Except the Havoc likely does not have any immediate technology that can apply to it. Shimmer shield and plasma weaponry will most likely not apply thus there is no harm in doing the Havoc now.

No intermediate technologies apply for now. We cannot know if new technologies will come into play between developing them now and when we can actually deploy them later on in the future. Which we cannot deploy now because we cannot afford to. That's why waiting is better.
 
We really should get something for Steel Talon next quarter. I get that not being maximum efficiency for it is annoying, it bugs me too, but we already saw where that got us. It'd be for the best to just suck it up and throw them a bone even if it's for no other reason than to show them that we didn't decide to leave them out to dry again. It's not ideal, but that's just life.
 
No intermediate technologies apply for now. We cannot know if new technologies will come into play between developing them now and when we can actually deploy them later on in the future. Which we cannot deploy now because we cannot afford to. That's why waiting is better.
And how long until we actually get the tech then? Will we leave the Talons alone again for another 4 years until background rolls give us something that can apply to the Havoc?

Going maximum numbers or efficiency is not the right way.

Narrative effects can and have come back to bite us in the ass in the quest. Ignoring the narrative and going for maximum efficiency will hurt us, just like how the military put its foot down and said no more glacier mining until we shoveled them a bunch of deployments.

Sure, doing development now may require us to have to refit the Havoc with some new tech later, but its better to have it be ready for setting up mass production soonish rather than years later. Better good enough now rather than perfect years later.

I would note that Ablat deployment impacts all departments including the Steel talons and improves their survivability.
Yes. But Ablat, much like shells, is a bottomless pit. And its not meeting the Talons' specific needs or requests.

Plus the Talons put the Havoc as high priority for a reason. Both because it is worth developing and to test if the Treasury is actually listening. Remember anything labeled High priority is something the department Really, Really, Really wants. Very High priority is something multiple departments really want.
 
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Yes. But Ablat, much like shells, is a bottomless pit. And its not meeting the Talons' specific needs or requests.

Plus the Talons put the Havoc as high priority for a reason. Both because it is worth developing and to test if the Treasury is actually listening.
We did a Steel Talon specific project back in Q3 of last year (so 3 turns ago) which was very high, so we are not ignoring them if we throw ablative out, at the same time we are taking steps to meet the needs of fighting NOD. Dev projects though should wait until stabilizers finish when we can shift free dice back to mil, otherwise we end up doing dev but not rolling out upgrades needed to stay competitive with NOD which we have a lot of right now.
 
Alright first mathpost here again done by Lightwhispers:
Mathpost:
Blue Zone Arcologies (Stage 2) 138/600
Mecca/Jeddah Planned City (Phase 3) 538/640
North Boston Chip Fabricator (Phase 4) 970/1200
Chemical Fertilizer Plants 184/200

Yellow Zone Aquaponics Bays (Phase 4) 182/160 Phase 5: 22/200
Spider Cotton Development 22/40
Tiberium Stabilizers 674/2000
GDIS Pathfinder 158/300

Lunar Regolith Harvesting (Phase 1) 400/350 Phase 2: 50/340
Expand Medical Schools 207/300
Indoor park programs 106/150

Remote Weapons System Deployment Predator 389/350
Universal Rocket Launch System Deployment (Phase 1) 405/300 Phase 2: 105/200

Governor Class Cruiser Shipyards (Hampton Roads) 45/185
Security Review Tiberium DC55 81: PASS

Results:
+4 Food
+2 Consumer goods
-4 Water
+15 Resources/Turn (will not be affected by Reallocation)
+Sad Militants, NOD Aircraft

Tiberium Stabilizers probabilities:
13 dice: 2.76%, 14 dice: 14.83%, 15 dice: 40.21%, 16 dice: 68.92%, 17 dice: 88.41%, 18 dice: 96.91%, 19 dice: 99.41%

And a second mathpost done by Vehrec:

Blue Zone Arcologies (Stage 2) 138/600 15R (1/8.5 median chance)
Mecca/Jeddah Planned City (Phase 3) 523/640 1 Tib 4 Infra dice 100R 12%
North Boston Chip Fabricator (Phase 4) 628/1200 5 dice 75R (5/8 median chance)
Chemical Fertilizer Plants 184/200

Yellow Zone Aquaponics Bays (Phase 4) 178/160
Spider Cotton Development 22/40
Tiberium Stabilizers 674/2000
GDIS Pathfinder 158/300

Lunar Regolith Harvesting (Phase 1) 400/350 1 die
Expand Medical Schools 207/300 3 dice 30R 20%
Indoor park programs 106/150

Remote Weapons System Deployment Predator 389/350 2 dice 20R 69%
Universal Rocket Launch System Deployment (Phase 1) 405/300 2 dice 30R 98%

Governor Class Cruiser Shipyards (Hampton Roads) 45/185 1 die 20R (1/3 median chance)
Security Review Tiberium DC 55/81

o_O :facepalm: These two posts don't agree with one another. Fine. Third mathpost by me:

Blue Zone Arcologies (Stage 2) 35+88+15 = 138/600
Mecca/Jeddah Planned City (Phase 3) 200+27+30+92+48+46+95 = 538/600
North Boston Chip Fabricator (Phase 4) 628+74+12+95+55+6+100 = 970/1200
Chemical Fertilizer Plants 0+55+99+30 = 184/200

Yellow Zone Aquaponics Bays (Phase 4) 44+81+27+30 = 182/160 (Phase 5) 22/200 +4 Food +2 Consumer Goods -4 Water
Spider Cotton Development 0+7+15 = 22
Tiberium Stabilizers 0+97+49+50+37+5+9+6+43+63+315 = 674/2000
GDIS Pathfinder 0+58+70+30 = 158/300

Lunar Regolith Harvesting (Phase 1) 321+64+15 = 400/350 (Phase 2) 50/340 +15 Resources per Turn
Expand Medical Schools 0+22+38+57+90 = 207/300
Indoor park programs 0+76+30 = 106/150
Remote Weapons System Deployment Predator 225+61+73+30 = 389/350
Universal Rocket Launch System Deployment (Phase 1) 235+87+53+30 = 405/300 (Phase 2) 105/200

Governor Class Cruiser Shipyards (Hampton Roads) 0+30+15 = 45/185
Security Review Tiberium DC55 3+48+30 = 81 PASS

Food: 12+4 = 16 (+8 in Reserve)
Consumer Goods: 3+2 = 5 (+5 from Private Industry)
Resources per Turn: 635+15 = 650

Yellow Zone
Water: 11-4 = 7
Mitigation: 88-2 = 86

Red Zone
Mitigation: 61-2 = 59

640-635+650 = 655 Resources next turn

Alright as usual Lightwhispers' mathpost is correct and is the correct one this time.

Alright first draft of the next turn's plan:

[ ]Plan In the Eye of the Maelstrom v3.0:
Infrastructure 5/5 Dice 95 Resources:
-[ ]Blue Zone Arcologies (Stage 2) 138/600 15 Resources per Die, 1 Die = 15 Resources
-[ ]Mecca/Jeddah Planned City (Phase 3) 538/640 20 Resources per Die, 4 Die = 80 Resources
Heavy Industry 4/5 Dice 60 Resources:
-[ ] North Boston Chip Fabricator (Phase 4) 970/1200 15 Resources per Die, 4 Dice = 60 Resources
Light and Chemical Industry 4/4 Dice 60 Resources:
-[ ] Pharmaceutical Synthesis Centers 0/250 15 Resources per Die, 3 Dice = 45 Resources
-[ ] Chemical Fertilizer Plants 184/200 15 Resources per Die, 1 Die = 15 Resources
Agriculture 3/3 Dice 40 Resources:
-[ ] Yellow Zone Purification Facilities (Phase 2) 12/160 10 Resources per Die, 2 Die = 20 Resources
-[ ] Spider Cotton Development 22/40 20 Resources per Die, 1 Die = 20 Resources
Tiberium 5/5 Dice + 6 Free Dice 220 Resources:
-[ ] Mecca/Jeddah Planned City (Phase 3) 538/640 20 Resources per Die, 1 Die = 20 Resources
-[ ] Tiberium Stabilizers 674/2000 30 Resources per Die 20 Resources per Fusion Die, 10 Fusion Dice = 200
Orbital 3/3 Dice 60 Resources:
-[ ] GDIS Pathfinder 158/300 30 Resources per Die, 2 Die = 60 Resources
-[ ] Security Reviews Orbital 1 Die
Services 4/4 Dice 35 Resources:
-[ ] Expand Medical Schools 207/300 10 Resources per Die, 1 Die = 10 Resources
-[ ] Domestic Animal Programs 0/200 10 Resources per Die, 2 Die = 20 Resources
-[ ] Indoor park programs 106/150 5 Resources per Die, 1 Die = 5 Resources
Military 5/5 Dice 85 Resources:
-[ ] Orca Refit Deployment 0/200 15 Resources per Die, 3 Dice = 45 Resources
-[ ] Governor Class Cruiser Shipyards:
--[ ] (Hampton Roads) 45/185 20 Resources per Die, 2 Die = 40 Resources
Bureaucracy 3/3 Dice:
-[ ] Security Reviews Orbital 2 Die
-[ ] Endorse a Candidate

95+60+60+40+220+60+35+85 = 655/655

Alright this is my preliminary plan for next turn:

- A die on Blue Zone Arcologies and the rest on Mecca in Infrastructure to get one of our commitments and one future commitment on the way
- Another 4 Dice on North Boston to get it done and one dice lost on Heavy Industry to do Orca Refit since I don't have anything I would like to do here in exchange for a Dice loss elsewhere
- Finishing Chemical Feritlizer and doing most of Pharmaceutical Synthesis Centers so we can get that health gain the turn after and myomers are too expensive with another die on the Tiberium Stabilizer
- Yellow Zone Purification Facilities since we don't have enough water for another round of aquaculture facilities and of course Spider Cotton. Again.
- Tiberium is just one Mecca die and then 10 Dice gets sent to the Tiberium Stabilizer
- Orbital is getting a security review this turn and continuing to do Pathfinder. Might get it done with this plan or it is done in the next plan.
- Services places one die on Medical Schools so we don't overshoot, finishes indoor parks and starts and maybe finishes domestic animals programs
- Military is doing Orca Refit and hopefully finishing both it and the Hampton Roads Cruiser Shipyards
- Bureaucracy is doing the Orbital Security Review and Endorsing a Candidate unless we need all dice for an endorsement in which case I will switch to only security reviews.
 
- Bureaucracy is doing the Orbital Security Review and Endorsing a Candidate unless we need all dice for an endorsement in which case I will switch to only security reviews.
Ah.

I just had an EUREKA moment thanks to you and to this.

I now believe that, besides Security Review and the very occasional Event-related option, Bureaucracy Dice will probably be useable for Political Support related projects in the era of Seo.

As opposed to era of Granger&Granger when Treasury had a nominally apolitical individual in charge.
 
-[ ] Tiberium Stabilizers 674/2000 30 Resources per Die 20 Resources per Fusion Die, 10 Fusion Dice = 200
Yup, I like this plan much better already. With how much the Stabilizer has fallen behind schedule despite the additional dice assigned to it in the first turn, more has to be done at the upcoming turn in order to better confirm just how much bad luck, and thus how much more dice will be needed at the 3rd and final turn of this 4-year plan.

Honestly, the Security Reviews can be done one at a time for now, and there is no hurry to do them while wasting the extremely needed Free dice on something like that when the continued progression and completion of the Stabilizer needs to be more assured for the last turn. Otherwise by the time Seo comes into power, there won't be either enough dices, resources, or mods to complete it as cost-efficiently and effectively, not to mention missing the opportunity to apply the bonus to the mutation rolls right when before it hits again.
 
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Oh right no one did a second mathpost for @ALanos's Starbound Side-quest since the results came in along side this turn start. First post as usual by @Lightwhispers:

Starbound mathpost, hopefully numbers are correct (figuring out bonuses due to influence is fiddly). They are wrong, of course, but that's the dice roller's fault. Average roll was 31.37.

Speeches to the people: (Progress: 0/50) NAT 1: 11/50
0+1+10=11/50

Coalition-Building with the Market Socialists: DC 30, 46 PASS
36+10+0=46/30
Coalition-Building with the United Yellow List: DC 45, 103 PASS
93+10+0+2=105/45

Coalition-Building with the Socialists: DC 50, 41 FAIL
31+10=41/50
Approval of a new SCED Facility: (0/100)(DC 0) 93/100
0+38+20+15+2(4)= 93/100

Stations Mandate: (Progress: 0/200)(DC: 0) 207/200 DC 0 vote: measure autopasses Parliament
0+151+40+4(4)= 207/200

Reallocation rules- Space: (Progress: 0/250)(DC: 0) 224/250
0+154+50+5(4)=224/250
Constitutional Drafting: ( Progress: 0/300)(DC: 60) 148/300
0+92+40+4(4)=148/300

Find Allies in Western North America: (DC: 40) 45 PASS
35+2(5)=45/40
Finish Groundwork with Tanegashima: (Progress: 0/200) 207/200
0+60+147=207/200

Expand Party Presence:
-BZ 13 (19/50) 79/50
19+46+10+4=79/50
-BZ 11 (48/50) 138/50
48+76+10+4=138/50
Finish the manifesto: (Progress: 0/50) 123/50
0+95+20+2(4)=123/50
Place Former opponents in leadership positions: (DC:20/40) 81, PASS
67+10+(4)=81/40
Form a leadership team: (Progress: 0/50) NAT 100 114/50
0+100+10+4=114/50

Request Office Space in the Philadelphia II: (DC 40) 31/40 FAIL
17+10+4=31/40


RER
Blue Zone 6:46+15=61
Blue Zone 1:27+10=37
Blue Zone 9:42+10=52
Blue zone 3:49+5=54
Blue Zone 11:24+5=29
Backbenchers:45+10+4=59
Committees:37+10+4=51

Edited with correct numbers

And then here is where my mathpost for the Starbound Quest would be, but I can't seem to find how math is done for this quest. A little help?
 
With how much the Stabilizer has fallen behind schedule despite the additional dice assigned to it in the first turn, more has to be done at the upcoming turn in order to better confirm just how much bad luck, and thus how much more dice will be needed at the 3rd and final turn of this 4-year plan.

It's not technically behind schedule. To finish the project by the end of Q4 2057, on schedule, the project needs one third of 2000 progress done each quarter. 2000/3 = 667 rounding up. Our current progress is 674, we are technically 7 completion ahead of schedule. Of course this is no reason not too heavily invest in it for Q3 and 4. As we can see in this very turn, a streak of bad luck would be detrimental to the Plan's completion. If there is any project thats perfectly alright to over complete its this one.
 
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It's not technically behind schedule. To finish the project by the end of Q4 2057, on schedule, the project needs one third of 2000 progress done each quarter. 2000/3 = 667 rounding up. Our current progress is 674, we are technically 7 completion ahead of schedule.
Then you and I have a different definition of what is 'on schedule' for this specific project.

To others that may have wanted to complete this project with an even spread of 8 dices per turn, the theoretical average result should've been 680. But realistically, the amount of progress gained even at 9 dices at this turn was only at 674. Thus to me, the schedule was not to finish it evenly at the same amount of dice and progress done per turn, but to finish more than 2/3 of it within 2 turns first, so that the final turn has only 5-6 dice needed left in order to have an excess amount of dice in case to use to prepare against bad luck.

Opportunity Cost is a thing, and every Free dice not invested in the Stabilizer is another Free dice that could've been used for something else. The current planned schedule used 9 dices, which means 9/23.5 dices worth of progress was expected for this turn. That is why I said it's behind schedule, because the current progress gained doesn't match the amount of progress expected from the amount of dice invested.
 
Also let's not forget that 10 Dice in Tiberium right now give us +350 to completion automatically meaning that the rolled 10 Dice get added to 1017 so immediately just an average roll of 50 for each die makes it 1517 and thus less dice used the turn after the next. If we roll high we will use even less free dice, but if we roll low then there will still be space to finish the project before the end of the year as at maximum another 10 dice we should have it in the bag for most values of rolling.
 
But finishing a development early means it could potentially lose out on other technology integrations it could gain. When development is finished, it locks in the design. Look at the Universal Rocket Launch System and Quick Air-to-Air missile. Because the QAAM was developed during the URLS, deployment of those QAAMs could be rolled into the URLS deployment factories. Similarly, if we can do shimmer shields and tactical plasma before Mastodon development it has a chance of gaining those technologies without an addition phase of refits.

Doing a development far ahead of deployment has some actual disadvantages.
Actually this is incorrect. If we complete a development project, we can still make changes to it. It's only when we start the following Deployment project that the design locks in. So if we complete the Havoc Mech next turn then ignore it until Q2 next year but complete the Shimmer Shield and Tactical Plasma Weapon Development projects in Q1, the the Havoc Mech we start deploying in Q2 will feature any rewards from those two development projects that apply to it.

It's only if we also completed the two developments in Q2 that they wouldn't apply.
 
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Actually this is incorrect. If we complete a development project, we can still make changes to it. It's only when we start the following Deployment project that the design locks in. So if we complete the Havoc Mech next turn then ignore it until Q2 next year but complete the Shimmer Shield and Tactical Plasma Weapon Development projects in Q1, the the Havoc Mech we start deploying in Q2 will feature any rewards from those two development projects that apply to it.
No actually. A development project when completed locks in the design. You won't be changing it once the development is done. So if you complete Havoc in Q3 of this year, nothing you do between when you complete the development project and finish the deployment will be added to the vehicle. You will have to do additional rounds of design and addition in order to add those components.
 
[ ] Plan Anticipating Pivoting Back v2
-[ ] <u>Infrastructure 5/5 dice 95R</u>
--[ ] Blue Zone Arcologies (Stage 2) 138/600 1 die (15R) (High Priority)
--[ ] Mecca/Jeddah Planned City (Phase 3) 538/640 4 dice (80R)
-[ ] <u>Heavy Industry 5/5 dice 65R</u>
--[ ] Blue Zone Microgeneration Program (Stage 3) 40/120 1 die (5R)
--[ ] North Boston Chip Fabricator (Phase 4) 970/1200 4 dice (60R)
-[ ] <u>Light and Chemical Industry 3/4 dice 30R</u>
--[ ] Chemical Fertilizer Plants 184/200 1 die (15R)
--[ ] Pharmaceutical Synthesis Centers 0/250 1 die (15R) (High Priority)
--[ ] Security Review 1 die
-[ ] <u>Agriculture 3/3 dice 60R</u>
--[ ] Yellow Zone Purification Facilities (Phase 2) 12/160 2 dice (20R)
--[ ] Spider Cotton Development 22/40 1 die (20R)
-[ ] <u>Tiberium 5/5 dice +6 Free dice 225R</u>
--[ ] Red Zone Containment Lines (Stage 5) 74/180 1 die (25R)
--[ ] Mecca/Jeddah Planned City (Phase 3) 538/640 1 die (20R)
--[ ] Tiberium Stabilizer Deployment 674/2000 9 dice (9 Fusion) (180R) (Very High Priority)
-[ ] <u>Orbital 3/3 dice +1 Fusion die 70R</u>
--[ ] GDIS Pathfinder 158/300 2 dice (60R)
--[ ] Orbital Cleanup (Stage 5) 42/90 1 die (Fusion)(10R)
-[ ] <u>Services 4/4 dice 35R</u>
--[ ] Expand Medical Schools 207/300 2 dice (20R)
--[ ] Domestic Animal Programs 0/200 1 die (10R)
--[ ] Indoor Park Programs 106/150 1 die (5R)
-[ ] <u>Military 5/5 dice 70R</u>
--[ ] Universal Rocket Launch System Deployment (Phase 2) 105/200 2 die (30R) (High Priority)
--[ ]Ablat Plating Deployment (Stage 4) 45/200 1 die (10R) (Very High Priority)
--[ ] Governor Class Cruiser Shipyards
--- [ ] Hampton Roads 45/185 2 dice (40R) (Very High Priority)
-[ ] <u>Bureaucracy 3/3 dice</u>
--[ ] Security Review Light and Chemical Industry DC55 3 dice

Total Cost: 650/635+15, 6/6 Free Dice, 10/10 Fusion

I still think the RZ Containment Lines should be completed. I don't like having to put 25 Resources into it, but plugging that last hole before there are any chances of a breakthrough is worth it.

Trying to get a slight bump in resources for next turn with Orbital Cleanup. Give us a little more to play around with next turn.

Medical Schools could get overflow, but I really don't want to get that delayed at all. The argument for using Granger's massive +30 to Services convinced me to move away from Prosthetics for now.

Military is trying to put a stake in URLS' heart, hopefully knocking off the penultimate cruiser yard, and really wanted to develop the Havoc, but hadn't really read much of the Steel Talon discourse, and realized they're a much smaller branch of the military than I thought, putting resources elsewhere.

The little I had left over got put into the Microgeneration Program. Because more energy reserves is never a bad thing.
 
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On another topic, Arcologies. Man, those places must be pretty sweet to live in if GDI Parliament deems them High Priority.
They're a lot better than grim gray brutalist apartment blocks or grim gray modular apartment blocks. And for a lot of our citizens, that's what they've got.

Looking at a tentative plan for next turn to try and keep stabilizers on track

Infra 5/5 95R +15
-[] Blue Zone Arcologies (Stage 2) 138/600 1 die 15R
-[] Mecca/Jeddah Planned City (Phase 3) 523/640 4 dice 80R (see tib)
I think we're going to come under unwelcome political pressure for beelining Mecca this hard to the exclusion of the arcology project. I don't want to stop working on it, but I don't think we should treat it as a "full steam ahead" project the way we're treating North Boston or the stabilizer.

HI 5/5 75R +20
-[] North Boston Chip Fabricator (Phase 4) 628/1200 5 dice 75R 0%
I'm going off @Lightwhispers ' numbers here, but I think we're now at 970/1200 Progress on North Boston. 628 at the start of the quarter, plus 242 from the dice, plus 100 from the dice bonuses... 970, yeah.

We're at the point of the project where we have to think seriously about the style in which you want to complete it. Only 215 Progress to go before it hits the omake threshold. By my math, five dice gives us a 98% chance of completion. Four dice is 87%. Three dice is 48%.

I think we should only put four dice on North Boston. It lets us resume work on another project, it gives us a very high chance of finishing, and worst case our BIG Capital Goods eating project (the stabilizer) won't complete until Q4 anyway, so we can 'tap' North Boston over the line with 1-2 dice in Q4 if we need to.

Overinvestment in this project is probably counterproductive because while North Boston Phase 5 is great, it's going to be a long time before we can take it seriously as an option. Perhaps long enough for the 'banked' progress to decay, even. Furthermore, while North Boston is good, Nuuk is better, more efficient for the price. I think it was you who convinced me of that. We want an incentive to make Nuuk the next big thing in Capital Goods, not to have 150-200 banked progress on North Boston getting all the casual "finish what we started" arguments.

LCI 3/4 65R +15
-[] Chemical Fertilizer Plants 184/200 1 die 15R 100%
-[] Reykjavik Myomer Macrospinner 0/80 1 die 20R 51%
-[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 36%
I don't really like starting both projects at the same time. We're not going to have the resources, in the foreseeable future, to commit to both of them in a big way. And we really do need to focus Resources on priorities while we have them to spare.

Agri 3/3 40R +15
-[] Yellow Zone Purification Facilities (Phase 2) 12/160 2 dice 20R 49%
-[] Spider Cotton Development 22/40 1 die 20R 100%
Since we don't urgently need the Food from the next generation of Yellow Zone project right now, I think this might actually be a good time to work on that caffeinated kudzu stuff, even alongside of spider cotton. We may not be able to squeeze both deployments in, but it's something.

Tiberium 5/5+5 Free 200R +35
-[] Mecca/Jeddah Planned City (Phase 3) 523/640 1 die + 4 Infra 20R 100%
-[] Tiberium Stabilizers 674/2000 9 dice (9 fusion) 180R 0%
Why have nine stabilizer dice when we have ten?

Orbital 3/3 60R +15 (10 Fusion dice)
-[] Security Review 1 Orb die
-[] GDIS Pathfinder 158/300 2 dice 60R 54%
I guess Orbital needs the review too, for the safety of the stabilizer network.

Services 2/4 10R +30
-[] Security Review 1 Service die
-[] Expand Medical Schools 207/300 1 die 10R 53%
I'm against this. First of all, I don't like spending Free dice on security reviews; it implies that we have nothing better to do with them. Secondly, we have an enormous Services bonus, almost as good as Tiberium, and it's going away in two turns. Is this really the time to say "nope, can't afford it" to the prospect of rolling more Services dice? I honestly think we've been weakening Granger a bit by doing that so often, although that's partly because we keep knocking off Services actions as fast as they appear... because of his bonus.

Military 5/5 110R +15
-[] ASAT Defense System (Phase 3) 26/225 3 dice (1 fusion) 80R 60%
-[] Universal Rocket Launch System Deployment(Phase 2) 105/200 2 dice 30R 88%
Tempting, but Yet Another Turn Ignoring The Talons does not enthuse me.

Bureau 3/3+1 free +15
-[] Security Reviews(Orbital) DC55 2 dice+1 orbital 99%
-[] Security Reviews(Service) DC55 2 dice+1 service 99%
Again, not a fan of burning Free dice on Bureaucracy just to push security reviews through.

2 dice on URLS Phase 2 so we can likely finish in 1 turn to avoid supply disruptions from factories only part way refit.
I could be wrong and @Ithillid might correct me, but I'm pretty sure Phase 1 was the refits, and Phase 2 is when we start actually breaking ground on new missile factories. So the consequences of slowing it down aren't as severe.

3 dice on ASAT has a good chance to finish (and more just is more of a drain of resources).
See, personally I'd rather put all our fusion dice on the stabilizer in hopes of pushing it close to completion. If we're lucky we won't need more than about 6-7 fusion dice in Q4 to be assured of completing the project, at which point finishing off ASAT becomes easy. I feel like we're doing it backwards here, risking an outcome where this turn we're hurting for lack of fusion dice, and then next turn we don't even have anything productive to do with all our fusion dice.

So personally I favor something more like...



[] Plan Remember the Home Front
Infra 5/5 85R +15
-[] Blue Zone Arcologies (Stage 2) 138/600 3 dice 45R (3/7 median)
-[] Mecca/Jeddah Planned City (Phase 3) 523/640 2 dice 40R (see tib)
HI 5/5 80R +20
-[] Continuous Cycle Fusion Plants 0/350 1 die 20 R (1/5 median)
-[] North Boston Chip Fabricator (Phase 4) 870/1200 5 dice 60R 87%
LCI 3/4 45R +15
-[] Chemical Fertilizer Plants 184/200 1 die 15R 100%
-[] Pharmaceutical Synthesis Centers 0/250 2 dice 30R (2 dice/3.5 median)
Agri 2/3 40R +15
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 91%
-[] Spider Cotton Development 22/40 1 die 20R 100%
Tiberium 5/5+6 Free 220R +35
-[] Mecca/Jeddah Planned City (Phase 3) 523/640 1 die + 2 Infra 20R ??%
-[] Tiberium Stabilizers 674/2000 10 dice (10 fusion) 200R 0%
Orbital 3/3 60R +15 (10 Fusion dice)
-[] Security Review 1 Orb die
-[] GDIS Pathfinder 158/300 2 dice 60R 54%
Services 4/4 45R +30
-[] Domestic Animal Programs 0/200 2 dice 20R 30%
-[] Expand Medical Schools 207/300 1 die 10R 53%
-[] Advanced Prosthetics Development 0/40 1 die 15R 100%
Military 5/5 80R +15
-[] Cruiser Yard- Hampton Roads- 45/185 2 dice 40 R ??%
-[] Universal Rocket Launch System Deployment(Phase 2) 105/200 2 dice 30R 88%
-[] Havoc Scout Mech Development 1 die 10 R 100%
Bureau 3/3 +15
-[] Security Reviews(Orbital) DC55 3 dice+1 orbital 99%
Free 6/6
-5 tib, 1 bureau

655/650 + 5 (655 for the turn)
PS 60

Three dice (one Tiberium, two Infrastructure) is enough to finish this stage of Mecca, and yes we'll keep spending on it, but the arcology political issue has been coming to a boil for several turns now. It's time for us to remember what we promised ourselves we'd do, and actually start spending dice on it. I'm not saying the Mecca project isn't important, but it isn't the only thing in the world that really matters, we shouldn't just be grudgingly considering arcologies.

ASAT waits for more fusion launch capacity- remember, the defense network is there, it's just that in theory it could still be paralyzed by simultaneous strikes in orbit and fucking Greenland. The window of vulnerability isn't so much a window as it is a slab of drywall. This lets us tackle the cruiser yard we started last turn and frees up resources to take advantage of our Service dice.
 
ASAT waits for more fusion launch capacity- remember, the defense network is there, it's just that in theory it could still be paralyzed by simultaneous strikes in orbit and fucking Greenland. The window of vulnerability isn't so much a window as it is a slab of drywall.
More or less. There are configurations that the Brotherhood of Nod could use to carry that out, but those are somewhat difficult to say the least, and most possible versions require substantial investments. For example, the Falak class in missile submarine configuration could do it, but would require (minimum) 12-15 units, with the expectation that at least six are going to be losses during the operation. (3-5 to spam cruise missiles on INS into the Greenland base, and another 8-10 to conduct a time on target strike against the orbital station, with the expectation that a majority of those are going to get counterbatteried through Ion Cannons)
 
No actually. A development project when completed locks in the design. You won't be changing it once the development is done. So if you complete Havoc in Q3 of this year, nothing you do between when you complete the development project and finish the deployment will be added to the vehicle. You will have to do additional rounds of design and addition in order to add those components.
Huh. Don't think that's what you said last time. --- Wait, just checked. What you actually said was when you finalise the design, rather than start deployment. So yeah, if we do a Development project and don't finish it, we can still put in new tech. But once we've completed the development project that's it for now.
 
They're a lot better than grim gray brutalist apartment blocks or grim gray modular apartment blocks. And for a lot of our citizens, that's what they've got.


I think we're going to come under unwelcome political pressure for beelining Mecca this hard to the exclusion of the arcology project. I don't want to stop working on it, but I don't think we should treat it as a "full steam ahead" project the way we're treating North Boston or the stabilizer.


I'm going off @Lightwhispers ' numbers here, but I think we're now at 970/1200 Progress on North Boston. 628 at the start of the quarter, plus 242 from the dice, plus 100 from the dice bonuses... 970, yeah.

We're at the point of the project where we have to think seriously about the style in which you want to complete it. Only 215 Progress to go before it hits the omake threshold. By my math, five dice gives us a 98% chance of completion. Four dice is 87%. Three dice is 48%.

I think we should only put four dice on North Boston. It lets us resume work on another project, it gives us a very high chance of finishing, and worst case our BIG Capital Goods eating project (the stabilizer) won't complete until Q4 anyway, so we can 'tap' North Boston over the line with 1-2 dice in Q4 if we need to.

Overinvestment in this project is probably counterproductive because while North Boston Phase 5 is great, it's going to be a long time before we can take it seriously as an option. Perhaps long enough for the 'banked' progress to decay, even. Furthermore, while North Boston is good, Nuuk is better, more efficient for the price. I think it was you who convinced me of that. We want an incentive to make Nuuk the next big thing in Capital Goods, not to have 150-200 banked progress on North Boston getting all the casual "finish what we started" arguments.

I don't really like starting both projects at the same time. We're not going to have the resources, in the foreseeable future, to commit to both of them in a big way. And we really do need to focus Resources on priorities while we have them to spare.

Since we don't urgently need the Food from the next generation of Yellow Zone project right now, I think this might actually be a good time to work on that caffeinated kudzu stuff, even alongside of spider cotton. We may not be able to squeeze both deployments in, but it's something.

Why have nine stabilizer dice when we have ten?

I guess Orbital needs the review too, for the safety of the stabilizer network.

I'm against this. First of all, I don't like spending Free dice on security reviews; it implies that we have nothing better to do with them. Secondly, we have an enormous Services bonus, almost as good as Tiberium, and it's going away in two turns. Is this really the time to say "nope, can't afford it" to the prospect of rolling more Services dice? I honestly think we've been weakening Granger a bit by doing that so often, although that's partly because we keep knocking off Services actions as fast as they appear... because of his bonus.

Tempting, but Yet Another Turn Ignoring The Talons does not enthuse me.

Again, not a fan of burning Free dice on Bureaucracy just to push security reviews through.

I could be wrong and @Ithillid might correct me, but I'm pretty sure Phase 1 was the refits, and Phase 2 is when we start actually breaking ground on new missile factories. So the consequences of slowing it down aren't as severe.

See, personally I'd rather put all our fusion dice on the stabilizer in hopes of pushing it close to completion. If we're lucky we won't need more than about 6-7 fusion dice in Q4 to be assured of completing the project, at which point finishing off ASAT becomes easy. I feel like we're doing it backwards here, risking an outcome where this turn we're hurting for lack of fusion dice, and then next turn we don't even have anything productive to do with all our fusion dice.

So personally I favor something more like...



[] Plan Remember the Home Front
Infra 5/5 85R +15
-[] Blue Zone Arcologies (Stage 2) 138/600 3 dice 45R (3/7 median)
-[] Mecca/Jeddah Planned City (Phase 3) 523/640 2 dice 40R (see tib)
HI 5/5 80R +20
-[] Continuous Cycle Fusion Plants 0/350 1 die 20 R (1/5 median)
-[] North Boston Chip Fabricator (Phase 4) 870/1200 5 dice 60R 87%
LCI 3/4 45R +15
-[] Chemical Fertilizer Plants 184/200 1 die 15R 100%
-[] Pharmaceutical Synthesis Centers 0/250 2 dice 30R (2 dice/3.5 median)
Agri 2/3 40R +15
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 91%
-[] Spider Cotton Development 22/40 1 die 20R 100%
Tiberium 5/5+6 Free 220R +35
-[] Mecca/Jeddah Planned City (Phase 3) 523/640 1 die + 2 Infra 20R ??%
-[] Tiberium Stabilizers 674/2000 10 dice (10 fusion) 200R 0%
Orbital 3/3 60R +15 (10 Fusion dice)
-[] Security Review 1 Orb die
-[] GDIS Pathfinder 158/300 2 dice 60R 54%
Services 4/4 45R +30
-[] Domestic Animal Programs 0/200 2 dice 20R 30%
-[] Expand Medical Schools 207/300 1 die 10R 53%
-[] Advanced Prosthetics Development 0/40 1 die 15R 100%
Military 5/5 80R +15
-[] Cruiser Yard- Hampton Roads- 45/185 2 dice 40 R ??%
-[] Universal Rocket Launch System Deployment(Phase 2) 105/200 2 dice 30R 88%
-[] Havoc Scout Mech Development 1 die 10 R 100%
Bureau 3/3 +15
-[] Security Reviews(Orbital) DC55 3 dice+1 orbital 99%
Free 6/6
-5 tib, 1 bureau

655/650 + 5 (655 for the turn)
PS 60

Three dice (one Tiberium, two Infrastructure) is enough to finish this stage of Mecca, and yes we'll keep spending on it, but the arcology political issue has been coming to a boil for several turns now. It's time for us to remember what we promised ourselves we'd do, and actually start spending dice on it. I'm not saying the Mecca project isn't important, but it isn't the only thing in the world that really matters, we shouldn't just be grudgingly considering arcologies.

ASAT waits for more fusion launch capacity- remember, the defense network is there, it's just that in theory it could still be paralyzed by simultaneous strikes in orbit and fucking Greenland. The window of vulnerability isn't so much a window as it is a slab of drywall. This lets us tackle the cruiser yard we started last turn and frees up resources to take advantage of our Service dice.
Basically agree with your plan, the only thing I am uncertain about is the Havoc development - it would lock in the design, and we probably would not have the resources to build the factories immediately afterwards.
I would prefer us going with the Tactical Plasma Weapon Development project for the Talons, this way we could use the plasma weapons in Havoc design and not sit on the deployment project for it.
 
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