That will have consequences so far as size goes, but yes.
Broadly, right now, you are looking at something that is more or less going to be an overgrown Izumo. Something in the 35-40 kton range designed to carry some 36 aircraft. 12 hammerheads, and 24 Orcas, all VTOLs so you don't need a ramp or catapults. Once you add in the Wingmen, that jumps to a floor of 50ktons because you suddenly need 36 aircraft, plus another 36 (or more) wingman units.
So that's a jump from Wasp to Queen Elizabeth just to accommodate the Wingmen.

Yeah, no, that's not worth it. Not for an escort carrier.

Well, we're at 505 now, and I think we can close the gap in about three more turns if we really try. Two turns would be pushing it.

Can you summarize what you mean by "to be sure," though? Because I'm not sure what average cost/die you're using as a benchmark and would have to do some mental arithmetic to work it out from reverse-engineering.
For the average cost per die in a category, I sum the cost per die of all of the options in a category, then divide that by the count of options in that category. The result is the average cost we can expect to activate a die in that category.

This is then multiplied by the number of dice in that category to produce the budget required to activate every die in that category at that average cost.

This pays no attention to the project length, only the immediate cost of activating a die.
 
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For the average cost per die in a category, I sum the cost per die of all of the options in a category, then divide that by the count of options in that category. The result is the average cost we can expect to activate a die in that category.

This pays no attention to the project length, only the immediate cost of activating a die.
Hngh.

Well, in that case, we'll probably be able to activate all dice well short of 750 R/die R/turn, simply because we DO have a lot of 10 R/die project options in a lot of categories that are, broadly speaking, worth pursuing. But you're not wrong to run that analysis, and it's certainly the level at which we might be able to "stop worrying" and begin being dice-constrained rather than Resource-constrained once again.
 
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Hngh.

Well, in that case, we'll probably be able to activate all dice well short of 750 R/die,
Eh?

simply because we DO have a lot of 10 R/die project options in a lot of categories that are, broadly speaking, worth pursuing. But you're not wrong to run that analysis, and it's certainly the level at which we might be able to "stop worrying" and begin being dice-constrained rather than Resource-constrained once again.
Pretty much.

This analysis mostly dictates what in each category is 'expensive', in that we can expect to sacrifice either dice activation or progress in other 'expensive' options to take that one. I certainly don't expect to attain 750RpT until well into the plan.
 
New Mechanic: Drives
Drives are a mechanic that certain characters get because they have something that they care deeply about. These can take the form of additional mandates, rules that you have to include some number of a particular category of project, or similar. In Seo's case, he is very interested in science, and so has a Science Meter to go along with that. Now, not everything marked Development counts, just the ones that are more radical. As for how you figure out, try it and find out.
 
New Mechanic: Drives
Drives are a mechanic that certain characters get because they have something that they care deeply about. These can take the form of additional mandates, rules that you have to include some number of a particular category of project, or similar. In Seo's case, he is very interested in science, and so has a Science Meter to go along with that. Now, not everything marked Development counts, just the ones that are more radical. As for how you figure out, try it and find out.
So if we max the Science Meter, we get additional die bonuses?
 
If we max the SCIENCE! Meter, Seo enters the Madness Place.

For those unfamiliar with Sparks, it is not safe to be around someone in the Madness Place.
We're on a planet slowly being consumed by green radioactive super-rocks, where the biosphere is a distant memory and crazy pseudo-transhumanists take potshots at the people trying to fix it. It's not like we can make the situation substantially worse.

EDIT: And mind that this comes from someone who considers working with Liquid Tiberium a little like juggling live hand grenades on top of an ammo dump.
 
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Hm, are you saying this from Discord knowledge, or from speculation? Would you mind expanding on that?
It is mostly meming based on my musings and some discussions of how the mechanic should work. We have tossed around a few different approaches to trying to incentivize playing a more science oriented character, and it ranges from losing access to projects, to being required to take a science action, to things like across the board penalties for not investing in radical development projects.
 
New preliminary Array for the next update, incorporating the changes from our Recruitment. Infrastructure in particular has had its projects kicked up a notch, as compared to the previous preliminary Array. As always, if you see something that might be an error, please inform me promptly so I can check it out.
Infrastructure 5 dice +20
-[] Tidal Power Plants (Phase 3) 154/300 2 dice 20R 60%, 3 dice 30R 94%
-[] Blue Zone Arcologies (Stage 2) 409/650 3 dice 45R 40%, 4 dice 60R 83%, 5 dice 75R 88%, 6 dice 90R 98%
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 2 dice 40R 33%, 3 dice 60R 84%, 4 dice 80R 98%
-[] Yellow Zone Arcologies (Stage 2) 0/170 2 dice 30R 37%, 3 dice 45R 87%, 4 dice 60R 99%
-[] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 26%, 4 dice 60R 73%, 5 dice 75R 95%
-[] Rail Network Construction Campaigns (Phase 2+3) 12/575 6 dice 90R 4%, 7 dice 105R 26%, 8 dice 120R 59%, 9 dice 135R 85%, 10 dice 150R 96%
-[] Blue Zone Apartment Complexes (Phase 1) 0/160 2 dice 20R 47%, 3 dice 30R 90%
-[] Integrated Cargo System 0/800 9 dice 135R 4%, 10 dice 150R 19%, 11 dice 165R 46%, 12 dice 180R 73%, 13 dice 195R 90%
-[] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 16%, 3 dice 90R 70%, 4 dice 120R 95%
-[] Suborbital Shuttle Service (Phase 1+2) 0/450 5 dice ?R 11%, 6 dice ?R 44%, 7 dice ?R 78%, 8 dice ?R 94%
-[] Suborbital Shuttle Service (Phase 1+2+3) 0/650 7 dice ?R 3%, 8 dice ?R 20%, 9 dice ?R 50%, 10 dice ?R 78%, 11 dice ?R 93%
-[] Chicago Planned City (Phase 4) 3/700 8 Tib dice 160R 13%, 9 Tib dice 180R 41%, 10 Tib dice 200R 72%, 11 Tib dice 220R 91%
--Note: Infra/Tib dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/75 1 Tib die 20R 66%, 2 Tib dice 40R 99%
-[] Karachi Planned City (Phase 1+2) 0/225 2 Tib dice 40R 7%, 3 Tib dice 60R 58%, 4 Tib dice 80R 93%
-[] Karachi Planned City (Phase 1+2+3) 0/525 6 Tib dice 120R 17%, 7 Tib dice 140R 53%, 8 Tib dice 160R 83%, 9 Tib dice 180R 96%
-[] Karachi Planned City (Phase 1+2) 0/1125 13 Tib dice 260R 7%, 14 Tib dice 280R 23%, 15 Tib dice 300R 48%, 16 Tib dice 320R 72%, 17 Tib dice 340R 88%, 18 Tib dice 360R 96%
--Note: Infra/Tib dice makes this complicated.
-[] Colombo Planned City (Phase 1) 0/90 1 Mil die 20R 38%, 1 Mil 1 Infra dice 40R 91%
-[] Colombo Planned City (Phase 1+2) 0/270 1 Mil 2 Infra dice 60R 16%, 1 Mil 3 Infra dice 80R 63%, 1 Mil 4 Infra dice 100R 92%
--Note: Uses Mil/Infra dice. Infra dice have the larger bonus.
Heavy Industry 5 dice +15
-[] Blue Zone Power Production Campaigns (Stage 3) 20/550 6 dice 60R 4%, 7 dice 70R 24%, 8 dice 80R 55%, 9 dice 90R 80%, 10 dice 100R 94%
-[] Continuous Cycle Fusion Plant (Phase 2) 22/300 3 dide 60R 10%, 4 dice 80R 50%, 5 dice 100R 84%, 6 dice 120R 97%
-[] Continuous Cycle Fusion Plant (Phase 2+3) 22/600? 7 dice 140R 9%, 8 dice 160R 32%, 9 dice 180R 62%, 10 dice 200R 84%, 11 dice 220R 95%
-[] Yellow Zone Fusion Power Campaigns (Stage 1) 0/350 4 dice 80R 11%, 5 dice 100R 46%, 6 dice 120R 79%, 7 dice 140R 95%
-[] Personal Vehicle Factories 0/250 3 dice 30R 23%, 4 dice 40R 68%, 5 dice 50R 92%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 31 dice 465R 2%, 32 dice 480R 6%, 33 dice 495R 13%, 34 dice 510R 24%, 35 dice 525R 37%, 36 dice 540R 52%, 37 dice 555R 66%, 38 dice 570R 78%, 39 dice 585R 87%, 40 dice 600R 93%
--Note: Infrequently updated due to very large dice.
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 6%, 2 dice 30R 69%, 3 dice 45R 96%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/375 4 dice 60R 5%, 5 dice 75R 31%, 6 dice 90R 68%, 7 dice 105R 90%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/875 11 dice 165R 7%, 12 dice 180R 23%, 13 dice 195R 47%, 14 dice 210R 70%, 15 dice 225R 86%, 16 dice 240R 95%
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 37%, 3 dice 60R 84%, 4 dice 80R 98%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 5 idce 100R 2%, 6 dice 120R 16%, 7 dice 140R 47%, 8 dice 160R 76%, 9 dice 180R 92%
-[] Nuuk Heavy Robotics Foundry (Phase 1+2+3) 0/1120 14 dice 280R 4%, 15 dice 300R 14%, 16 dice 320R 31%, 17 dice 240R 53%, 18 dice 260R 73%, 19 dice 280R 87%, 20 dice 300R 94%
-[] Blue Zone Heavy Industrial Sectors 0/500 6 dice 150R 10%, 7 dice 175R 37%, 8 dice 200R 68%, 9 dice 225R 89%, 10 dice 250R 97%
-[] Automated Civilian Shipyards 0/250 3 dice 60R 23%, 4 dice 80R 68%, 5 dice 100R 92%
Light and Chemical Industry 4 dice +10
-[] Blue Zone Light Industrial Sectors (Phase 1) 0/250 3 dice 30R 15%, 4 dice 40R 55%, 5 dice 50R 85%, 6 dice 60R 97%
-[] Johannesburg Personal Robotics Factory 0/250 3 dice 45R 15%, 4 dice 60R 55%, 5 dice 75R 85%, 6 dice 90R 97%
-[] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 5%, 3 dice 45R 43%, 4 dice 60R 81%, 5 dice 75R 96%
-[] Johannesburg Myomer Macrospinner (Phase 4) 69/720 8 dice 160R 3%, 9 dice 180R 15%, 10 dice 200R 37%, 11 dice 220R 62%, 12 dice 240R 82%, 13 dice 260R 93%
-[] Reykjavik Myomer Macrospinner (Phase 2) 1/160 2 dice 40R 30%, 3 dice 60R 77%, 4 dice 80R 96%
-[] Reykjavik Myomer Macrospinner (Phase 2+3) 1/480 6 dice 120R 8%, 7 dice 140R 30%, 8 dice 160R 60%, 9 dice 180R 82%, 10 dice 200R 94%
-[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 31%, 2 dice 60R 83%, 3 dice 90R 98%
-[] Bergen Superconductor Foundry (Phase 1+2) 0/285 3 dice 90R 4%, 4 dice 120R 32%, 5 dice 150R 69%, 6 dice 180R 90%
Agriculture 3 dice +10
-[] Agriculture Mechanization Projects (Phase 1) 0/150 2 dice 30R 37%, 3 dice 45R 82%, 4 dice 60R 97%
-[] Agriculture Mechanization Projects (Phase 1+2) 0/400 5 dice 75R 11%, 6 dice 90R 38%, 7 dice 105R 69%, 8 dice 120R 89%, 9 dice 135R 97%
-[] Perennial Aquaponics Bays (Stage 2) 123/350 3 dice 30R 28%, 4 dice 40R 69%, 5 dice 50R 92%
-[-] Yellow Zone Aquaponics Bays (Phase 5) 22/200 2 dice 20R 17%, 3 dice 30R 64%, 4 dice 40R 91%
-[] Yellow Zone Purification Facilities (Phase 2) 12/160 2 dice 20R 39%, 3 dice 30R 83%, 4 dice 40R 97%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 19%, 3 dice 45R 66%, 4 dice 60R 92%
-[] Agricultural Processing Plants (Stage 1) 0/200 2 dice 20R 7%, 3 dice 30R 48%, 4 dice 40R 83%, 5 dice 50R 97%
-[] Ranching Domes 0/250 3 dice 60R 15%, 4 dice 80R 55%, 5 dice 100R 85%, 6 dice 120R 97%
-[] Spider Cotton Plantations (Phase 1) 2 dice 30R 22%, 3 dice 45R 70%, 4 dice 60R 93%
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 91%
-[] Freeze Dried Food Plants 0/200 2 dice 20R 11%, 3 dice 30R 59%, 4 dice 40R 91%
-[] Strategic Food Stockpile Construction (Phase 1) 0/150 2 dice 20R 47%, 3 dice 30R 89%, 4 dice 40R 99%
-[] Extra Large Food Stockpiles 1 die auto
Tiberium 6 dice +23
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 2 dice 10R 21%, 3 dice 15R 77%, 4 dice 20R 97%
-[] Tiberium Prospecting Expeditions (Repeating Stage x2) 2/400 4 dice 20R 6%, 5 dice 25R 41%, 6 dice 30R 79%, 7 dice 35R 96%
-[] Tiberium Vein Mines (Stage 1) 0/200 2 dice 40R 20%, 3 dice 60R 75%, 4 dice 80R 97%
-[] Tiberium Vein Mines (Stage 1+2) 0/400 4 dice 80R 6%, 5 dice 100R 40%, 6 dice 120R 78%, 7 dice 140R 96%
-[] Yellow Zone Tiberium Harvesting (Phase 6) 2/375 4 dice 80R 14%, 5 dice 100R 56%, 6 dice 120R 88%, 7 dice 140R 98%
-[] Yellow Zone Tiberium Harvesting (Phase 6+7) 2/775 8 dice 160R 2%, 9 dice 180R 14%, 10 dice 200R 40%, 11 dice 220R 70%, 12 dice 240R 89%
-[-] Intensification of Yellow Zone Harvesting (Stage 4) 63/100 1 die 15R 100%
-[] Red Zone Tiberium Harvesting (Stage 8) 1/130 1 die 25R 10%, 2 dice 50R 78%, 3 dice 75R 99%
-[] Red Zone Tiberium Harvesting (Stage 8+9) 1/260 3 dice 75R 33%, 4 dice 100R 80%, 5 dice 125R 97%
-[] Red Zone Containment Lines (Stage 5) 74/180 1 die 25R 33%, 2 dice 50R 91%
-[] Red Zone Containment Lines (Stage 5+6) 74/360 3 dice 75R 17%, 4 dice 100R 65%, 5 dice 125R 93%
-[] Tiberium Glacier Mining (Stage 8) 18/180 2 dice 60R 51%, 3 dice 90R 93%
-[] Tiberium Glacier Mining (Stage 8+9) 18/360 4 dice 120R 29%, 5 dice 150R 73%, 6 dice 180R 95%
-[] Tiberium Processing Plants (Stage 1) 0/200 2 dice 60R 20%, 3 dice 90R 75%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 39%, 2 dice 60R 93%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 19%, 2 dice 60R 83%, 3 dice 90R 99%
-[] Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[] Liquid Tiberium Power Cell Development 0/50 1 die 30R 94%
-[] Railgun Harvester Development 0/40 1 die 10R 100%
-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 20PS 43%, 3 dice 60R 30PS 92%
Orbital Industry 4 dice +8
-[] GDSS Philadelphia II (Phase 4) 29/715 8 dice 160R+ 2% 9 dice 180R+ 13%, 10 dice 200R+ 35%, 11 dice 220R+ 61%, 12 dice 240R+ 82%, 13 dice 260R+ 93%
-[] GDSS Columbia (Phase 1) 0/85 1 die 20R+ 44%, 2 dice 40R+ 91%
-[] GDSS Columbia (Phase 1+2) 0/255 3 dice 60R+ 17%, 4 dice 80R+ 60%, 5 dice 100R+ 88%, 6 dice 120R+ 98%
-[] GDSS Columbia (Phase 1+2+3) 0/595 7 dice 140R+ 4%, 8 dice 160R+ 19%, 9 dice 180R+ 46%, 10 dice 200R+ 73%, 11 dice 220R+ 89%
-[] GDSS Shala - Same as above.
-[] GDSS Enterprise (Phase 4) 0/770 9 dice 180R+ 2%, 10 dice 200R+ 10%, 11 dice 220R+ 28%, 12 dice 240R+ 53%, 13 dice 260R+ 75%, 14 dice 280R+ 89%
-[] Expand Orbital Communications Network (Phase 4) 5/135 2 dice 20R+ 52%, 3 dice 30R+ 88%, 4 dice 40R+ 98%
-[] Expand Orbital Communications Network (Phase 4+5) 5/270 3 dice 30R+ 7%, 4 dice 40R+ 40%, 5 dice 50R+ 74%, 6 dice 60R+ 92%
-[] Orbital Cleanup (Stage 8) 13/90 1 die 10R+ 47%, 2 dice 20R+ 90%
-[] Orbital Cleanup (Stage 8+9) 13/180 2 dice 20R+ 21%, 3 dice 30R+ 68%, 4 dice 40R+ 92%

-[] Inner System Survey Probes 0/45 1 die 15R 79%, 2 dice 30R 99%
-[] Asteroid Belt Survey Probes 16/70 1 die 15R 70%, 2 dice 30R 98%
-[] Outer System Survey Probes 0/190 2 dice 30R 9%, 3 dice 45R 51%, 4 dice 60R 84%, 5 dice 75R 97%

-[] Lunar Rare Metals Harvesting (Phase 1) 0/170 2 die 40R+ 20%, 3 dice 60R+ 65%, 4 dice 80R+ 91%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/170 4 dice 80R+ 10%, 5 dice 100R+ 40%, 6 dice 120R+ 72%, 7 dice 140R+ 90%
-[] Lunar Regolith Harvesting (Phase 2) 50/340 3 dice 60R+ 2%, 4 dice 80R+ 25%, 5 dice 100R+ 61%, 6 dice 120R+ 86%, 7 dice 140R+ 96%
-[] Lunar Heavy Metals Mines (Phase 1) 0/395 5 dice 100R+ 9%, 6 dice 120R+ 35%, 7 dice 140R+ 65%, 8 dice 160R+ 86%, 9 dice 180R+ 96%

-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting(Inactive)
-[-] Fissile Extraction (Inactive)
Services 4 dice +15
-[] Automatic Medical Assistants 0/300 3 dice 60R 4%, 4 dice 80R 35%, 5 dice 100R 74%, 6 dice 120R 94%
-[] Tissue Replacement Therapy Development 0/60 1 die 20R 76%, 2 dice 40R 99%
-[] NOD Research Initiatives 100/160 1 die 30R 76% 2 dice 60R 99%
-[] Scrin Research Institutions 160/350 2 dice 60R 22%, 3 dice 90R 76%, 4 dice 120R 97%
-[] Prosthetics Deployment Initiatives (Phase 3) 2/160 2 dice 30R 39%, 3 dice 45R 85%, 4 dice 60R 98%
-[] Prosthetics Deployment Initiatives (Phase 3+4) 2/480 5 dice 75R 2%, 6 dice 90R 17%, 7 dice 105R 48%, 8 dice 120R 77%, 9 dice 140R 93%
-[] Professional Sports Programs 0/250 3 dice 30R 23%, 4 dice 40R 68%, 5 dice 50R 92%
-[] Domestic Animal Programs 0/200 2 dice 20R 11%, 3 dice 30R 59%, 4 dice 40R 91%
-[] Emergency Tiberium Infusion Development 0/120 1 die 15R 5PS 16%, 2 dice 30R 10PS 80%, 3 dice 45R 15PS 99%
-[] Advanced Electronic Video Assistant Development 0/60 1 die 20R 76%, 2 dice 40R 99%
-[] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 5PS 16%, 2 dice 40R 10PS 80%, 3 dice 60R 15PS 99%
Military 6 dice +12
-[] Wartime Factory Refits (Phase 1) 0/60 1 die 20R 68%, 2 dice 40R 98%
-[] Wartime Factory Refits (Phase 1+2) 0/150 2 dice 40R 41%, 3 dice 60R 85%, 4 dice 80R 98%
-[] Wartime Factory Refits (Phase 1+2+3) 0/250 3 dice 60R 18%, 4 dice 80R 60%, 5 dice 100R 88%, 6 dice 120R 98%
-[] Wartime Factory Refits (Phase 1+2+3+4) 0/350 4 dice 80R 7%, 5 dice 100R 37%, 6 dice 120R 71%, 7 dice 140R 91%
-[] Long Range Sensor System Deployment (Phase 2) 26/300 3 dice 75R 8%, 4 dice 100R 44%, 5 dice 125R 79%, 6 dice 150R 95%
-[] ASAT Defense System (Phase 4) 36/225 2 dice 40R+ 19%, 3 dice 60R+ 71%, 4 dice 80R+ 95%
--Note: Can use Fusion dice.
-[] Prototype Plasma Weapons Development 0/60 1 die 25R 73%, 2 dice 50R 99%
-[] Shimmer Shield Development 0/60 1 die 20R 73%, 2 dice 40R 99%
-[] Stealth Disruptor Development 0/40 1 die 15R 93%
-[] Ferro Aluminum Armor Testing 0/30 1 die 5R 100%

-[] Reclaimator Hubs 0/105 1 die 20R 23%, 2 dice 40R 79%, 3 dice 60R 98%
-[] Proto MARVs 0/110 1 die 20R 18%, 2 dice 40R 76%, 3 dice 60R 97% (but why tho)
-[] MARVs 0/160 2 dice 40R 32%, 3 dice 60R 80%, 4 dice 80R 97% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 5%, 3 dice 60R 45%, 4 dice 80R 82%, 5 dice 97%

-[] Reclaimator Hub Blue Zone 1 39/105 1 die 20R 62%, 2 dice 40R 97%
-[] Reclaimator Hub Yellow Zone 5b 20/105 1 die 20R 43%, 2 dice 40R 90%
-[] Reclamator Hub Red Zone 7-South 51/105 1 die 20R 74%, 2 dice 40R 99%

Zone Operations Command
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 93%
-[] Zone Emergency Medical Evacuation Vehicle Deployment (Sydney) 49/80 1 die 10R 97%
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 93%

Air Force
-[] Orca Refit Deployment 0/200 2 dice 30R 8%, 3 dice 45R 52%, 4 dice 60R 87%, 5 dice 75R 98%
-[] Wingman Drone Development 0/40 1 die 15R 93%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 93%
-[] Aurora Strike Bomber Development 0/40 1 die 15R 93%

Space Force
-[] Orbital Strike Regimental Combat Team Station (Phase 1) 0/225 2 dice 40R+ 3%, 3 dice 60R+ 45%, 4 dice 80R+ 85%, 5 dice 100R+ 98%
-[] Orbital Strike Regimental Combat Team Station (Phase 1+2) 0/425 5 dice 100R+ 14%, 6 dice 120R+ 48%, 7 dice 140R+ 79%, 8 dice 160R+ 93%
-[] High Orbit Ion Cannons 0/75 1 die 20R+ 52%, 2 dice 40R+ 94%
--Note: Above two projects can use Fusion dice.
-[] Orbital Defense Laser Development 0/40 1 die 20R 93%
-[] Skywatch Telescope System 0/100 1 die 10R+ 28%, 2 dice 20R+ 82%, 3 dice 30R+ 98%
-[] Orbital Nuclear Caches 0/175 2 dice 40R+ 29%, 3 dice 60R+ 80%, 4 dice 80R+ 97%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 33%, 2 dice 30R 85%, 3 dice 45R 99%
-[] Universal Rocket Launch System Deployment (Phase 2+3) 105/400 3 dice 45R 3%, 4 dice 60R 31%, 5 dice 75R 69%, 6 dice 90R 91%
-[] Tube Artillery Development 0/40 1 die 15R 93%
-[] Shell Plants (Phase 4) 3/300 3 dice 30R 3%, 4 dice 40R 30%, 5 dice 50R 68%, 6 dice 60R 90%
-[] Railgun Munitions Development 0/60 1 die 10R 73%, 2 dice 20R 99%
-[] Ablat Plating Deployment (Stage 4) 45/200 2 dice 20R 37%, 3 dice 30R 82%, 4 dice 40R 97%
-[] Bulldog ARV Development 0/40 1 die 15R 93%
-[] Guardian Mark 2 Development 0/40 1 die 15R 93%
-[] Armadillo HAPC Development 0/40 1 die 15R 93%
-[] Mammoth Block Four Development 0/40 1 die 10R 93%
-[] Sandstorm HMLRS Development 0/40 1 die 10R 93%
-[] MBT-7 Paladin Development 0/40 1 die 15R 93%
-[] Ground Forces Zone Armor (Set 1) 0/200 2 dice 40R 8%, 3 dice 60R 52%, 4 dice 80R 87%, 5 dice 100R 98%

Navy
-[] Escort Carrier Development 0/40 1 die 15R 93%
-[] Hydrofoil Shipyards 0/85 1 die 10R 43%, 2 dice 20R 90%
-[] Naval Defense Lasers 0/60 1 die 15R 73%, 2 dice 30R 99%
-[] Island Class Assault Ships 0/40 1 die 15R 93%
-[] Victory Class Monitor Development 0/40 1 die 15R 93%
-[] Shark Class Frigate Development 0/40 1 die 15R 93%

Steel Talons
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Havoc Scout Mech Development 0/30 1 die 10R 100%
-[] Tactical Plasma Weapon Development 0/40 1 die 30R 93%
Bureaucracy 3 dice +10
-[] Security Reviews: DC55 1 die 71%, 2 dice 98%
-[] Focus Reallocation 1 die auto
-[] Yellow Zone Qualifications Initiatives DC 150 2 dice 37%, 3 dice 82%, 4 dice 97%, 5 dice 99.7%
-[] Private Industrial Automation 1 die auto
Last Security Review
Orbital 2 turns ago 2057 Q4
Heavy Ind 3 turns ago 2057 Q3
Tiberium 4 turns ago 2057 Q2
Bureaucracy 5 turns ago 2057 Q1
Infrastructure 6 turns ago 2055 Q4
Agriculture 6 turns ago 2056 Q4
Military 9 turns ago 2056 Q1
Light/Chem 12 turns ago 2055 Q2
Services 15 turns ago 2054 Q3

--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
 
Vote closed
Scheduled vote count started by Ithillid on Oct 17, 2021 at 7:18 PM, finished with 257 posts and 106 votes.
 
Adhoc vote count started by Ithillid on Oct 18, 2021 at 7:01 PM, finished with 279 posts and 106 votes.


This is the actual one. The other is unfortunately misformatted.

And the results are
Jackson, +2 Military Dice
Gulati, +10 to Infrastructure
Enhanced Security Services,
Graduates: Orbital and Tiberium

Editing the impacts into the turn document, and will post in about ten minutes.
 
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