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.
Fair, but I'd like to get the RWS out since it + Titan Mk III coming out may finally unlock the next-gen tank.

Also, we're looking to run on the edge of a power crunch right now even if we factor in Phase 2 Tidal Plants, so I'm a bit concerned for adding another -2 Energy on top of everything else until we've got another energy source lined up within easy reach.
 
Fair, but I'd like to get the RWS out since it + Titan Mk III coming out may finally unlock the next-gen tank.

Also, we're looking to run on the edge of a power crunch right now even if we factor in Phase 2 Tidal Plants, so I'm a bit concerned for adding another -2 Energy on top of everything else until we've got another energy source lined up within easy reach.
Those are both valid concerns; I think I'd lost track of the potential for a power crunch, and they both militate in favor of the remote weapon system.
 
Might also mean I should do Johannesburg instead of Chemical Fertilizers. Every single point of energy may count.

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.
Hmm, might as well check and make sure. @Ithillid will the next phase of Fusion Plants require Kure before it's unlocked?
 
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.
A small particle of Tiberium can grow to eat your entire planet. That makes it more dangerous by far.
 
[ ] Plan RZ Mit, Enterprise and Shells
Infra 5/5 50R +15
-[] Tidal Power Plants (Phase 2) 278/450 5 dice 50 R 99%
HI 5/5 55R +20
-[] Yellow Zone Power Grid Extension (Phase 3) 71/350 2 dice 10 R 0%
-[] Kure Machine Works 78/280 3 dice 45 R 68% (High Priority)
LCI 4/4 60R +15
-[] Chemical Precursor Plants 115/200 1 dice 15 R 46%
-[] Personal Pharmaceuticals Plants 0/180 2 dice 30R 22% (High Priority)
-[] Johannesburg Personal Robotics Factory 0/250 1 dice 15 R 0%
Agri 3/3 30R +15
-[] Yellow Zone Purification Facilities 0/320 3 dice 0%
Tiberium 5/5 85R +35
-[] Tiberium Prospecting Expeditions (Repeating Phase) 2/200 2 dice 10R 39%
-[] Red Zone Containment Lines (Phase 3) 8/180 3 dice 50R 98% (6% Phase 4)
Orbital 3/3 +1 dice 70R +15 (5 Fusion dice)
-[] GDSS Enteprise (Phase 3) 183/385 3 dice 60 R 57%
-[] Orbital Cleanup (Phase 3) 43/90 1 dice 10 R 85%
Services 4/4 35R +30
-[] Fashion Development Houses 91/225 2 dice 20 R 82%
-[] Game Development Studios 236/300 1 dice 5 82%
-[] Domestic Animal Programs 0/200 1 dice 10 R 0%
Military 5/5 +5 dice 160R +15
-[] Reclamator Fleet YZ-5a (Super MARV) 174/210 1 dice 20 R 95%
-[] Reclamator Fleet RZ-7N (Super MARV) 0/210 2 dice 40 R 7%
-[] Shell Plants (Phase 4) 3/300 3 dice 30 R 5% (High Priority)
-[] Governor Class Cruiser Shipyards (Hampton Roads) 3 dice 60 R 59% (Very High Priority)
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
Bureau 3/3 +15
-[] Cooperative Focus 3 dice 97% for highest DC level
Free 6/6
5 mil, 1 orbital

545/545
PS 55

Okay so slotting in 3 dice on enterprise to try and have that finished with 1 on orbital cleanup for a 1 time resource boost and the next stage of global comm (and that sweet +5 PS). In mil dropped the anti-stealth and move the dice over to a 3rd for shell plants to make it fairly easy to finish Q3. Dropped the titan 3 for 1 dice on Mastodon to develop that project. For tiberium- mitigation and income is the name of the game all but guarnteed to pick up 3 RZ and 3 YZ mit as well as a nice 25-30 income with a 39% for another 5 and a 7% for another 25 and 3 RZ mit.

Things that can change- with only 1 project taking cap goods I can drop a dice from the chem factories to see if we can finish with one dice, though getting chem and krue this turn sets us up to do Expand Strategic Planning Apparatus next turn. If I do drop to 1 dice I need a 15 R project in LCI to get started on which is probably going to wait until the options for next turn are up.

But really this sets us up well for some big income boosts so we can do stuff like superconductor in LCI (at 30 per dice that is breaking budgets) and sets us up well for a bunch of RZ mit.

Income: +15 YZ-5a Marv 95%, +10-15 RZ Containment 98%, +10-15 RZ Containment 2 6%, +5 Tib Prospecting 39%, +25 RZ-7N Marv 7%
YZ Mit: 3 YZ-5a Marv 95%
RZ Mit: 3 RZ Containment 98%, 3 RZ Containment 2 6%, RZ-7N Marv 7%
What this does is ensures we are up +25-30 income for next turn (and the one time resource boost) and picking up 6 mit (3 per zone) as well as putting us in a position to do some easy followups for another +40-45 income and 6 RZ mit. It also lets us decide next turn if we want to pivot off MARVs and back to tiberium projects for our mitigation as we would need 1 or 2 dice on RZ-7N marv to finish it and fulfill our plan requirements.

It also gives us a fairly easy follow up to finish phase 4 shell factory (2 dice), RZ 7N Marv (1-2 dice), the normal 3 on governor shipyards, and let us go 3 dice on Titan Mark 3. If we only need 1 dice to finish the RZ-7N Marv than we have another dice to play with in military to start work on another refit project (like saw chipping away at the RWS). It also makes Tib next turn 1 or 2 dice to finish RZ Containment Phase 4 and then put 3 dice on Chicago Phase 3. That means for our mitigation:
YZ-+5
RZ-+11

That is a big pickup (82 YZ and 61 RZ mit at end of Q3). This is also seeing us to +65-75 income over 2 turns which is going to help a lot as we push stuff like Superconductors, Stations, Planned Cities and some of the mil projects out.

Edit- Removed 1 die from Chem Plants and moved that to Personal Robotics Factory. No urgent need for cap goods next turn (if that changes will put the die back) and instead this may smooth our energy curves out a bit, I am hopeful to drop 1 die on superconductor plant Q3 and 2 Q4 which in combo with HI and Infra dice should see us through our energy expenditures.

Also up for debate- Shell Phase 4 (3 dice 30 R 5%) vs RWS Deployment (3 dice 30 R 30%). Both are high priority, right now I have shell phase 4 but I can shift to RWS deployment if that is what people prefer- it does have the edge of not costing energy meaning shell phase 4 likely finishes Q4 when we have more energy production coming online. I am either or. Also I have Mastodon Heavy Assault Dev but can swap to Havoc Scout if people want that option instead for Steel Talons, cost and progress needed is the same for both so not too tied to either one.
 
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I'm just hoping we don't find any spider-shaped ships buried under Syria Planum. Because that would be cause for *external screaming*. And then deployment of a cluster of Ion Cannon satellites to cover that area.

(Granted, the idea of Kane as an agent of the Shadows does make way too much sense.)

Oh man....

Ed Wasser was great as Morden in Babylon 5, with a mixture of charm and sinister menace. But Joseph Kucan as an agent of the Shadows...

Fuck, I can imagine Kane instead of Morden giving his 'come to the Dark Side' speech to Sheridan on Z'hadum, proclaiming how war and conflict have advanced humanity so greatly. It makes so much damn sense, and Tiberium could easily be seen as a mining tool developed by the First Ones or one of their client races like the Drakh. And if we follow that idea with the origins of Tiberium it's not too hard to see the Scrin as a client race of the First Ones who lost their way and slipped into decadence like the Eldar Empire of Warhammer 40K lore.

Okay, this is making way too much sense.
 
Soooo, now that we have Capital Goods (and will get more soon), Tiberium Vein Mines will be an option. 20-30R income is half a Glacier Mine, and 20R/die is cheaper than almost all our other Tiberium options. Plus it likely opens up more options in further phases like our other Tiberium projects... But it costs a point of Capital Goods. Which makes it actually very expensive indeed. Like, maybe once we're doing Tokyo we'll have spare Capital Goods we can use for it, but since those cruiser yards are going to be sucking all of those down I'm afraid it's likely going to sit there for a long time.
 
Soooo, now that we have Capital Goods (and will get more soon), Tiberium Vein Mines will be an option. 20-30R income is half a Glacier Mine, and 20R/die is cheaper than almost all our other Tiberium options. Plus it likely opens up more options in further phases like our other Tiberium projects... But it costs a point of Capital Goods. Which makes it actually very expensive indeed. Like, maybe once we're doing Tokyo we'll have spare Capital Goods we can use for it, but since those cruiser yards are going to be sucking all of those down I'm afraid it's likely going to sit there for a long time.
We might actually be able to start this Q4 depending on how projects roll out (I am halfway hopefully that we can start superconductors Q3 but for sure we can drop 2 dice Q4 if we take the right actions that boost income). And yeah I am curious to see what Phase 2 and beyond unlock, plus that income boost is great that we can toss 1 or 2 dice a turn to chip away at it while still getting income and mit from other tib and the occasional mit and income boost from vein mines.

I'm not Ithillid, but that's a very weird question to be asking. Do you guys seriously think it likely that the fusion-tech project is gated behind 3-D printers and stuff?
I can see Fusion plants requiring us to be at a certain level of cap goods even if not needing a specific building (for example have to be at +2 cap goods to unlock the project). So not necessarily Krue in particular but just having a cap good reserve to ensure we can get all the machines the Fusion plants need to function at the location without issue.
 
A small particle of Tiberium can grow to eat your entire planet. That makes it more dangerous by far.
[shrugs]

The theoretical worst-case scenario from going anywhere near tiberium is infinitely worse than the theoretical worst-case scenario from working with any plausible amount of a mere volatile chemical.

On the other hand, in practice the safety requirements that must be observed to keep tiberium on good behavior, or at least easily managed bad behavior, are substantially less severe than those required to manage volatile chemicals.

I'm not sure which is "more dangerous" and I think it depends on the definition of the word. Also, I suppose my concept of how dangerous it is to work with tiberium is predicated on the assumption that it's already on your planet anyway and you're just trying to make the best of it.

[ ] Plan RZ Mit, Enterprise and Shells
Infra 5/5 50R +15
-[] Tidal Power Plants (Phase 2) 278/450 5 dice 50 R 99%
HI 5/5 55R +20
-[] Yellow Zone Power Grid Extension (Phase 3) 71/350 2 dice 10 R 0%
-[] Kure Machine Works 78/280 3 dice 45 R 68% (High Priority)
I still consider settling for Yellow Zone Power Grid Extension to be very unpleasant as a choice.

Agri 3/3 30R +15
-[] Yellow Zone Purification Facilities 0/320 3 dice 0%
I don't mind delaying Entari Deployment to save resources, though I don't think many people will like it.

Tiberium 5/5 85R +35
-[] Tiberium Prospecting Expeditions (Repeating Phase) 2/200 2 dice 10R 39%
-[] Red Zone Containment Lines (Phase 3) 8/180 3 dice 50R 98% (6% Phase 4)
I do respect that this is one of the reasons you're trying to save Resources, but I can't help but reflexively flinch.

Orbital 3/3 +1 dice 70R +15 (5 Fusion dice)
-[] GDSS Enteprise (Phase 3) 183/385 3 dice 60 R 57%
-[] Orbital Cleanup (Phase 3) 43/90 1 dice 10 R 85%
...and that this is another.

@Chimeraguard , given that the odds of finishing a phase of orbital cleanup with one die next turn are 85%, I for one would be willing to sacrifice the free die you put on it and move that die to somewhere else, if you are so inclined.

Services 4/4 35R +30
-[] Fashion Development Houses 91/225 2 dice 20 R 82%
-[] Game Development Studios 236/300 1 dice 5 82%
-[] Domestic Animal Programs 0/200 1 dice 10 R 0%
Domestic Animal Programs are undesirable until we have a stronger and more reliable Food surplus, is my understanding- but we can roll a single die into it with no fear of the project actually finishing.

Military 5/5 +5 dice 160R +15
-[] Reclamator Fleet YZ-5a (Super MARV) 174/210 1 dice 20 R 95%
-[] Reclamator Fleet RZ-7N (Super MARV) 0/210 2 dice 40 R 7%
I understand that you're intentionally going for a MARV-heavy plan here in hopes of being able to sprint and complete the Chicago MARV fleet next turn. I don't like it, but I understand that this is your goal. Personally I'd dial back the RZ-7N fleet to 1 die or 0 dice, but that's me and I know you are reasoning differently.

-[] Shell Plants (Phase 4) 3/300 3 dice 30 R 5% (High Priority)
-[] Governor Class Cruiser Shipyards (Hampton Roads) 3 dice 60 R 59% (Very High Priority)
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
I do hope Energy isn't a problem- I'm not sure yet. With that said, I respect and accept the idea of working on the Mastodon prototype instead of Titan Mk III deployment, though I think there are reasons to favor Titan Mk III deployment over the alternatives.

Also up for debate- Shell Phase 4 (3 dice 30 R 5%) vs RWS Deployment (3 dice 30 R 30%). Both are high priority, right now I have shell phase 4 but I can shift to RWS deployment if that is what people prefer- it does have the edge of not costing energy meaning shell phase 4 likely finishes Q4 when we have more energy production coming online. I am either or. Also I have Mastodon Heavy Assault Dev but can swap to Havoc Scout if people want that option instead for Steel Talons, cost and progress needed is the same for both so not too tied to either one.
RWS deployment is a prerequisite for next generation main battle tank development; Shell Plants Phase 4 is a prerequisite for building more fortress towns. In your shoes I'd make the choice based on whichever is more important, assuming we can find the Energy.

...

Edit: Can you an American please explain what the hell a "cup" is for measuring? Is it a small mug, a large mug, my massive double sized mug, is it a 300ml glass, a pint glass? It is the most bizarrely named measurement to exist but then metric is French in origin so that explains a lot.
A "cup" is a formally defined, standardized unit of volume measurement, and has been for many centuries. However, it predates efforts to create a globally systematized system of precision measurement, and in fact the kind of Industrial Age tooling that makes true precision measurement even possible.

The United States, the sole nation of note that uses any form of 'cup' unit of measurement as such, has been using it since its founding. The American 'cup' is equal to 236.6 mL, though that is not the original origin of its definition.

The United Kingdom and other Commonwealth nations, which have formally metricized but have not consistently tried to fully abolish the names of their old units of measure, define a "metric cup" of precisely 250 mL or one quarter of a liter.

The history of the 'cup,' and of the English-derived units of fluid measure in general, goes back to medieval times, and is based on a standard "gallon" unit. All the other English units of fluid volume (aside from extremely small units used for apothecary measure) are some binary fraction of the gallon, which makes them relatively easy to standardize when using crude 1600s-era tools. Thus, the 'quart' is 1/4 gallon, the 'pint' is 1/8 gallon, and the 'cup' is 1/16 gallon. Other, more obscure units using other binary fractions existed.

This is actually logical, within the context of a system of measurement that is designed to play well with Roman numerals and in which decimal numbers are considered strange, newfangled, advanced and suspicious mathematics. That is to say, it is a logical system of measure within the constraints of the time, when realistically, the best feasible way to be sure whether two standard cups held an equal volume of fluid was to make them as identical as possible, then pour identical weights of liquid into them on a beam balance.

It, subject to the limits of the day, made sense!

Of course, that was too good to last.

...

Extremely irritatingly, the English of the day defined different reference gallons for different liquids such as beer, ale, and wine (all of which were carefully measured for tax and regulatory purposes, and also because these were commodities where a merchant had a strong financial incentive to cheat). Ultimately, the English wine gallon was standardized as 231 cubic inches, and it was this specific gallon that the United States adopted in 1826.

The US adopted its own weights and measures in 1826 because the British had just in 1824 done their own (non-metric) standardization and changed several of their units in the process. The Americans had previously been using the customary English system, making minor clarifications and changes as the kings of England did. But with the restandardization of 1824 the Americans decided "they changed it, now it sucks," and created their own system, and ever since then the American and British definitions of, for example, the 'pint' have diverged.

However, the Americans, as noted, adopted the 231-cubic-inch gallon, so that is the basis on which the cup is defined.

Thus, the American 'cup' is a rigorously defined unit of fluid measure equal to 231/16 = 14.4375 cubic inches, or (as noted) approximately 236.6 mL.

...

While we're at it, the milliliter and by extension the liter have a similar basis, conceptually speaking, to the gallon, in that they are defined based on the unit of linear distance. The French revolutionaries defined a liter to equal one cubic decimeter, that is to say a cube 10 cm on a side. The meter was, in turn, defined based on a somewhat inaccurate measure of the circumference of the Earth, with the intent that the distance along the Earth's surface from the North Pole to the equator be precisely 10000 kilometers. Unfortunately the reference measurement was, as noted, somewhat distorted due to a shipwreck and the scientists' instruments getting an impromptu salt-water bath, as I understand it...
 
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I still consider settling for Yellow Zone Power Grid Extension to be very unpleasant as a choice.

I don't mind delaying Entari Deployment to save resources, though I don't think many people will like it.
YZ Power grid at 5 R a pop though is cheap enough that combined with the agri cuts (I had 1 dice on entari but dropped it before posting) lets me afford one heck of a mil and tib push for both mil rollouts, mitigation and income. And the last bit is something that would let us drop 2 dice on Entari Q3 or drop a dice or 2 on superconductors Q3. And the increased income carries forward as well, letting us do actions we want (because really if we could have afforded it we would have put dice into superconductors and not chem plants).

Domestic Animal Programs are undesirable until we have a stronger and more reliable Food surplus, is my understanding- but we can roll a single die into it with no fear of the project actually finishing.
Yeah no intention to finish it before we can get more food going but dropping a single 10 R dice because we will want this before plan end and the game dev and fashion do not need more dice so make some progress elsewhere. So it saves resources for the meat of the plan. Now if there is another 5 or 10 R project that pops up in services I can move this dice over


I do respect that this is one of the reasons you're trying to save Resources, but I can't help but reflexively flinch.

...and that this is another.
Tib growth decided to punch us this turn, I am trying to punch back. That and pushing us to finish phase 3 enterprise or at most have to drop 1 dice the following turn and thus make orbital cheaper Q3 means we can fit in stuff like Entari and Superconductors into agri and LCI with any luck.

I understand that you're intentionally going for a MARV-heavy plan here in hopes of being able to sprint and complete the Chicago MARV fleet next turn. I don't like it, but I understand that this is your goal. Personally I'd dial back the RZ-7N fleet to 1 die or 0 dice, but that's me and I know you are reasoning differently.
Yeah generally we need 3-4 dice for a MARV fleet, by pushing 2 in we get a good judgement of how many we need and a small chance to finish this turn, more importantly it lets me go 1 or 2 dice on the MARV fleet (since I am not planning around it finishing this turn) and thus let me spend more resources and dice in the rest of the mil category. It also work with the Q2 and Q3 counter punch vs Tib, I am aiming for 11 RZ mit between the 2 turns along with 5 YZ mit. The +25 income from the MARV will not hurt either since for example we are not doing Entari deployment at 2 or 3 dice and Superconductors due to resource limits. If we get lucky enough for the RZ marv to finish, and I can't believe I am saying this but than Q3 I would not be pushing for any MARV investment unless something changes. Instead 9 dice on mil rollouts and keep 2 dice free for use in other categories. More realistically there will be 9 dice on mil rollouts and 1 or 2 dice to finish off the MARV with 0 or 1 free dice for use elsewhere.

I do hope Energy isn't a problem- I'm not sure yet. With that said, I respect and accept the idea of working on the Mastodon prototype instead of Titan Mk III deployment, though I think there are reasons to favor Titan Mk III deployment over the alternatives.
It keeps Steel Talon projects rolling forward and gives us the option between the two to drop 2 or 3 dice Q3 and probably do the same Q4. Energy is part of the reason I am asking for opinions on RWS vs Shells since RWS lets us push that off a bit

RWS deployment is a prerequisite for next generation main battle tank development; Shell Plants Phase 4 is a prerequisite for building more fortress towns. In your shoes I'd make the choice based on whichever is more important, assuming we can find the Energy.
I am not going to be doing fortress towns this year, Infra dice are going to be looking at a mix of power, planned cities and maybe rails so if that is the deicder RWS seems the way to go, given that also lets us push Shell phase 4 energy to Q4 (when I hope to have superconductors coming online) leans me that way, though I would like to hear what other people think as well.

It is an aggressive plan and it is trying to setup some punches on NOD and Tiberium to shift momentum in our favor. I am also pushing hard on income increases because too many times I run into, I want to do this but then I cant fit that in. But I think some aggressive moves to counter Tiberium before mutation hits will be well worth it, a better shot at pushing the red zone back is big. I do expect Q4 to be a mixed of vein mining and planned cities but that still works with mitigation and income rolling.
 
-[ ] Red Zone Containment Lines (Phase 3), 2 dice (50 Resources)
I was thinking that I was not fond of doing this for narrative reasons, and then I looked at the map, and saw how much of BZ-1 is close to RZ-1, or RZ-7 is by now probably right on top of Chicago. Or, of course, we have the MARV hubs in South America that could support containment projects down there. So while it would be an expansion of military responsibilities, it wouldn't need to be as far out of the way as I was thinking.
 
Tiberium Spread ("spam" allowed by qm to investigate dice roller)
14.32 Blue Zone
28.18 Yellow Zone (77 Points of Mitigation)
57.50 Red Zone (50 Points of Mitigation)
ConfusedPotato threw 2 100-faced dice. Reason: Tiberium Spread Total: 138
50 50 88 88
 
Now we have the Yellow Zone Arcologies and the Yellow Zone Light Industry Sectors done, perhaps it makes sense to bulk up YZ Power Grid for non-number based reasons.
 
I think I'll throw the dice one last time.
Tiberium Spread ("spam" allowed by qm to investigate dice roller)
14.32 Blue Zone
28.18 Yellow Zone (77 Points of Mitigation)
57.50 Red Zone (50 Points of Mitigation)
Praetor98 threw 2 100-faced dice. Total: 87
38 38 49 49
 
Just out of curiosity, does anyone know what the bore size is for the railguns we've equipped our tanks with? The old guns were 152mm, which were converted into our light artillery, but what about the railguns that replaced them?
 
I am a bit surprised no one seems interested in the superconductors. It might be expensive, but it is a 200 point project that is 2 cap good, 2 energy, and tagged high priority.
 
I am a bit surprised no one seems interested in the superconductors. It might be expensive, but it is a 200 point project that is 2 cap good, 2 energy, and tagged high priority.
Oh people are interested, there's quite a stir about it!

But you left out the high Resource price tag. Remember that on average we have slightly less than 15 Resources of budget per die we commit to anything. If we want to do a project that costs 30/die, it means we have to leave a lot of other dice inactive or committed to very cheap projects.

One of the reasons I sympathize with @Void Stalker 's plan even though it chooses some things I don't like is that it is intended to aggressively push our income upwards a bit, towards that 15/die threshold at which we have a bit more freedom of action.
 
If things are going crazy, let me join this inanity.
Tiberium Spread ("spam" allowed by qm to investigate dice roller)
14.32 Blue Zone
28.18 Yellow Zone (77 Points of Mitigation)
57.50 Red Zone (50 Points of Mitigation)
Hedin threw 2 100-faced dice. Reason: Tiberium spread test Total: 142
98 98 44 44
 
Tiberium Spread ("spam" allowed by qm to investigate dice roller)
14.32 Blue Zone
28.18 Yellow Zone (77 Points of Mitigation)
57.50 Red Zone (50 Points of Mitigation)
Simon_Jester threw 2 100-faced dice. Reason: Tiberium spread Total: 181
92 92 89 89
 
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