Dmol8
The Undead Unhinged Lunatic of the Web
- Location
- Belgrade,Serbia
- Pronouns
- He/Him/His
Because they are being rolled as pairs of dice. So I am dropping the third roll on the upper one. The same way as when I roll extra dice by accident in the main voting threadmark, we typically drop the last one on that roll, rather that offsetting.
Alright that answers my question.
Let's check the mathposts:
Mathpost:
Blue Zone Arcologies (Stage 3) 636+15=651/650
Communal Housing Experiments 178/140
Continuous Cycle Fusion Plant (Phase 3) 199/300
Blue Zone Heavy Industrial Sectors 146/500
Reykjavik Myomer Macrospinner (Phase 3) 260/320
Perennial Aquaponics Bays (Stage 2) 513/350
Red Zone Containment Lines (Stage 5) 234/180
Tiberium Processing Refits (Phase 1) (New) 120/100
Offshore Tiberium Harvester Stations 148/200
Improved Tiberium Containment Facilities Development 101/40
GDSS Philadelphia II (Phase 5) 474/1425
Green Zone Teacher Colleges 211/200
Tissue Replacement Therapy Development 42/60
Advanced Electronic Video Assistant Development 33/60
Early Prototype General Artificial Intelligence Development 66/120
Reclamator Hub Red Zone 7-South 189/105
Pacifier Mobile Artillery Vehicle Deployment 144/120
Tube Artillery Deployment 276/200
Shell Plants (Phase 4) 128/300
Naval Defense Laser Refits 381/330
Havoc Scout Deployment Brest 77/110
Havoc Scout Deployment Seoul 92/110
Security Review Military 183/DC50
Results:
+16 Housing
+4 Consumer Goods
+1 Energy Reserve
-4 Energy
+4 Food over 16 turns
+16 Consumer Goods over 16 turns
+5 Political Support
15 Resources/Turn
+50 Tiberium processing capacity
3 points of Red Zone Mitigation
++Artillery, +unhappy NOD missiles
Likely changed values for Q2:
+31 Housing, 18 Population in high-quality housing (assuming Communal housing doesn't count as high quality)
Energy: (+9) (+4 in reserve)
Consumer Goods: Significant Surpluses (+38?) (+5 from private industry)
Labor: Significant Surpluses (+34) (+4 per turn)
Tiberium Processing Capacity (1720/2320)
Political Support: 80
Resources: 755
Backup mathpost, with exploded arithmetic for error-checking.
Blue Zone Arcologies (Stage 3) 302+230+104=636+15=651/650
Communal Housing Experiments 72+80+26=178/140
Continuous Cycle Fusion Plant (Phase 3) 125+32+42=199/300
Blue Zone Heavy Industrial Sectors 0+104+42=146/500
Reykjavik Myomer Macrospinner (Phase 3) 4+192+64=260/320
Perennial Aquaponics Bays (Stage 2) 291+174+48=513/350 ->163/350
Red Zone Containment Lines (Stage 5) 74+102+58=234/180
Tiberium Processing Refits (Phase 1) (New) 0+91+29=120/100
Offshore Tiberium Harvester Stations 0+90+58=148/200
Improved Tiberium Containment Facilities Development 0+67+34=101/40
GDSS Philadelphia II (Phase 5) 48+279+147=474/1425
Green Zone Teacher Colleges 149+41+21=211/200
Tissue Replacement Therapy Development 0+16+26=42/60
Advanced Electronic Video Assistant Development 0+7+26=33/60
Early Prototype General Artificial Intelligence Development 0+40+26=66/120
Reclamator Hub Red Zone 7-South 51+102+36=189/105->84/105
Pacifier Mobile Artillery Vehicle Deployment 90+36+18=144/120
Tube Artillery Deployment 184+74+18=276/200
Shell Plants (Phase 4) 3+71+54=128/300
Naval Defense Laser Refits 270+93+18=381/330
Havoc Scout Deployment Brest 0+59+18=77/110
Havoc Scout Deployment Seoul 0+74+18=92/110
Security Review Military DC50/189
And the only thing not matching up are the Security Reviews. Let's see:
Security Reviews Military: 34+30+71+48 = 183
Alright so changes this turn:
+8 Housing + 4 Consumer Goods + 1 Energy Reserve -2 Energy
+8 Housing -5 Political Support
+4 Food over 16 Turns +16 Consumer Goods over 16 Turns +10 Political Support
+15 Resources per Turn
-250 Processing Capacity +50 Processing Capacity
-10 Political Support
-2 Energy
So the tally is:
Housing: 14+8+8 = +30 (8 Low Quality)
Consumer Goods: 34+5+4+1? = +44?
Energy: 13-2-2 (3+1) = +9 (+4 Reserve)
Political Support: 75-5+10-10 = 70
Resources per Turn: 740+15 = 755
Processing Capacity: 2320-250+50 = 2120
Labor: 30+4 = 34
Political Support: 70
SCIENCE Meter: 4/4
Free Dice: 7
Housing: +30 (8 Low Quality)
Energy: +9 (+4 Reserve)
Logistics: +7
Food: +21 (+8 Reserve)
Health: +11 (3 Consumed)
Capital Goods: +3
Consumer Goods: +44?
Labor: +34
Tiberium Processing Capacity (1685/2120)
Green Zone:
Water: +6
Abatement: 86
Red Zone:
Abatement: 70
Infrastructure: +27
Heavy Industry: +22
Light and Chemical Industry: +17
Agriculture: +17
Tiberium: +30
Orbital Industry: +17
Services: +22
Military: +19
Bureaucracy: +17
Security Reviews:
Military 1 turns ago 2059 Q1
Agriculture 2 turn ago 2058 Q4
Light/Chem 3 turn ago 2058 Q3
Services 4 turns ago 2058 Q2
Orbital 6 turns ago 2057 Q4
Heavy Ind 7 turns ago 2057 Q3
Tiberium 8 turns ago 2057 Q2
Bureaucracy 9 turns ago 2057 Q1
Infrastructure 10 turns ago 2056 Q4
[ ] Plan Stocking the Piles 2.0:
Infrastructure 5/5 Dice 75 Resources
-[ ] Integrated Cargo System 0/800 15 Resources per Die -2 Lab - 2 E -2 CapG on Completion, 5 Die = 75 Resources
Heavy Industry 4/4 Dice 95 Resources
-[ ] Continuous Cycle Fusion Plants (Phase 3) 199/300 20 Resources per Die, 1 Die = 20 Resources
-[ ] Blue Zone Heavy Industrial Sectors 146/500 25 Resources per Die -4 Lab -8 E on Completion, 3 Dice = 75 Resources
Light and Chemical Industry 4/4 Dice 70 Resources
-[ ] Reykjavik Myomer Macrospinner 260/320 20 Resources per Die, 3 Dice = 60 Resources
-[ ] Civilian Glider Development 0/40 10 Resources per Die, 1 Die = 10 Resources
Agriculture 3/3 Dice 30 Resources
-[ ] Perennial Aquaponics Bays (Stage 3) 163/350 10 Resources per Die, 2 Die = 20 Resources
-[ ] Yellow Zone Purification Facilities (Phase 2) 12/160 10 Resources per Die -1 E on Completion, 1 Die = 10 Resources
Tiberium 6/6 Dice 130 Resources -5 PS
-[ ] Red Zone Containment Lines (Stage 6) 54/180 25 Resources per Die, 2 Die = 50 Resources
-[ ] Tiberium Processing Refits (Phase 2) 20/100 20 Resources per Die 1 Die per Turn -250 Processing Capacity if Incomplete, 1 Die = 20 Resources
-[ ] Offshore Tiberium Harvester Stations 148/200 20 Resources -5 PS per Die, 1 Die = 20 Resources -5 PS
-[ ] Reclamator Fleet Red Zone 7-South Super MARVs 0/210 20 Resources per Die, 2 Die = 40 Resources
Orbital 5/5 Dice + 5 Free Dice 200 Resources
-[ ] GDSS Philadelphia II (Phase 5) 474/1425 20 Resources per Die, 10 Dice = 200 Resources
Services 4/4 Dice 50 Resources
-[ ] Tissue Replacement Therapy Development 42/60 20 Resources per Die, 1 Die = 20 Resources
-[ ] Professional Sports Programs 0/250 10 Resources per Die -1 H -1 Lab on Completion, 3 Dice = 30 Resources
Military 6/6 Dice + 2 Free Dice 100 Resources:
-[ ] Reclamator Fleet Red Zone 7-South Super MARVs 0/210 20 Resources per Die, 2 Die = 40 Resources
-[ ] Shell Plants (Phase 4) 128/300 10 Resources per Die -2 E on Completion, 4 Dice = 40 Resources
-[ ] Havoc Scout Mech Deployment Brest 77/110 10 Resources per Die -2 E on Completion, 1 Die = 10 Resources
-[ ] Havoc Scout Mech Deployment Seoul 92/110 10 Resources per Die -2 E on Completion, 1 Die = 10 Resources
Bureaucracy 3/3 Dice:
-[ ] Security Reviews Bureaucracy 1+2 Dice DC 50
75+95+70+30+130+200+50+100 = 750/755
So here is what this plan does:
- 5 Dice on Integrated Cargo System to get started on that to patch one of our strategic weaknesses. 5/12 Median.
- 1 Die on Continuous Cycle Fusion Plants for a 37% chance and a DC of 64 to complete Phase 3. We will need Phase 4 soon.
- 3 Dice on Blue Zone Heavy Industry Sectors for a Median of 3/5 and an Average DC of 91.
- 3 Dice on Reykjavik to continue hardening our Myomer supply. 100% chance and an Average DC of 2 to complete. Rollover will be important here.
- 1 Die on Civilian Glider Development because we need something cheap and this is it. 92% chance and a DC of 9 to complete.
- 2 Die on Perennial Aquaponics Bays to try to slow roll that plan goal next turn. 20.16% chance and an Average DC of 69.
- 1 Die on Yellow Zone Purification Facilities to finally start on hardening the Green Zones against Food Logistics disruption. 1/2 Median and a DC of 100.
- 2 Die on Red Zone Containment Lines as we need those done for the long term goal of Tiberium Abatement and it's at least going to go up to Stage 7. 87.75% chance and an Average DC of 26 to complete.
- 1 Die on Tiberium Processing Refits since we can only use 1 Die. 66% chance and a DC of 35 to complete.
- 1 Die on Offshore Tiberium Harvest Station to complete it. 94% chance and an Average DC of 7 to complete.
- 2 Tiberium Die + 2 Military Die on the Super MARV Fleet for a 96.39% chance and an Average DC of 28 to complete. We need to defend the Glacier Mines only people. Gideon has been targeting our large mining and processing complexes not our abatement and refugee evacuation complexes. Hey @Ithillid do the MARV Fleets overflow if they have anywhere to go? And does that 2 Mil Die limitation apply per MARV action or just as a general limit for MARV actions per turn?
- 10 Dice on GDSS Philadelphia II to get Phase 5 Rolling into a 10/15 Median and an Average DC of 77.
- 1 Die on Tissue Replacement Therapy Development for a 100% chance and a DC of 2 to complete and support Emergency Tiberium Infusion Deployment. This action won't autofinish any time soon and it's the most important of the ones that were leftover in Services.
- 3 Dice on Professional Sports Programs because we need a Dice discount for Philadelphia II to be on track to complete. 37.41% chance and an Average DC of 57 to complete.
- 4 Dice on Shell Plants to get the Shell stockpile dealt with. 98.42% chance and an Average DC of 21 to complete Phase 4. 31.69% chance and an average DC of 58 to complete Phase 5. The military wants Phase 6 done by the end of this plan which we can slow roll with 2 Dice in Q3.
- 1 Die on each of the Havoc Deployments for a 100% chance and a DC of 2.
- Security Reviews in Bureaucracy because this turn we need to use all the Dice. Next turn we do both Infrastructure and Tiberium Security Reviews because we will have Free Dice we don't have to put into Philadelphia II.
We have the following Strategic, Operational and Tactical Needs and Weaknesses:
- Our Strategic Needs are to keep the confidence level of all our military branches High and to have enough Resources per Turn to activate all Dice while gaining more Dice.
- Our Strategic Weaknesses currently are a lack of full new generation Tiberium processing (which we can mitigate by building new processing plants, but isn't going away until we do both the retrofit and the new generation of Tiberium storage/silos), not enough consumables (which can be fixed by building up ammo, ablat and sensor stockpiles) and not enough slack in our Logistics system for fighting a war (which we can fix by building up more Logistics projects).
- Our Operational Needs are a better distribution of personnel (civilian and military), a better defensive envelope around the Earth so NOD can't use the orbits against us (so the completion of the ASAT system and the installment of new armaments for it), rapid expansion of space infrastructure and Tiberium abatement in all environments (we are currently not doing enough to mine it out of Blue Zones, we are not cleaning the ocean floor, the Red Zones don't have complete containment lines and we are not doing enough in Glacier Mining).
- Our Operational Weaknesses currently are a lack of completed Railways in Blue and Green Zones for better direct population transfer, a lack of Integrated Cargo System for better ablation of Logistics during a war, a lack of Zone Armor so that ZOCOM isn't doing the job of the regular military and a lack of enough quality Housing for our population.
- Our Tactical Needs are better education for all (Litvinov is going to be really helpful with this), Labor pool expansions, Mental Health treatment actions, more options in Orbital Supremacy (Orbital Lasers, High Altitude Ion Cannons, Orbital Nuclear Stockpiles and Orbital Strike Regimental Team Combat Stations), deescalation of everyday life from the war footing and better preparation of our population for participation in military actions.
- Our Tactical Weaknesses currently are an insufficient amount of Yellow Zone Fortress Cities, lack of NOD anti-stealth deployment, lack of Orbital Lasers, the Himalayan (isolated, which can be fixed with a MARV Hub and Karachi), South African (too many eggs in one basket, can be mitigated with Reykjavik) and Arabian Blue Zones (ZOCOM HQ and the Blue Zone from which the Mecca complex is run, needs a MARV Hub and more Fortress Cities), Security Reviews (DC is still too high for 1 Die so we need Philadelphia II completed to be able to run two of them at the same time which will mitigate some problems), better local Food and Water supplies for the Green Zones and the lack of Plasma Shuttle Logistics which would enable better binding of the Blue Zones into a more coherent entity.
Rushing Philly won't make anything magical happen. All it will do is make assigned dice contribute ~5% more than they currently do. We won't even notice it.
Actually we would have noticed it this turn with Tissue Replacement Therapy finishing because of those ~5% more.
And when are we getting the 200 more resources per turn needed to activate all those dice?
Multiply the 70ish average from each dice by our now-58 dice, and you get 4060 progress each turn. That incoming +232 is HUGE....
No wait, it is a 5% increase.
We already have +15 Resources from this turn and I'm doing a minimum of 55 and a maximum of 75 Resources per Turn gain just in the next turn. Add on that that there are a lot of 10 Resources per Die actions and a lot of Bureaucracy actions to burn Dice on and we can manage for a few turns while we build up those 200 Resources.
Look, I never said we should stop questing (using Free Dice) towards Philly 5. I'm just pointing out that it is not the Holy Grail (TCN), it is just a +2 weapon (decent bonus).
Also, we don't yet have the weapon proficiency (resources per turn) to wield Philly 5 properly yet, so it only works as a +1 weapon (+5% effectiveness of dice).
We also don't have a lot of anti-theft (ASAT) devices to ensure that it isn't stolen from us (damaged by a nuke) by those Insulting Frenchmen from Scene 8 (NOD).
What I am saying is that while we could sprint (assign all Free Dice) towards Philly 5 in the next DnD session (quarter), we may as well quest (use Free Dice) towards getting that weapon proficiency (more harvesting) so that we can use it properly. As well as quest (use Free Dice) towards getting better armor (Capitol Goods Infrastructure), and ensure we have a better anti-theft (ASAT 4) setup first.
And unless I'm clip-clopping (using coconuts (doing the maths)) wrong, we aren't likely to get Philly 5 in the next DnD session (quarter) anyway.
Actually even if we sprint towards Philadelphia II with all the Free Dice we can't get it this turn because the Median is 15 Dice and we can only put 12 on it. Doesn't change the fact that putting 10 on it gives us a lot more room for actions next turn as we won't need Free Dice on it then most likely.