If only we didn't have to fight crazed fanatics, then we could just focus on building Tiberium inhibitors and cracking those red zones open. Hmm, this sounds familiar.
 
Nah.

It's not that bad.

See, the thing is, I'm trying to close a general hole in our Logistics. It's not "we're gonna run out of Logistics next turn" the way we sometimes realize we're gonna run out of Energy and have to freak out and complete a whole phase of power plants in a single turn. It's "at some point in the near future, our Logistics will come under heavy strain."

ICS doesn't have immediate payoff, but it pays off very very well in 2-3 quarters' time. Good. It leaves us theoretically vulnerable to the warlords deciding to dogpile us before the system is finished, but there's no certainty that they will dogpile us that fast. They might wait rather longer. And once the system finishes, we have a huge Logistics buffer, no problem. Even in the worst case, it's not like GDI suddenly blinks out of the universe and ceases to exist at negative Logistics. We can grit our teeth and hang on for a turn or two while completing the system. It's not great but it's not bad and the payout from ICS is really sweet.

Shuttles and rails both have quicker, shorter-term payoff, which is nice. But in different ways they also have greater costs per point of Logistics they deliver. More Resources in the first case, more dice in the second case.

The thing to understand is that this is all about medium-term planning. We don't actually know when the warlords are gonna dogpile us. It might be next turn. It might be next year, three or more turns from now. What we do know is that we need to have our shit together when they do, and insofar as we don't have our shit together, it's gonna cost us something.

Again, don't think in terms of us needing a fixed small amount of Logistics from a single project to survive a specific challenge. Think in terms of "our Logistics situation is gonna get kicked in the ass soon, at an undetermined moment and with an undetermined force. When that happens, we need to be able to quickly recover and power through, how best to do that?"

I didn't mean to downplay the long-term advantages of ICS, I assume we'll be doing it eventually anyways, what I'm saying is that investing in it now kind of feels like it defeats the point of trying to cover that hole in our logistics.

If we start it, we are in for the long haul and effectively betting on a good 9 month period in which we're not going to be attacked by Nod because (until all 800 progress is completed) it provides us with no benefits for any work put into it. The same does not apply to any of the other options.

Will it eventually fill the hole? Absolutely, but so would orbital shuttles or rail or the planned cities. The difference is that all of those options have staggered payouts, we don't need to put 9 months and 800 progress into them before we see any benefits. Those options likewise don't put any strain on our energy or capital goods which we're struggling with right now, in exchange for other downsides. With those options, we will have a safety cushion within the quarter, but with ICS we won't see one until the end of the year at best.

That's why the idea that ICS is cheaper than any of the other options sits uneasily with me, because while it is true on a strictly per dice basis, you're likely to spend 165R and 11 dice on the project before you see any return.

As for what I meant by asking if gliders would be enough to squeeze by, I meant it in the short-term/mid-term sense. Do we feel like the surplus of logistics gained by gliders would be enough to mostly protect us from any attack that may or may not occur in the 9 month period it would take to complete ICS? I have no idea what kind of yield value we're looking at with that project.

(Also, P.S. thanks for the reminder about it technically being past Q1, the threadmark names always get me confused. >.>)
 
The problem is that the only way to test the hypothesis would be to either:

1) Launch Earth-based tiberium into space, which is an instant "HATE HATE HATE" idea for just about any GDI citizen. Or,

2) Return Venus-based tiberium to Earth, which is an extremely bad idea if it turns out that Venus-based tiberium cannot be contained using our existing technology, or spreads much more rapidly than existing Earth-based tiberium. Since if either of those things happens and the Venus-based tiberium gets loose on Earth, we're screwed.
Third option: Have SCED funded to make research station over Venus, and analyze it there, comparing analysis results with a control sample being studied at the same time on Earth.

[X] Plan Prepping for the Heist, part 1
 
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To chime in to the Logistics woe as someone who has seen some of the cards Ithillid shuffles into Nod's decks and ours, I am of the heavily biased opinion that the Parliament should well blame the Treasury for not doing any form of Logistics hardening in the past eight+ years of reconstruction. As per usual, I am only going to look at the narrative side of things and on that side, ICS' description explicitly mentions that GDI, the global hegemon/superpower, works entirely off of patchwork logistical systems. One that has been jury-rigged since the days of TW3 and the near-extinction of humanity.

And sure, we've persisted in this state of affairs for the past eight+ years. Rebuild some of the systems and alleviated the others. Good enough. Except that it's not tenable. Any logistical disruption is a deathkneel to GDI and thus us as Questers. When Ithillid remarked that Bintang is capable of surging us for -20 Logistics or any such numbers, people seemed to have focused more on the fact he mentions later that it'd all be just temporary. That it'd be something done and gone in one turn.

Except of course, Nod has always thrived in the 'temporary' disruptions. Ask the retrieved corpses abroad the Philadelphia I what momentary disruptions resulted in. Any surge from Bintang likely would not be something she does on her own. She likely knows more than GDI does what sort of supply chains she could hit, and if she could convince just one Major Warlord to surge alongside her then well–

–Well, Seo on the verge of losing his posting would be the least of our concerns.
 
To chime in to the Logistics woe as someone who has seen some of the cards Ithillid shuffles into Nod's decks and ours, I am of the heavily biased opinion that the Parliament should well blame the Treasury for not doing any form of Logistics hardening in the past eight+ years of reconstruction. As per usual, I am only going to look at the narrative side of things and on that side, ICS' description explicitly mentions that GDI, the global hegemon/superpower, works entirely off of patchwork logistical systems. One that has been jury-rigged since the days of TW3 and the near-extinction of humanity.

And sure, we've persisted in this state of affairs for the past eight+ years. Rebuild some of the systems and alleviated the others. Good enough. Except that it's not tenable. Any logistical disruption is a deathkneel to GDI and thus us as Questers. When Ithillid remarked that Bintang is capable of surging us for -20 Logistics or any such numbers, people seemed to have focused more on the fact he mentions later that it'd all be just temporary. That it'd be something done and gone in one turn.

Except of course, Nod has always thrived in the 'temporary' disruptions. Ask the retrieved corpses abroad the Philadelphia I what momentary disruptions resulted in. Any surge from Bintang likely would not be something she does on her own. She likely knows more than GDI does what sort of supply chains she could hit, and if she could convince just one Major Warlord to surge alongside her then well–

–Well, Seo on the verge of losing his posting would be the least of our concerns.

I feel much the same, and while I tried to avoid meta-reasoning in my argument for why I feel like ICS right now might be a bad choice… it has a place in why I feel that way.

If I were Nod and planning an attack on GDI engineered to cripple their logistics, why would I wait 9 months as they hardened themselves against that kind of attack? They have infiltrators, our capacity to keep them in the dark in regards to such a major long-term project is practically non-existent. Thus, starting said major project gives them a nice window of opportunity where they could hit us hard and make it really hurt all at once.

If they staged an attack 4 months into working on ICS, they could cripple our logistics and the project because ICS only streamlines pre-existing logistical efforts. If they sink our cargo ships and destroy our railways it would all be for naught.

Shuttles seem like a narratively pleasing option, to me, because of how difficult it is to counter them for a guerrilla force like Nod. They aren't obligated to always follow a pattern of flight like rail, or get funneled through canals and such like cargo ships. I'd also wager that it would be much harder for them to strike at suborbital craft than typical planes.

I agree that lots of this should have been done awhile ago, but it does seem to me that recently in-quest politics have been playing more and more of a role in the decisions being made by the treasury. Too many representatives tugging the funds in a dozen different directions, most of which low-priority, and obscuring the things that really should be done immediately or else we're liable to eat the consequences tomorrow.
 
I agree that lots of this should have been done awhile ago, but it does seem to me that recently in-quest politics have been playing more and more of a role in the decisions being made by the treasury. Too many representatives tugging the funds in a dozen different directions, most of which low-priority, and obscuring the things that really should be done immediately or else we're liable to eat the consequences tomorrow.
There's nothing for it. A good part of Ithillid's difficulty loop is the fact that he is making it hard to prioritize due to pressures IC or OOC despite what any one Quester wants as their pet project. Or as you say, obscuring the priority list on what he considers necessary for us to counter Nod with. I am, much like my gripe with the Macrospinner way back, not going to cast much light on what the planmakers have made and what plans have won– because I would lie if I didn't say the present state of affairs is a bugger– but we are at the position of being able to do ICS properly.

Nothing for it but to grit and hope that Nod doesn't attempt to gank us now in the short term while we try to surge both Philly and ICS.
 
Nothing for it but to grit and hope that Nod doesn't attempt to gank us now in the short term while we try to surge both Philly and ICS

My mind totally skipped over the fact that doing the ICS means we'd be doing it at the same time as the Philly, another major project. Now you've made me extra paranoid! We couldn't make a bigger target if we tried. :cry:

You're right though, there really is nothing for it. The uncertainty is part of the difficulty.
 
Real World governments and societies have internal political aims and disputes all the time. The same is true of GDI. Part of the game is figuring out which political aims are doable, and which need to be pushed down in priority or even disregarded in the interest of short and long term aims.
 
The priority is in the eye of the beholder. Ask 5 people what's important and you'll get 5 different answers. Lamenting people having different priorities then you is weak sauce. Make your case as best you can and move on.

Also accept Nod is very good and finding holes in our armor. They will hit us where we are weak wherever or whatever that is.
 
The priority is in the eye of the beholder. Ask 5 people what's important and you'll get 5 different answers. Lamenting people having different priorities then you is weak sauce. Make your case as best you can and move on.

I don't believe anyone was targeting the priorities of other people (quest-player wise) in their statements, I certainly wasn't. I specified that the politicians want things that are low-priority or contrary to the goals of the government as a whole.

They're trying to please their voters and satisfy a political agenda, some of which are for long-term things (like the Starbound party), but you can't do that without visible steps in that direction. Does setting up a railway make progress towards the Starbound party's priorities in theory? Absolutely, but it doesn't give us political support with their voting block because it isn't visibly aligned with their goals.

Building a space resort, on the other hand, would be more likely to appeal to them despite providing little-to-no progress towards the stated goal of getting all of humanity into space. Few to none of those voting Starbound would see the resort, or go to space, it would be reserved for the rich and powerful but it still on the surface fits the niche of 'getting people into space'. A publicity stunt, in other words.

That is what I mean when I say that politics seems to be playing a greater role in the quest. The court of public opinion has been becoming more of a factor in what the representatives want us to do. (Which is exactly how it is in real life government too)
 
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A lot of the actions are the same as other plans so i only going to talk about those not in all plans,
First Wadmalaw Kudzu Development gets done to find out the progress needed to roll it out as it is a plan goal
Tiberium spends 3 dice on MARV fleets with the aim to build two of them.
The almost complete Havoc get completed with Administrative Assistance so that there are enough dice for 10 on Philadelphia, the MARV hubs and fleets and work on shells and orca's

[ ] Plan Sunrise
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 2/3 Dice 30 Resources
-[] Perennial Aquaponics Bays (Stage 2) 163/350 1 dice 10R
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 97%
Tiberium 6/6 Dice 130 Resources -5 PS
-[] Red Zone Containment Lines (Stage 6) 54/180 2 dice 50R 88%
-[] Offshore Tiberium Harvester Stations 148/200 1 die 20R 5PS 94%
-[ ] Super MARVs x2 0/420 --Alt: 2 Mil 3 Tib dice 60R 78%
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 1/4 Dice 20 Resources
-[ ] Tissue Replacement Therapy Development 42/60 20 Resources per Die, 1 Die = 20 Resources
Military 6/6 Dice + 2 Free Dice 130 Resources:
-[ ] Reclamator Fleet Red Zone 7-South Super MARVs 0/210 20 Resources per Die, 2 Die = 40 Resources
-[ ] Reclaimator Hub Yellow Zone ?? 84/105 1 die 20R 100%
-[ ] Shell Plants (Phase 4) 128/300 2 dice 20R 34%
-[ ] Orca Refit Deployment 0/200 2 dice 30R 14%
-[ ] 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, Administrative Assistance = 10 Resources
Bureaucracy 2/3 Dice:
[] Administrative Assistance (New)
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
 
I'll take what I can get, and it depends on military prioritization.

The big problem is that Heavy Industrial Sectors is going to need -8 Energy right out of the gate. If we're still doing other energy-burning things, we can't complete it without also completing the Phase 3 fusion plants. As such, there's a real danger that we'll need to spend significant Free dice on Heavy Industry next turn just to make things work out... We're effectively committed to finishing both projects regardless of what happens, though the immediate consequences of Blue Zone Heavy Industrial Sectors rolling badly and not finishing in Q3 would not, in and of themselves, be that bad.

It's not really about snipping away at one or two points of Energy here or there, it's the overall cumulative. In particular, doing three "-2 Energy" military factories in the same turn. There are times when doing that is valid, but it's important to at least do a quick check and know you're doing that, y'know?
Well, here's what I've done.

[]Plan A Census in Philadelphia

-[]Infrastructure 5/5 75R
--[] Integrated Cargo System 0/800 5 dice 75R (median 5/11)

-[]Heavy Industry 4/4 90R
--[] Continuous Cycle Fusion Plant (Phase 3) 199/300 2 dice 40R 92%
--[] Blue Zone Heavy Industrial Sectors 146/500 2 dice 50R (2/5)

-[]Light & Chemical Industry 4/4 70R
--[] Reykjavik Myomer Macrospinner (Phase 3) 260/320 3 dice 60R 100% (Reyk 4 median 3/11)
--[] Civilian Glider Development (New) 0/40 1 die 10R 92%

-[]Agriculture 3/3 30R
--[] Yellow Zone Purification Facilities (Phase 2) 12/160 2 dice 20R 51%
--[] Perennial Aquaponics Bays (Stage 3) 163/350 1 die 10R (median 1/3)

-[]Tiberium 6/6 130R
--[] Tiberium Processing Refits (Phase 2) 20/100 1 die 20R 66%
--[] Offshore Tiberium Harvester Stations 148/200 1 die 20R 94%
--[] Super MARVS
----RZ-7s 0/210 2 dice 40R 97%
--[] Containment Facilities Deployment??? ???/??? 2 dice 50?R ??%

-[]Orbital Industry 5/5 + 4 180R
--[] GDSS Philadelphia II (Phase 5) 475/1425 9 dice 180R (median 9/13)

-[]Services 3/4 60R
--[] Tissue Replacement Therapy Development 0/60 1 die 20R 100%
--[] Advanced Electronic Video Assistant Development 0/60 1 die 20R 100%
--[] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 89%

-[]Military 6/6 + 2 115R
--[] Super MARVs
---RZ-7s 0/210 2 dice + 2 T die 40R 97%
--[] Orca Refit Deployment 0/200 3 dice 45R 67%
--[] Shell Plants (Phase 4) 3/300 2 dice 20R 37% (median 2/3)
--[] Havoc Scout Mech Deployments
---[] Brest 77/110 1 die 10R 100%

-[]Bureaucracy 3/3 + 1
--[] Conduct Population Census DC 90/120/150/180 4 dice 96%

750/755R, 7/7 Free Dice

I shifted an HI dice back to CCF. On the one hand, this is going to make next quarter fairly expensive--we'll have to spend 3-4 dice on HIS. On the other hand, since we can't reasonably expect to get HIS this turn whatever we do, we might as well optimize for fulfilling power needs.

I also cut back on some of the Energy-intensive projects--Freeze-Dried Food Plants got the axe, Porto, and Seoul, and I took a die off Shell Plants to put on Philedephia. I'm tempted to swap that out for Ablatives, which would leave enough of an Energy surplus to accomodate Brest and HIS without CCF 3--that would let me switch that HI die back to HIS--but, again, unfinished business.

One thing--no MARV hub. I don't know if that's a dealbreaker or not--I'm mostly thinking that the last thing we need is to end up chasing MARV overflow across the Americas.

EDIT:Gain/loss math:
ICS: -2E, -2 CG, 0%
CCF 3: +16 E, 92%
HIS: -8 E, +8 CG, 0%
Reyk 3: + 1E, +2 CG, 100%
YZ Purification: -1E, 51%
Orca Refit: -1 CG, 65%
Shell Plants: -2E, 37%
Brest: -2E, 100%

Worst case:
No CFF, Purification, Shell Plants, Brest.
1E -1E -2E -2E = -4E
(1-.92)(.51)(.37) = 1.5%

For a minimum-risk plan I would remove Purification and Shell Plants, reducing the maximum Energy cost to -1E--which our surplus can cover on top of HIS.

EDIT:That said, I think we can count on completing CFF 3 with at most two dice next turn even if it doesn't complete this turn, so I don't think we have to worry too much.
 
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Well, here's what I've done.

[]Plan A Census in Philadelphia

-[]Infrastructure 5/5 75R
--[] Integrated Cargo System 0/800 5 dice 75R (median 5/11)

-[]Heavy Industry 4/4 90R
--[] Continuous Cycle Fusion Plant (Phase 3) 199/300 2 dice 40R 92%
--[] Blue Zone Heavy Industrial Sectors 146/500 2 dice 50R (2/5)

-[]Light & Chemical Industry 4/4 70R
--[] Reykjavik Myomer Macrospinner (Phase 3) 260/320 3 dice 60R 100% (Reyk 4 median 3/11)
--[] Civilian Glider Development (New) 0/40 1 die 10R 92%

-[]Agriculture 3/3 30R
--[] Yellow Zone Purification Facilities (Phase 2) 12/160 2 dice 20R 51%
--[] Perennial Aquaponics Bays (Stage 3) 163/350 1 die 10R (median 1/3)

-[]Tiberium 6/6 130R
--[] Tiberium Processing Refits (Phase 2) 20/100 1 die 20R 66%
--[] Offshore Tiberium Harvester Stations 148/200 1 die 20R 94%
--[] Super MARVS
----RZ-7s 0/210 2 dice 40R 97%
--[] Containment Facilities Deployment??? ???/??? 2 dice 50?R ??%

-[]Orbital Industry 5/5 + 4 180R
--[] GDSS Philadelphia II (Phase 5) 475/1425 9 dice 180R (median 9/13)

-[]Services 3/4 60R
--[] Tissue Replacement Therapy Development 0/60 1 die 20R 100%
--[] Advanced Electronic Video Assistant Development 0/60 1 die 20R 100%
--[] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 89%

-[]Military 6/6 + 2 115R
--[] Super MARVs
---RZ-7s 0/210 2 dice + 2 T die 40R 97%
--[] Orca Refit Deployment 0/200 3 dice 45R 67%
--[] Shell Plants (Phase 4) 3/300 2 dice 20R 37% (median 2/3)
--[] Havoc Scout Mech Deployments
---[] Brest 77/110 1 die 10R 100%

-[]Bureaucracy 3/3 + 1
--[] Conduct Population Census DC 90/120/150/180 4 dice 96%

750/755R, 7/7 Free Dice

I shifted an HI dice back to CCF. On the one hand, this is going to make next quarter fairly expensive--we'll have to spend 3-4 dice on HIS. On the other hand, since we can't reasonably expect to get HIS this turn whatever we do, we might as well optimize for fulfilling power needs.

I also cut back on some of the Energy-intensive projects--Freeze-Dried Food Plants got the axe, Porto, and Seoul, and I took a die off Shell Plants to put on Philedephia. I'm tempted to swap that out for Ablatives, which would leave enough of an Energy surplus to accomodate Brest and HIS without CCF 3--that would let me switch that HI die back to HIS--but, again, unfinished business.

One thing--no MARV hub. I don't know if that's a dealbreaker or not--I'm mostly thinking that the last thing we need is to end up chasing MARV overflow across the Americas.

Would you mind putting loss/gain math of your plan at the bottom in regards to things like Energy based on what you expect to complete? I know it's not the most useful, considering rng, but I'd still like to see.
 
@Dmol8 We have 80 PS; we don't need to do the Sports Programs right now. (And even then I'd rather do the Domestic Animal Programs first since we can afford Food far more than Health.) I'd much rather we do a single die to finish another Services research project even if that leaves one or two Services dice unused.

With that many dice on the MARV fleet, you might as well put in the 1 Military die needed to complete the next Hub, as there will be a 36% chance of the overflow completing a second fleet. And even without completion, it'd make that second hub's fleet easy to finish the turn after.

o_O👇

Communal Housing Experiments 178/140

Communal Housing Experiments 72+80+26=178/140

[ ] Communal Housing Experiments
Building communal housing units, designed around a common professionally operated kitchen and grounds should provide for a combination of privacy, high quality supplies, and a sense of communal living, all at a cost significantly cheaper than even the apartment complexes. This form of living should create community and camaraderie among a population, even if it is disrupted at times due to people moving in or out.
(Progress 72/140: 10 resources per die) (+8 Housing) (-5 PS)

This is -5 Political Support.

Perennial Aquaponics Bays (Stage 2) 513/350

Perennial Aquaponics Bays (Stage 2) 291+174+48=513/350 ->163/350

[ ] Perennial Aquaponics Bays (Stage 2)
A further phase of major perennial bay aquaponics development will focus on producing various forms of mass luxuries for global consumption. While it will take well into next plan to reach full production, it will be an investment into the future and a generally popular decision.
(Progress 291/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) (+10 Political Support)

This is +10 Political Support.

Overall it's +5 Political Support so far.

[ ] Offshore Tiberium Harvester Stations
While the first attempt at offshore Tiberium harvesting was a spectacular failure, a more dedicated system may well have significantly better results. Built on floats, these stations are likely to be little more than Tiberium Spikes on the end of long poles running down towards the sea floor.
(Progress 0/200: 20 resources per die) (-5 PS per die) (+20-30 resources per turn)

This is -5 Political Support per Die.

--[X] Offshore Tiberium Harvester Stations 0/200 2 dice 40R 10PS 28%

And we used 2 Die on it. That is -10 Political Support.

Overall it's -5 Political Support.

And our starting Political Support for this turn was 75. Now it's 70 and we are about to burn Political Support again. So we need the Political Support gain as we will lose some in the next few turns. I'm doing Sports as they are the action we will need more effort on to complete and they bring in a level of normalcy our population has been lacking.

I'll think about switching to Pets and then post a new plan probably.

Edit: @Ithillid you forgot to threadmark the newest post in the SCED Quest.
 
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Röll
[X] Plan Prepping for the Heist, part 1
Earthside Facilities (Unlimited Dice)
-[X] New Johnson Training Center (Stage 3) (25 Capital per Die 212/400) 4 dice 100C 59.57%
-[X] Tanegashima Station Module Complex (25 Capital per Die 0/200) 2 dice 50C .01%
Earth-Orbit Facilities:
-[X] Gagarin Station (Stage 3) (3/5 Gagarin Station Parts; 10 E-Launch Cap, 5C and 10 E-IP per Part) 2 Parts, 20 E-Launch Cap 10C 20 E-IP
-[X] High Security Materials Laboratory Module (Requires Gagarin-Stage 3) (0/5 Station Parts) 2 Parts, 20 E-Launch Cap 40C 40 E-IP
Development (5 Dice) +20
-[X] Advanced Lunar Base Stage 2 281/400 (5C/Die+2E-IP/Die) 2 dice 10C 4 E-IP 70%
-[X] Mark II Fusion Engine 0/300 (5C/Die+8E-IP/Die) 1 die 5C 8 E-IP
-[X] Lunar Regolith Agricultural Experiments 55/200 (2C/Die+1E-IP/Die) 2 dice 4C 2 E-IP 46.5%
Space Command Mission Planning (3 Dice) +5
-[X] Venus: Tiberium Monitoring Array (Requires one Die)
-[X] Venus: Tiberium Sampling 0/200 2 dice
Missions
-[X] Pardus Mission-Luna 4IP 2C 1 Manned Mission Mare Serenitatis
-[X] Belt Probing (23/80 Objects probed) 17 + 70 = 87 Pathfinder days: 14 Objects total

221/243 Capital
78/80 E-IP
40/80 ELC
87/90 Pathfinder Days
BOTcommander threw 4 100-faced dice. Reason: New Johnson Training Center Total: 109
3 3 43 43 23 23 40 40
BOTcommander threw 2 100-faced dice. Reason: Tanegashima Station Module Com Total: 41
32 32 9 9
BOTcommander threw 2 100-faced dice. Reason: Advanced Lunar Base Stage 2 Total: 155
70 70 85 85
BOTcommander threw 1 100-faced dice. Reason: Mark II Fusion Engine Total: 55
55 55
BOTcommander threw 2 100-faced dice. Reason: Lunar Regolith Agricultural Ex Total: 102
71 71 31 31
BOTcommander threw 2 100-faced dice. Reason: Venus: Tiberium Sampling Total: 153
85 85 68 68
BOTcommander threw 1 8-faced dice. Reason: Pardus Mission-Luna Total: 7
7 7
BOTcommander threw 1 3-faced dice. Reason: LR1 Total: 1
1 1
BOTcommander threw 12 7-faced dice. Reason: Belt Probing 1 Total: 42
1 1 3 3 2 2 2 2 2 2 5 5 5 5 2 2 6 6 3 3 7 7 4 4
BOTcommander threw 2 7-faced dice. Reason: Belt Probing 1 Total: 4
2 2 2 2
BOTcommander threw 6 4-faced dice. Reason: BR2 Total: 12
4 4 1 1 3 3 1 1 2 2 1 1
BOTcommander threw 2 4-faced dice. Reason: BR3 Total: 3
1 1 2 2
BOTcommander threw 1 4-faced dice. Reason: BR4 Total: 2
2 2
BOTcommander threw 2 4-faced dice. Reason: BR4 Total: 5
4 4 1 1
BOTcommander threw 1 3-faced dice. Reason: BR6 Total: 2
2 2
BOTcommander threw 1 3-faced dice. Reason: BR7 Total: 3
3 3
 
SCED Mathpost:
New Johnson Training Center (Stage 3) 321/400
Tanegashima Station Module Complex 41/200

Earth-Orbit Facilities:
Gagarin Station (Stage 3) 5/5 Gagarin Station Parts
High Security Materials Laboratory Module (Requires Gagarin-Stage 3) 2/5 Station Parts
Development (5 Dice) +20
Advanced Lunar Base Stage 2 476/400
Mark II Fusion Engine 75/300
Lunar Regolith Agricultural Experiments 197+5(BOT IS MERCIFUL!)/200
Space Command Mission Planning (3 Dice) +5
Venus: Tiberium Monitoring Array Autocomplete
Venus: Tiberium Sampling 163/200
 
Let's look at the average rolls.

D100: 47.3
D8: 7
D7: 3.29
D4: 2
D3: 2

Below average on everything but the D8 and D3s. Really sucks. Can't even catch a break in a side quest.
 
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