Huh?
@Derpmind did the mathpost this time:
New Johnson Training Center (Stage 3) 68 +71 = 139/400
Advanced Lunar Base Stage 1 Complete
Surface Exploration EVA Development 388 +74 +40 = 502/500
Small Scale Nuclear Reactor Development 52 +88 +20 = 160/100
Venus Rover Prototyping 216 +25 +20 = 261/250
Advanced Lunar Base Stage 0 +78 +20 = 98/400
Mission Planning: Surface Exploration Ceres 83 +63 +5 = 151/100
Mission Planning: Research Base Mars 0 +129 +10 = 139/600
And the various missions all look like they avoided any problems, though we'll have to wait to see what the results mean.
Anyways second mathpost by me:
New Johnson Training Center (Stage 3) 68+23+48 = 139/400
Advanced Lunar Base Stage 1 Complete
Surface Exploration EVA Development 388+33+41+40 = 502/500
Small Scale Nuclear Reactor Development 52+88+20 = 160/100
Venus Rover Prototyping 216+25+20 = 261/250
Advanced Lunar Base Stage 0+78+20 = 98/400
Mission: Surface Exploration Ceres 83+63+5 = 151/100
Mission: Research Base Mars 0+47+82+10 = 139/600
And with this talk of plans I have another preliminary plan to show:
Political Support: 60?
SCIENCE Meter: 4/4
Free Dice: 6
Housing: +16 (24 Low Quality)
Energy: +1 (+3 Reserve)
Logistics: +6?
Food: +21 (+8 Reserve)
Health +9 (-4 Consumed)
Capital Goods: +2
Consumer Goods: +36
Labor: +31
Tiberium Processing Capacity: (1645/1720)
Yellow Zone
Water: +6
Infrastructure +22
Heavy Industry +17
Light and Chemical Industry +12
Agriculture +12
Tiberium +25
Orbital Industry +10
Services +17
Military +14
Bureaucracy +12
+5 to Development Projects
+5 to Technology Working Groups
+5 to Station Building
Last Security Review:
Light/Chem 1 turns ago 2058 Q3
Services 2 turns ago 2058 Q2
Orbital 4 turn ago 2057 Q4
Heavy Ind 5 turns ago 2057 Q3
Tiberium 6 turns ago 2057 Q2
Bureaucracy 7 turns ago 2057 Q1
Infrastructure 8 turns ago 2055 Q4
Agriculture 9 turns ago 2056 Q4
Military 11 turns ago 2056 Q1
[ ] Plan Running the Eyewall v. 4.2
Infrastructure 5/5 Dice 90 Resources
-[ ] Blue Zone Arcologies (Stage 3) 95/650 15 Resources per Die -2 E on Completion, 2 Die = 30 Resources
-[ ] Yellow Zone Fortress Towns (Phase 3) 25/200 20 Resources per Die, 3 Dice = 60 Resources
Heavy Industry 4/4 Dice + 3 Free Dice 140 Resources
-[ ] Continuous Cycle Fusion Plants (Phase 2) 0/300 20 Resources per Die, 7 Dice = 140 Resources
Light and Chemical Industry 4/4 Dice 60 Resources
-[ ] Blue Zone Light Industrial Sectors (Phase 1) 0/250 10 Resources per Die -1 E -1 CapG -3 Lab on Completion, 2 Die = 20 Resources
-[ ] Reykjavik Myomer Macrospinner 1/160 20 Resources per Die, 2 Die = 40 Resources
Agriculture 3/3 Dice 40 Resources
-[ ] Perennial Aquaponics Bays (Stage 2) 123/350 10 Resources per Die, 2 Die = 20 Resources
-[ ] Wadmalaw Kudzu Development 0/40 20 Resources per Die, 1 Die = 20 Resources
Tiberium 6/6 Dice 120 Resources
-[ ] Tiberium Processing Plants (Stage 1) 0/200 30 Resources per Die -4 E -2 Log on Completion, 3 Dice = 90 Resources
-[ ] Railgun Harvester Factories (New) Porto 0/70 10 Resources per Die -2 E -1 Lab on Completion, 1 Die = 10 Resources
-[ ] Railgun Harvester Factories (New) Maputo 0/70 10 Resources per Die -2 E -1 Lab on Completion, 1 Die = 10 Resources
-[ ] Railgun Harvester Factories (New) Dandong 0/70 10 Resources per Die -2 E -1 Lab on Completion, 1 Die = 10 Resources
Orbital 5/5 Dice + 3 Free Dice 155 Resources
-[ ] GDSS Philadelphia II (Phase 4) 362/715 20 Resources per Die, 7 Dice = 140 Resources
-[ ] Expand Orbital Communications Network (Phase 5) 117/135 15 Resources per Die, 1 Die = 15 Resources
Services 4/4 Dice 30 Resources -5 PS
-[ ] Green Zone Teacher Colleges (New) 0/200 5 Resources per Die, 3 Dice = 15 Resources
-[ ] Emergency Tiberium Infusion Development 0/120 15 Resources -5 Political Support per Die, 1 Die = 15 Resources -5 Political Support
Military 6/6 Dice 75 Resources
-[ ] Sonic Mobile Artillery Vehicle Deployment (New) 0/??? 10 Resources per Die, 2 Die = 20 Resources
-[ ] Naval Defense Laser Refits (New) 118/330 15 Resources per Die, 3 Dice = 45 Resources
-[ ] Security Reviews Military 1 Die
Bureaucracy 3/3 Dice
-[ ] Security Reviews Military 3 Dice
90+140+60+40+120+155+30+75 = 710/710
Alright here is the final form of my plan barring some massive changes in actions next turn:
- 2 Die on Blue Zone Arcologies to keep them rolling.
- 3 Dice on Yellow Zone Fortress Towns to secure our supply lines. 87% chance and an Average DC of 32 to complete.
- 7 Dice on Continuous Cycle Fusion Plant to get as much progress into it since it is now known that ZOCOM Shatterer factories will need Energy. 12% chance for Phase 2+3 to complete on top of the 99% chance for Phase 2. Average DC is 22 for Phase 2 and 65 for Phase 2+3.
- 2 Die on Blue Zone Industrial Sectors for some extra Health gain down the line.
- 2 Die on Reykjavik Myomer Macrospinner to get started on hardening our Myomer supply. 33% chance and an Average DC of 60 to complete.
- 2 Die on Perennial Aquaponics Bay to work towards a plan task.
- 1 Die on Wadamalaw Kudzu Development to work towards another plan task. 93% chance and a DC of 8 to complete.
- 3 Dice on Tiberium Processing Plants to start on removing a strategic weakness. 79% chance and an Average DC of 37 to complete.
- 1 Die each on 3 Railgun Harvester Factories to get some tougher Harvesters for conflict zones before the war starts. 71% chance and a DC of 30 each to complete.
- 7 Dice on Philadelphia II to get Phase 4 Completed this turn. 94% chance and an Average DC of 39 to complete.
- 1 Die on Expand Orbital Communication Network to complete it and harden our communication lines against another nuke Philadelphia masterstroke making the space station less atractive as a target.
- 3 Dice on Green Zone Teacher Colleges to get Litvinov's agenda over and done with for now. 63% chance and an Average DC of 46 to complete.
- 1 Die on Emergency Tiberium Infusion to slow roll it to completion and a better treatment of Rock Lung. I want Julian Bennett to live a longer life so he can preserve more artifacts and maybe even run for General Secretery again down the line.
- 2 Die set aside for Shatterer Deployment Factories. I don't expect them to cost more than 10 Resources and as such putting only 2 Die here and 7 Dice on Energy production instead feels like the right move.
- 3 Dice on Naval Defense Laser Refits to try and get them done. 50% chance and an Average DC of 48 to complete.
- 1 Dice from Military and 3 Dice on Security Reviews Military to dig out some infiltrators out of the Military before the war can start.