- Location
- The Underdark
+7 actually.
+7 actually.
Even better!
+7, the bonuses to dice stack.
30R per die is a bit expensive while our income is still recovering and we need to work on the SCRIN and NOD research as well. We still have the next rail network phase to work on for +4 logistics and probably 3 dice on orb comms for 2 logistics.
I have a proposal,
We should 10 die Philly until it's finished.
Qatar Loyalists
During the Third Tiberium War, Killian Qatar was one of Kane's highest commanders, and a part of his inner circle. However, with the fortunes of the conflict turning against the Brotherhood, her faith in him was shaken, and she allied with GDI. The Return of Kane, and the use of nuclear weapons against GDI forces in Sydney, broke that alliance, and Qatar's power. While many of her loyalists were killed off in a series of purges, some have survived, and are seeking succor with the Global Defense Initiative.
- +3 Free dice
- +15 to Tiberium Dice
Paraphrasing, Qatar Loyalists are expected to start dying within 20 years after their Tiberium infusion, with most people who have received Tinfusion prior to mid-2030s, or 2035, already mostly dying in GDI care.Tiberium Research
Having been conducting a long term study of the health risks involved in Tiberium Infusion technologies as practiced by the Brotherhood of Nod. , the results are a mixed bag. In the short term, especially as a response to Tiberium exposure, the results are stunning. Significant increases in strength, speed, and reaction time with immediate side effects less impactful than any combat drug any military has ever tested. However, the long term effects are far more dangerous. After between one and two decades, the subjects begin to form painful growths around joints as microcrystalline tiberium begins to cluster there. After two decades, the subject begins to see significant degradation in organ function and begins requiring substantial medical care. While very few of the Qatarites being studied received their treatments before the mid 2030s, those who have are seeing significant organ failure problems, chronic bleeding, and a host of other issues, and many have expired under GDI care. While this will likely be the fate of all who have taken the treatments, it is not yet entirely certain.
For those who have advocated in the past for some form of Tiberium infusion treatment this has been discouraging, but not unwelcome news. Although far from free of side effects, most point to the fact that it does not produce an exposure problem until time comes to dispose of the corpse, and beyond that, the Tiberium infusion treatments offer a much longer lifespan, and a much more comfortable one, than tiberium exposure and diseases like Rock Lung.
Looking into the future, the Tiberium Research Labs are likely to be assisting in the ongoing study of the Delta Variant Forgotten, not only Mr. Atreides, but a handful of others who have come forward, along with developing new methodologies to treat surface tiberium exposure, which is one of the mo
[ ] Tissue Replacement Therapy Development
While still far from being able to properly assemble large complex structures from scratch, smaller scale items, such as tissues and skin segments is a first stepping stone towards general replacements. While still potentially traumatic, being able to use a person's own cells as a baseline is a starting point for more complex systems.
(Progress 0/60: 20 resources per die)
[ ] Emergency Tiberium Infusion Development
Developing an Initiative version of the Brotherhood's Tiberium Infusion treatment is going to be highly politically unpopular, but also will serve as a significant life extension treatment for many who have either been substantially exposed to the crystals, or who have a small handful of otherwise incurable conditions. (Progress 0/120: 15 resources per die) (-5 PS per die)
We should complete Tissue Replacement Therapy Development project, to make sure we can help them live longer.
And I think we should also bite the PS reduction and also research Emergency Tiberium Infusion, because I think it will help some if we know how Tinfusion can be done in practice, and not that it can be done in theory.
I mean, perhaps some nuance of the procedure being done will be a hint for treatment... Besides the obvious suggestion for treating joint pains from accumulated Tiberium (the intermediate stage side effects) by amputation and prothesis replacement... Which I consider viable but rather morbid even with advancements we have made.
P. S. Ideally researching Delta mutant Physiology might also help but the option isn't there yet.
But I will encompass a lot of things I haven't mentioned above in one specific issue - Qatar Loyalists and their declining health.
Yes, these guys.
So in Q4 2057 we have gotten a report about a Tiberium Research, quoted, mostly, below. Blame smartphone for it being cut off.
Paraphrasing, Qatar Loyalists are expected to start dying within 20 years after their Tiberium infusion, with most people who have received Tinfusion prior to mid-2030s, or 2035, already mostly dying in GDI care.
Which wouldn't sound so bad, except, see their writeup - Qatar Loyalists are arguably some of our best recruits ever. And, by the end of Seo's reign, in 3 terms or 12 years, the cutoff for "most of people infused before this point have died already" will be 2047. Yes, the start of Tib War Three.
Reading between the lines, I expect as soon as 2059 and no later than the beginning of the next 4 Year Plan, to have a notable enough portion of Qatar Loyalists die off from organ failure - with their Tiberium bonus and their Free dice degrading accordingly, probably by 5 and by 1 respectively every 4 years, if we are optimistic.
I think nobody really wants that, right? Fear not, there is a possible solution in sight.
the cannon fodder militants and the ones from the worst yellow zone or operated in the red zones would most certainly have itNot all the Qatar defectors had the tib infusions. My impression was that only a small number of them had it.
Counterpoint, it's described as a form of a (presumably) permanent combat enhancement, in strength, speed, and reaction time, with minor immediate side effects.Not all the Qatar defectors had the tib infusions. My impression was that only a small number of them had it.
Tiberium Spread
No, RZ is still bigger than quest start. Just we recovered the BZ back to quest start. It is the YZ that is shrinking.So wait, are we expanding faster than Tib is growing now? That's awesome.
Hmm. We only have 3 Orbital dice currently, so we can (likely) only put 9 dice into Philadelphia next turn. Which would give us... a 17.8% chance to do the 4th phase in one turn.that's not bad, but we're far more likely to finish it in two turns rather than one. That said, some simple estimates show if we do go all-in, we could finish Philadelphia Phase 5 in four turns.I have a proposal,
We should 10 die Philly until it's finished.
Now, I know some of you are going to say that's crazy, but consider. Finishing stage 4 and 5 of Philly nets us a +4 on every dice, one free dice, and NINE extra dice distributed between all sections.
Let me paint you a picture of what that means.
Lets say we get Philly 4 done next turn. 14 extra dice for the length of the plan right there, and, if we go to the absolute limit of 2100? Over 160 extra dice over the course of the game.
Now lets say we get Philly 5 done by the end of this year? 120 extra dice to use for the rest of the plan. That's an average of 6000 extra progress available for the rest of this FYP WITHOUT taking into account dice bonuses.
Not really, because we routinely take projects that have a 0% chance of completion (that is, projects we fully intend to spend multiple quarters working on), and we often choose numbers of dice that have "complete multiple phases of this little project" as a stretch goal but aren't seriously expecting to hit the stretch goal.Averaging the dc's told me we had a 77.45% of succeeding per project, so getting 10/11 projects is pretty lucky. (77.45% is assuming we got both Red Tib phase 8+9, not 8 then 9. Then it would be 11/12 projects)
Could someone double check my math? And do you guys think that averaging the success chance of all projects taken will give a a good idea of how much we will complete during the planning/voting times be useful?
We have two major problems, one source of good news, and several options:Look like we dropped down to only 1 Logistics. I don't think there's anything critical that requires more next turn, unless we need more glacier mines or Processing Plants, but it does seem like something we should solve sooner rather than later. Especially if NOD decides to take advantage of our lack of slack to sabotage our supply lines.
What's the plan? Finish up Arcologies next turn, and then focus on Rail Networks?
I think we need immediate relief of the housing crisis- to either finish the current arcology phase or slam out a phase of apartments. But doing this and making progress on rails means free dice; see above.We are at +4 logistics. We had +6 to start picked up 6 from projects and lost 8 (note that the 2nd glacier is only -2 due to us shifting to glaciers near Medina which are lower logistics cost for a few phases). This had been discussed in thread previously during the Q4 vote when we were told Medina glaciers were lower logistics for some phases.
As is we probably can go 2 arcologies and 3 rail networks as we want another glacier phase next turn for more income and we want to keep a logistics buffer
Right now we can't afford, or can barely afford, to activate the extra dice in question. The 200 R/turn budget commitment to crash-build the Philadelphia like we did for the stabilizer constellation would be too limiting.I have a proposal,
We should 10 die Philly until it's finished.
Now, I know some of you are going to say that's crazy, but consider. Finishing stage 4 and 5 of Philly nets us a +4 on every dice, one free dice, and NINE extra dice distributed between all sections.
Let me paint you a picture of what that means.
Lets say we get Philly 4 done next turn. 14 extra dice for the length of the plan right there, and, if we go to the absolute limit of 2100? Over 160 extra dice over the course of the game.
Now lets say we get Philly 5 done by the end of this year? 120 extra dice to use for the rest of the plan. That's an average of 6000 extra progress available for the rest of this FYP WITHOUT taking into account dice bonuses.
Suborbital Shuttles actually does become cost-competitive with "just build more railroads" past a certain point... but we have not yet reached that point. Also, it becomes cost-competitive when you factor in the far more lucrative later phases of the project, because the combined cost is more like "+16 Logistics for no Number Go Down on other indicators, at a price tag of 650 Progress and ~27 R/die." The total lack of Labor and Capital Goods costs is very attractive.30R per die is a bit expensive while our income is still recovering and we need to work on the SCRIN and NOD research as well. We still have the next rail network phase to work on for +4 logistics and probably 3 dice on orb comms for 2 logistics.
I'm for doing it, and I'm for doing it hard, but we can't afford ten dice per turn or anything quite that extreme yet.Totally agree. Philly 4 + 5 is a larger project than the Stabilisers we just did and we get a smaller roll bonus but the rewards are equally worth it.
I sure hope so.Who knows, maybe the recruitment drive will turn up some bonuses for orbitals?
I was thinking "literally until Q3 or so." Because I want to knock off another round of RpT increase and get to the high 500s, and I want to do enough Infrastructure work that we have actual buffer space in Housing and Logistics. And those will cost us.Considering that we need to complete both the Philly and Enterprise it may be a good idea to get started next turn rather then put it off for however long people are thinking.
I was thinking about something like this too.Actually, 3 dice blue zone apartment complexes and one die blue zone arcologies should be just about optimal from a political standpoint.
It makes it clear that we are going to pursue our arcology mandate, doesn't risk overrunning our costs on blue zone apartments, and maximizes the number of people housed in high quality housing by the end of quarter 3. All at the additional cost of 5 resources.
You need to catch up in the thread- my current view is we can probably pair a glacier next turn with another round of orb comms and dump all 5 infra into housing. I want to start Philly 2 but with wanting to get 1 or 2 dice into 30R research in service we are still quite constrained. Current thoughts is 1 glacier and 1 vein mine for next turn (getting 2 rz harvest done this turn means we still have 1 glacier phase open). Not as much of an income push (60 to 90) but given the massive recovery we did this turn that still pushes us up and onwards while letting us spread our dice around a bit more.I think we need immediate relief of the housing crisis- to either finish the current arcology phase or slam out a phase of apartments. But doing this and making progress on rails means free dice; see above.
Hmm we get +2 from 1st settled in next turn, but Philly is still 20R per dice. With reallocation in Q2 we could do 4+1 free in Q3 while also hitting orbital defense laser and starting ASAT 4 in Q3, then we try and finish philly 4 in Q4 and overflow to pound philly 5 out quickly. That lets us do orb comms next turn to cover the logistics for a glacier mine to provide income for hitting philly and asat hard (as well as service research such as scrin and nod)It's nice to see a results post that's green across the board. (And the ZOCOM project is almost certainly 1 die away from completion.) And we've gotten the BZ back to where it was at quest start. A great first turn for Seo.
Hmm. We only have 3 Orbital dice currently, so we can (likely) only put 9 dice into Philadelphia next turn. Which would give us... a 7.4% chance to do the 4th phase in one turn. We're far more likely to finish it in two turns rather than one. That said, some simple estimates show if we do go all-in, we could finish Philadelphia Phase 5 in four turns.
Just keep in mind, even with our new income increase we'd still be going down to 335R for the everything else next turn. And we'd basically need ASAT 4, too. So it's doable, but it won't be easy. Far more manageable would be doing two turns of 6 or 7 dice into Philadelphia to get its fourth phase, then doing 10 dice per turn until it finishes.
Counterpoint, it's described as a form of a (presumably) permanent combat enhancement, in strength, speed, and reaction time, with minor immediate side effects.
I consider Qatar Loyalists extremely dedicated. I also consider them formerly dedicated to Brotherhood of Nod, with all the associated belief systems and idiosyncrazies.
Be it from worship of Tiberium or from dedication to be the best Nod Loyalists they could be, I expect most of them considered infusions an honor at the time. Sought after blessing. And so I think most of them have it.