em and we'll want at least three phases of ablatives before we can turn to the next big Ground Forces project like Shell Plants or RWS-Predator.

Aside from that... Well, I like it. I'd support the plan as-is, but I really do want to avoid overkill on non-phased projects, and happily, nothing we're doing this turn is a must-complete.

On which note, I think when we get a second or third Governor yard built, we should think about slowing down to two dice per turn. We'll probably still be able to get two yards built every three turns that way, which is enough to have five or six done by the end of the Plan and gives us more freedom of action elsewhere. It does mean a slight delay in the rollout of the cruiser production wave, but it also means we have more Resource and dice breathing room to address other priorities, including naval priorities.

Agriculture is the funny one. People probably understand a die on Entari Deployments, but the Yellow Zone Purification Facilities is definitely weirder. But it's 10 RpD and thus good resource savings. Plus, it's more investment into the Yellow Zones after Arcologies, to show the Y-Zoners that we're still giving consistent investment. But it's mostly because I needed to save Resources, and I consider getting the next Stage of YZ Aquaponics to be an unofficial plan goal for me anyway.
Personally I'm a fan. Also, we may find that having a huge Water surplus in the Yellow Zones gives us interesting options, or makes our 'Green Zone' controlled areas more attractive to refugees.

"Join the Light Side! We have hot showers!"

Tiberium, 3 dice are going into Prospecting to save Resources again. 2 dice however, are being poured into RZ Containment Lines for that immediate RZ Abatement boost. I'd like to work on Chicago, but RZ Containment offers faster returns on Abatement, and a bit more RZ Abatement, which is what we really need right now. And it gives some actual income, which also helps.
[grunts]

Yeah, I can get behind that. Chicago Phase 3 is 213 Progress away (minus omakes to surge it), so we'd have to get fairly lucky to hit the target with only two dice. Not as lucky as you'd think, because between a +15 omake bonus and a +70 on the dice, though, so we'd only need to roll... 128 or lower on 2d100. Even then, though, that phase of Chicago gives us only slightly more mitigation in its own right, and that's spread across Yellow and Red Zones, and we don't urgently need the increase to our refining cap. So yeah, I can get behind Red Zone Containment Lines for this turn, with the understanding that we go back to planned cities next turn probably.

Orbital is kinda preliminary right now until we see what the Nat 1 and Nat 100 gave, but right now I have 2 dice on Enterprise, and 2 dice on Orbital Cleanup. 2 dice on Enterprise should get it almost completed, and 2 dice on Orbital Cleanup will almost definitely see one stage complete, maybe 2 if we're lucky. Either way, it'll clear up Orbital Comms for the turn after, and the resource infusion will help in affording some more expensive projects like Superconductors in LCI.
Yeah, that's a good idea and in line with my own ideas about what to do this turn, modified by how helpful it was to get +115 progress on Enterprise Phase 3 out of a single die.

Services is just finishing up the projects we started last turn. Vaccine Development Program is a little low in terms of chances to complete, but it's expensive enough that I thought it was worth trying to slow-roll.
I am definitely a fan of slow-rolling such actions, especially the expensive ones.

Military, MARV Dice have been cut down to one. Not doing 1 die on the RZ MARV Fleet because 1 die can't complete it, so I think it's best to wait a turn there. Instead, I'm doing Orca Refit Package because it's high priority. 2 dice go onto Ablat Phase 3, because if it's /200 Progress Project like Phases 1 & 2 are, that should be enough to complete it. 3 Dice continue to go into getting the Navy their Cruisers, and the last 3 dice are on the Mk III Titans.
See my above comments. I approve of your choices here, mostly. Finishing the Colombian Yellow Zone fleet gives us a near-guaranteed income boost next turn even if it's only +15, which makes things considerably less tight, especially when combined with the resource surge from orbital cleanup. If we roll well on Red Zone Lines, we might even hit 600 RpT for the Q3 budget with this plan!

I'm envisioning putting two MARV dice on the Chicago Red Zone fleet next turn, personally- I know I've been coming across as anti-MARV but I don't want to drop below an average of 1.5 dice/turn until we've at least fulfilled our promises to Major Stavrakis to build her five land battleship armadas. And I do genuinely want that fleet finished sooner, rather than later; the draw of the greater income makes me tempted to argue for three dice next turn- but that's next turn... when we're setting ourselves up to be resource-rich with Orbital Cleanup.

@Ithillid , do we know how many phases of Orbital Cleanup there are? I don't want to overinvest in the last one...
 
I just had a worrying thought.

So here is the actual terrible part of the evac plan. We might be force to bring Tiberium with us. All of our technology is now almost dependent on easy access tiberium resources. If we leave earth with a viable alternative to our industrial problem, we will have to reseed Tiberium on the New homeworld.

Fudge.
The only thing easy-access about Tiberium is that if you're not coming to it it by and large comes to you and then kills you horribly.

It is easily the most dangerous substance to work with in a world with chloride triflouride, yellowcake, and Kane, and if/when we switch back to more conventional modes of mineral extraction I think it'll be a net positive with some speedbumps along the way.
 
In the interests of not overkilling any single Light Industry project, I'm tempted to take one of the dice off Chemical Precursors, which we don't NEED this turn, we have +1 Capital Goods to finish the next Governor yard anyway. Of course, to keep the move resource-neutral we'd need to shift it to another project we actually intend to pursue that costs 15 R/die or less. Johannesburg Personal Robotics Factory might not be a bad choice; we could use the +Logistics and we do need to keep up the consumer goods flow. Or Chemical Fertilizer Plants is particularly attractive in that area, because it's +Food and +Consumer Goods.

Likewise, I don't want to overkill the Titan Mk III deployment roll if it turns out to go well, especially if Johannesburg Phase 1+2 has lowered the Progress requirement (2d100+30 is unlikely to hit a target of 175, but has a reasonable chance to hit a target of 160 or 150). I recommend we put two dice on the Titan upgrades, prepared to put a third on next turn if we need to, and use the freed-up Military die to manufacture more ablatives since the troops love 'em and we'll want at least three phases of ablatives before we can turn to the next big Ground Forces project like Shell Plants or RWS-Predator.
I'd like to keep some level of slack in the system, just in case we get unlucky and roll low for Chemical Precursors. Then again, I suppose between it and Kure, we should be safe...

Titan Mk III I can see an argument for only 2 dice instead of 3, but given the issues with the Wolverine Mk III, I'd rather risk overkilling it than underkilling it. If Macrospinner Phase 2 reduced the Progress Required though, I'd be happy to push it down to 2 dice.
 
Well, another issue with B5 is that we probably wouldn't be covering the timeline when canon takes place in. We'd be covering something like say, the early 2100s. Humanity might make contact with the larger galaxy before the Centauri have even conquered the Narn, literally half a century before the canon B5 First Contact.

And that makes things a lot rougher if you're only just now diving into the lore and need to figure out what'd be going on that far in the past.

Shifting the timeline is a piece of cake tho? Just adjust it by authorial fiat.
 
Speaking of the macrospinner, if it gave us at least 2 points of capital goods we can do the strategic planning apparatus next turn as long as we put 2 dice into the chemical plants to make sure we have the 5 spare capital goods to do a cruiser shipyard and strategic planning together.
 
Well, another issue with B5 is that we probably wouldn't be covering the timeline when canon takes place in. We'd be covering something like say, the early 2100s. Humanity might make contact with the larger galaxy before the Centauri have even conquered the Narn, literally half a century before the canon B5 First Contact.

And that makes things a lot rougher if you're only just now diving into the lore and need to figure out what'd be going on that far in the past.
As said above this can be done by fiat, also we don't have WW3 to claw back from. We have WW6 on the way but it's unlikely to be as damaging to us as WW3 was to Bab5 Earth.
 
[ ] Plan Curse You Tiberium Dice
Infrastructure (5 dice)
-[ ] Tidal Power Plants (Phase 2), 5 dice (50 Resources)
Heavy Industry (5 dice)
-[ ] North Boston Chip Fabricator (Phase 4), 2 dice (30 Resources)
-[ ] Kure Machine Works, 3 dice (45 Resources)
Light and Chemical Industry (4 dice)
-[ ] Chemical Precursor Plants, 2 dice (30 Resources)
-[ ] Personal Pharmaceuticals Plants, 2 dice (30 Resources)
Agriculture (3 dice)
-[ ] Yellow Zone Purification Facilities, 2 dice (20 Resources)
-[ ] Entari Deployment, 1 die (20 Resources)
Tiberium (5 dice)
-[ ] Tiberium Prospecting Expeditions, 3 dice (15 Resources)
-[ ] Red Zone Containment Lines (Phase 3), 2 dice (50 Resources)
Orbital (3 dice +1 Free)
-[ ] GDSS Enterprise (Phase 3), 2 dice (2 Fusion) (40 Resources)
-[ ] Orbital Cleanup (Phase 3), 2 die (2 Fusion) (20 Resources)
Services (4 dice)
-[ ] Fashion development houses, 2 dice (20 Resources)
-[ ] Game Development Studios, 1 die (5 Resources)
-[ ] Vaccine Development Programs, 1 die (25 Resources)
Military (5 dice +5 Free)
-[ ] Reclamator Fleet YZ-5a (Super MARVs), 1 die (20 Resources)
-[ ] Orca Refit Package Development, 1 die (15 Resources)
-[ ] Ablat Plating Deployment (phase 3), 2 dice (20 Resources)
-[ ] Governor Class Cruiser Shipyards (Durban), 3 dice (60 Resources)
-[ ] Titan Mark 3 Deployment, 3 dice (30 Resources)
Bureaucracy (3 dice)
-[ ] Cooperative Focus, 3 dice

Resources Available: 545
Resources Used: 545
Resources Remaining: 0
Looking at my draft again... if I reduce Titan Dice to 2, then I could take it and get rid of Orca Refits to swap over to 2 dice on RWS. Which... won't complete unless we're extremely lucky, but has a decent chance of getting us halfway there. And it leaves me with a 5 Resource surplus.

Which I could then use to turn a Chemical Precursor die into a Macrospinner die if people want. Or well, actually I imagine people would rather I save those 5 Resources to turn a Boston die into whatever Fusion project becomes available next turn (if one does.)

Chemical die could either go for Johannesburg or Chemical Fertilizer. Chemical Fertilizer + YZ Aquaponics Stage 4 + Entari + Perennials rolling out would complete our food requirement (and at 1 less Energy upkeep than Vertical Farms for example), but it requires us spending LCI dice on another /200 Progress Project instead of on, say, the Macrospinner.
 
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Actually Stargate could work as well - through I prefer it less because it had a tendency to be all over the place with tech-of-the-week and inconsistent technobabble.
Stargate does cross over interestingly with the question of Kane's origins, though. Because of all the associations between ancient Earth mythology and various real precursor/elder spacefaring species.

The only thing easy-access about Tiberium is that if you're not coming to it it by and large comes to you and then kills you horribly.

It is easily the most dangerous substance to work with in a world with chloride triflouride...
I mean, yes and no. Tiberium is insidious, and because it's self-replicating it's got an incredibly low lethal dose from a toxicity point of view.

But it's nowhere near as volatile as chlorine trifluoride or other 'too kaboomy for your rocket propellant' compounds like that, and lower volatility covers a multitude of sins.

...and if/when we switch back to more conventional modes of mineral extraction I think it'll be a net positive with some speedbumps along the way.
I dunno, I suspect there's a reason the Scrin still work with the stuff.

I'd like to keep some level of slack in the system, just in case we get unlucky and roll low for Chemical Precursors. Then again, I suppose between it and Kure, we should be safe...
That's the point. It doesn't matter if we roll low on Chemical Precursors and roll OK/well on the Governor yard. We just go back down to (=) Capital Goods for a turn, or +2 if we finish Kure.

By @Derpmind 's math, we have a 46% chance of finishing Chemical Precursors with one die, and if that doesn't do the job then the second die almost certainly will. Good enough, I say.

Titan Mk III I can see an argument for only 2 dice instead of 3, but given the issues with the Wolverine Mk III, I'd rather risk overkilling it than underkilling it.
Keeping the line suspended for one turn doesn't really count as "too long," from the looks of it- it triggers grumbling but the Talons will grumble anyway.

Also, frankly, we can't really afford to average more than about 1 die/turn on Talons funding with everything else we need, anyway. In the admittedly likely event that two dice don't complete the rollout of the Mark III, at least we'll know what we're spending our 1-2 dice on next turn.

If Macrospinner Phase 2 reduced the Progress Required though, I'd be happy to push it down to 2 dice.
I think we were told that it would.
 
Looking at my draft again... if I reduce Titan Dice to 2, then I could take it and get rid of Orca Refits to swap over to 2 dice on RWS. Which... won't complete unless we're extremely lucky, but has a decent chance of getting us halfway there. And it leaves me with a 5 Resource surplus.

Which I could then use to turn a Chemical Precursor die into a Macrospinner die if people want. Or well, actually I imagine people would rather I save those 5 Resources to turn a Boston die into whatever Fusion project becomes available next turn (if one does.)

Last time we rolled out a Talon deployment project the assembly line stopped and we needed to do it fast to avoid negative consequences.
2 dice only give a 26% chance to finish it in one turn vs. 76% with 3 dice, so we might do it, but in case of bad rolls next round it could become a problem.
 
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[ ] Plan Curse You Tiberium Dice Mk II
Infrastructure (5 dice)
-[ ] Tidal Power Plants (Phase 2), 5 dice (50 Resources)
Heavy Industry (5 dice)
-[ ] Whatever Nuclear Fusion Project Shows Up, 1 die (20 Resources)
-[ ] North Boston Chip Fabricator (Phase 4), 1 die (15 Resources)
-[ ] Kure Machine Works, 3 dice (45 Resources)
Light and Chemical Industry (4 dice)
-[ ] Chemical Precursor Plants, 1 die (15 Resources)
-[ ] Personal Pharmaceuticals Plants, 2 dice (30 Resources)
-[ ] Chemical Fertilizer Plants, 1 die (15 Resources)
Agriculture (3 dice)
-[ ] Yellow Zone Purification Facilities, 2 dice (20 Resources)
-[ ] Entari Deployment, 1 die (20 Resources)
Tiberium (5 dice)
-[ ] Tiberium Prospecting Expeditions, 3 dice (15 Resources)
-[ ] Red Zone Containment Lines (Phase 3), 2 dice (50 Resources)
Orbital (3 dice +1 Free)
-[ ] GDSS Enterprise (Phase 3), 2 dice (2 Fusion) (40 Resources)
-[ ] Orbital Cleanup (Phase 3), 2 die (2 Fusion) (20 Resources)
Services (4 dice)
-[ ] Fashion development houses, 2 dice (20 Resources)
-[ ] Game Development Studios, 1 die (5 Resources)
-[ ] Vaccine Development Programs, 1 die (25 Resources)
Military (5 dice +5 Free)
-[ ] Reclamator Fleet YZ-5a (Super MARVs), 1 die (20 Resources)
-[ ] Remote Weapons System Deployment Predator, 2 dice (20 Resources)
-[ ] Ablat Plating Deployment (phase 3), 2 dice (20 Resources)
-[ ] Governor Class Cruiser Shipyards (Durban), 3 dice (60 Resources)
-[ ] Titan Mark 3 Deployment, 2 dice (20 Resources)
Bureaucracy (3 dice)
-[ ] Cooperative Focus, 3 dice

Resources Available: 545
Resources Used: 545
Resources Remaining: 0

Alright, Mk II Plan. Titans reduced to 2 dice and Orca taken out for 2 dice on RWS. The saved 5 Resources go towards making a Boston die go for whatever Fusion options shows up. And one Chemical Precursors die has instead been put towards Chemical Fertilizers for the +++Food, which gives us more ability to fulfill our Food Promise.
 
whut. Did Bab5 Earth knock themselves down to 100 million people and destroy the biosphere?
Not quite such a low number I think and the biosphere was still kind of intact. Earthdome is named such for a reason, it's actually hinted that the major citied are either domed or used to be domed. I know they did have to spend a lot of time rebuilding and recovering the planetary environment before they returned to space.

I mean, at least it's not like the bit where we see years into the future and they'd nuked themselves back into the stone age.
 
Speaking of the macrospinner, if it gave us at least 2 points of capital goods we can do the strategic planning apparatus next turn as long as we put 2 dice into the chemical plants to make sure we have the 5 spare capital goods to do a cruiser shipyard and strategic planning together.
That's an interesting alternative option I'm willing to explore, though personally I'd rather have the capital goods cash-in-hand before undertaking the strategic planning apparatus project, rather than relying on just-in-time delivery of projects. Using resources and dice efficiently, and avoiding overkill on unphased projects, is important.

The strategic planning upgrade is desirable but not urgent in that we're not really hurting that badly for the lack of it. We have plenty of things we can do just fine without it for another turn or two, so I'd rather not take chances.

Looking at my draft again... if I reduce Titan Dice to 2, then I could take it and get rid of Orca Refits to swap over to 2 dice on RWS. Which... won't complete unless we're extremely lucky, but has a decent chance of getting us halfway there. And it leaves me with a 5 Resource surplus.

Which I could then use to turn a Chemical Precursor die into a Macrospinner die if people want. Or well, actually I imagine people would rather I save those 5 Resources to turn a Boston die into whatever Fusion project becomes available next turn (if one does.)
Ohhh, that's interesting and tempting in its own right.

A few caveats, though.

1) I think I heard that the next fusion project is gated behind the Kure Machine Works.

2) I'd rather work on Shell Plants Phase 4 instead of RWS-Predator. It's listed as a higher or equal priority, it's explicitly something we need to do if we want to do a fortress town expansion in the Yellow Zones, and it's phased so overkill isn't a problem if we roll well.

3) If we do broadly as you discuss, though, we should totally do the Orca refit project next turn. Air Force needs some love.

Chemical die could either go for Johannesburg or Chemical Fertilizer. Chemical Fertilizer + YZ Aquaponics Stage 4 + Entari + Perennials rolling out would complete our food requirement (and at 1 less Energy upkeep than Vertical Farms for example), but it requires us spending LCI dice on another /200 Progress Project instead of on, say, the Macrospinner.
Light Industry dice aren't so much the problem. The really sexy Light Industry projects are Resource-expensive, so it's very hard to scrape up the funds to throw all four dice at them at once anyway. We're not going to be putting more than 1-2 dice on the superconductor foundry or more than 2-3 dice on the macrospinner any time soon, realistically.

Last time we rolled out a Talon deployment project the assembly line stopped and we needed to do it fast to avoid negative consequences.
2 dice only give a 26% chance to finish it in one turn vs. 76% with 3 dice, so we might do it, but in case of bad rolls next round it could become a problem.
If two dice disappoint us badly in Turn T, we just throw two more dice at it in Turn T+1 instead of one. @Derpmind ran the numbers and I seem to recall her saying we have a 96% chance of clearing the project with four dice, even without any reduced Progress costs from the macrospinner. That's only going to get more favorable in the future.

The deployment dice are cheap in resources, 1 or 2 dice per turn represents a reasonable non-surge level of funding for the Talons, and in the unlikely event of a bad combination of rolls stretching out the production freeze into a third turn despite us throwing two-and-two dice at the problem, it's likely that the problem is a fuckup on the Talons' end (e.g. they get so distracted throwing modifications onto their latest Wunderwaffe that they never get around to unfucking the production problems and the line is still only turning out hand-built prototypes six months later :p )

Alright, Mk II Plan. Titans reduced to 2 dice and Orca taken out for 2 dice on RWS. The saved 5 Resources go towards making a Boston die go for whatever Fusion options shows up. And one Chemical Precursors die has instead been put towards Chemical Fertilizers for the +++Food, which gives us more ability to fulfill our Food Promise.
Again, recommending Shell Plants instead of RWS, and I strongly suspect there won't actually be a fusion option next turn, just someone yelling at us to finish Kure already.
 
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