Those dice were horrible...

Only like 5 were above average. Everything else was average or well below it.

Thank heavens for that nat 100 on Philly. Hopefully that will help.
Not really.
I made a rough appoximation and we are pretty average/ a bit below average this turn.

Edit:
We are at an average of 46.5, which is lower than I estimated, admittedly.
 
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Mathpost:
Blue Zone Arcologies (Stage 3) 302/650
Communal Housing Experiments 72/140

Continuous Cycle Fusion Plants (Phase 2) 425/300
Reykjavik Myomer Macrospinner 159+5=164/160

Perennial Aquaponics Bays (Stage 2) 291/350
Tiberium Vein Mines (Stage 1) 205/200
Tiberium Processing Plants (Stage 1) 220/200
GDSS Philadelphia II (Phase 4) 742/710 NAT 100
Autocomplete: Expand Orbital Communications Network (Phase 4) 125/125

Green Zone Teacher Colleges 149/200
Emergency Tiberium Infusion Development 150/120
Pacifier Mobile Artillery Vehicle Deployment 90/120
Laser Point Defense Refits 270/330
Tube Artillery Deployment 184/200

Havoc Scout Mech Development 105/30
Security Review (Agriculture) DC 163/50


Results:
(+16 Energy) (+5 Political Support)
(+1 Capital Goods)
25RpT (+1 Yellow Zone Abatement) (-1 Capital Goods)
(+600 processing potential) (-4 Energy, -2 Logistics)
(+2 Logistics) (10 Political Support)
(+3 to all dice, +1 Free Die) (10 Political Support) +shinies?
-10 PS
+bugmech blueprints

Net results:
+12 Energy
+25RpT
+1 YZ Abatement
+600 Tiberium Processing limit
+15 Political Support
+3 to all dice, +1 Free Die
+bugmech blueprints
 
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-[X] Blue Zone Arcologies (Stage 3), 302/650
-[X] Communal Housing Experiments (New), 72/140
-[X] Continuous Cycle Fusion Plants (Phase 2), 425/300
-[X] Reykjavik Myomer Macrospinner, 3 dice 159+5/160

-[X] Perennial Aquaponics Bays (Stage 2), 291/350
-[X] Tiberium Vein Mines (Stage 1), 205/200
-[X] Tiberium Processing Plants (Stage 1), 220/200

-[X] GDSS Philadelphia II (Phase 4), 742/710 NAT 100
-[X] Green Zone Teacher Colleges, 149/200
-[X] Emergency Tiberium Infusion Development, 150/120
-[X] Pacifier Mobile Artillery Vehicle Deployment, 90/120
-[X] Laser Point Defense Refits, 270/330
-[X] Tube Artillery Deployment, 184/200

-[X] Havoc Scout Mech Development, 105/30
-[X] Security Review (Agriculture) 163/50
 
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Blue Zone Arcologies (Stage 3) 94/650 +66 +142 = 302/650
Communal Housing Experiments (New) 0/140 +44 +28 = 72/140
Continuous Cycle Fusion Plant (Phase 2) 22/300 +102 +301 = 425/300
Reykjavik Myomer Macrospinner (Phase 2) 1/160 +36 +122 = 159/160 +5 omake = 164/160

Perennial Aquaponics Bays (Stage 2) 123/350 +24 +144 = 291/350
Tiberium Vein Mines (Stage 1) 0/200 + 50 +155 = 205/200
Tiberium Processing Plants (Stage 1) 0/200 +100 +120 = 220/200
GDSS Philadelphia II (Phase 4) 362/710 +105 +275 = 742/710
*nat 100*
Green Zone Teacher Colleges 0/200 +34 +115 = 149/200
Emergency Tiberium Infusion Development 0/120 +44 +106 = 150/120
Pacifier Mobile Artillery Vehicle Deployment (New) 0/120 +14 +76 = 90/120
Naval Defense Laser Refits 121/330 +42 +107 = 270/330
Tube Artillery Deployment 0/200 +42 +142 = 184/200
Havoc Scout Mech Development 0/30 +19 +86 = 105/30
Security Review (Agriculture) DC50 +36 +127 = 163/DC50


Quickly done results post, may not be accurate. Looks like we had a lot of low rolls (even on projects that completed), and a nat 100, aaand we might not have done well with the battle roll.
 
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Considering we only have a small capital goods surplus does anyone remember/know/can find how many cap goods the Manchester Chip Fab makes? Also isn't the Treasury based in Manchester or is it somewhere else in the UK?
 
Considering we only have a small capital goods surplus does anyone remember/know/can find how many cap goods the Manchester Chip Fab makes? Also isn't the Treasury based in Manchester or is it somewhere else in the UK?
1 Capital Goods, 4 Consumer Goods, and 2 Logistics. So losing it would be incredibly annoying and probably see it rebuilt in short order, but it would wipe the small leeway and Capital Goods reserve we have down to +1 (from +2 after Vein Mines) and reduce our logistics to +3 (after the refineries).
 
1 Capital Goods, 4 Consumer Goods, and 2 Logistics. So losing it would be incredibly annoying and probably see it rebuilt in short order, but it would wipe the small leeway and Capital Goods reserve we have down to +1 (from +2 after Vein Mines) and reduce our logistics to +3 (after the refineries).
How do you get those numbers? We have no change on Capital Goods or Logistics, so they should still be +3 and +7.
 
Rough strokes (at least to my current thinking) a pair of Brotherhood VLS equipped SSNs attempted to strike the Manchester Chip Fab.
If this isn't a message to do Nuuk I don't know what is. Because while the number of sources for Consumer goods is plenty, only so few are sources for Capital goods, and this is a particularly large concentration of it at that.
 
If this isn't a message to do Nuuk I don't know what is. Because while the number of sources for Consumer goods is plenty, only so few are sources for Capital goods, and this is a particularly large concentration of it at that.
The message is that the Brotherhood are going to keep going for what they see as your weaknesses. Some will go for symbolic action, others will attempt to find a vital organ that they can sever, some will be cautious and try to shiv you where you are not looking.

Stahl went after what he saw as a wounded animal. Gideon went for the big symbol of GDI action in the American heartland. Krukov went for the most direct route to the Blue Zone, and now and unknown warlord is taking potshots at your factories. Each has different priorities based on their own analysis of the local and global situation.
 
Really glad both the infusion and vein actions completed this turn, gonna be interesting to see how those two play out. Seeing what the 100 on the Philadelphia gives us should be fun too.

Sucks that we rolled pretty low on average though, especially with both the communal housing and Laser PDS not completing this turn.
 
Annoying that none of the Military Deployment finished. Getting a Nat 100 on the Philly is a nice consolation price, especially if it results in the final phase being easier to complete.

Which HI project are we planning to doing now, since we have a power surplus but a dearth of Capital Goods? Nuuk?
Also, are we looking at a one or two turn rollout of the Havoc?
 
:)

Honestly, we rolled below average sure. but looking at what actually completed we've expanded our energy surplus. finished the myonmers even if the capital goods were immediately used on mining leaving us with no net cap good surplus or loss. But we did expand both our harvesting and refining. Finished this phase of the space station getting us another dice and bonuses. Finished some research on tib for peoples health. Finished the scout mech research so we can hopefully begin to deploy it next turn. gained some political support. And broadly made some progress on a bunch of other military stuff across the board.

From preliminary thoughts on the discord even the battle didn't go so badly. Along the lines of nod won a propaganda victory but bugged out and didn't actually manage to destroy the target they were actually aiming for.

Tib we're also pushing back red zones still and cleaning up some of our green.

I think nod even failed their assassination roll this turn.

Don't get me wrong. I'm still for putting some more dice into military to finish those projects and am definitely looking at more navy patrols/ships in particular.

But well.. This continues the pattern of nod flubbing their roles generally. They won a minor victory, not inflicting any lasting harm. While we're winning on most fronts and the defeats we inflict tend to be more serious. If somewhat indecisive due to how we take territory from nod, they retreat, and then try to hit us again later.
 
Annoying that none of the Military Deployment finished. Getting a Nat 100 on the Philly is a nice consolation price, especially if it results in the final phase being easier to complete.

Which HI project are we planning to doing now, since we have a power surplus but a dearth of Capital Goods? Nuuk?
Also, are we looking at a one or two turn rollout of the Havoc?
There are several proposals. One is to do another run of Fusion power plants, to get a truly massive Energy surplus, and then go hard for Capgoods.
Plans for Capgoods are mostly either all-in on Nuuk up to Phase 3, or do the BZ Heavy Industry sectors first, so we can do the Military refits ASAP.
 
+25 actually. 10 from Philadelphia, 5 from Fusion Plants, 10 from the Orbital Comms autocompleting.

Besides, looking at the description, Communal Housing only takes away PS when it's done, not on a per-die basis like the other PS-eating options. Though 10 of that is going away for Tib Infusions.
 
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