It occurs to me that MARV hubs are one of the best ways to take the initiative away from NOD on both a strategic and tactical level, as they present a massive target that has to be taken care of tactically. In addition to being a gigantic thorn in any of the warlord's sides, it restricts their movements. It forces them into action when we decide it.

I feel like the ability for MARV hubs to be used in this way is being underappreciated as the ability to dictate where NOD will strike, overall, seems like it would be a bigger deal.

Moreover, since we seem to be heading into an extensive scale engagement with NOD in the future, it bears considering that we could use MARV hubs to force NOD to engage on our terms. This is especially given the recent upgrades to the MARV hub's fortification levels.
 
This is actually a serious question, since 8 don't keep up with the plan votes. Is it possible that we loose in the end because of consistently below average dice rolls despite all the planning and effort that goes into the Turn votes and discussion? I don't mean a critical bad dice roll but just a general below average trend. I'd imagine yes right since that would make the most sense. It's kinda interesting and I like it, but it definitely doesn't feel good.
 
A trickle of dice towards Colombia is not a bad compromise.

I'm not sure if that will work. One of the main arguments for the Colombia Phase 1-3 sprint in Q4 is the election and the political favors/support we can get from it. Its one of the reasons @Simon_Jester suggested taking Make Political Promises as an option next turn to clarify what more direct benefits it would yield aside from morale improvement and +20 PS.
 
This is actually a serious question, since 8 don't keep up with the plan votes. Is it possible that we loose in the end because of consistently below average dice rolls despite all the planning and effort that goes into the Turn votes and discussion? I don't mean a critical bad dice roll but just a general below average trend. I'd imagine yes right since that would make the most sense. It's kinda interesting and I like it, but it definitely doesn't feel good.

Not really. Our current FYP targets are easily achievable right now even with bad luck, we'd need a REALLY long run of REALLY bad luck to make us fail our targets. Bad luck can lead to us running consistently behind schedule and not being able to afford projects outside the targets though, so even if we're still definitely capable of the bare minimum we could miss out on cool stuff we wanted as stretch goals.
 
This is actually a serious question, since 8 don't keep up with the plan votes. Is it possible that we loose in the end because of consistently below average dice rolls despite all the planning and effort that goes into the Turn votes and discussion? I don't mean a critical bad dice roll but just a general below average trend. I'd imagine yes right since that would make the most sense. It's kinda interesting and I like it, but it definitely doesn't feel good.
As we are now? No, we have had enough pushes for dice bonuses previously that even averaging 43s we can still win things- this is why some of us push dice bonuses so hard because streaks like this can happen

Paired by battle.

First pair is the first battle, with GDI rolling first, second pair is the second battle, with GDI rolling first, etc.
So 59 and 20 for GDI vs 18 and 62?

And then 66 and 52 vs 35 and 30?

If so the first one both side should get good blows in while the second is GDI favored.
 
Last edited:
I'm not sure if that will work. One of the main arguments for the Colombia Phase 1-3 sprint in Q4 is the election and the political favors/support we can get from it. Its one of the reasons @Simon_Jester suggested taking Make Political Promises as an option next turn to clarify what more direct benefits it would yield aside from morale improvement and +20 PS.

Right, but let's say, for arguments sake that one does not care about the success or failure of the Starbound party in the next election, and just wants to build Colombia because it's a necessary long-term project. From that point of view, a slow trickle-build is perfectly reasonable.
 
Right, but let's say, for arguments sake that one does not care about the success or failure of the Starbound party in the next election, and just wants to build Colombia because it's a necessary long-term project. From that point of view, a slow trickle-build is perfectly reasonable.

If you don't care about doing it by the election, just doing it at some point this FYP, then waiting until the Enterprise is complete will be noticeably cheaper/more efficient. I suppose a slow trickle could get Phase 2 operational a year or so earlier than it otherwise would be if you think that having an extra year-ish to practice with the bare minimum of a technically-liveable space hab is worth the extra cost. Which it might be, the scientists won't be having much fun in a tiny little barely functional Phase 2 tin can but they WILL do science.
 
Right, but let's say, for arguments sake that one does not care about the success or failure of the Starbound party in the next election, and just wants to build Colombia because it's a necessary long-term project. From that point of view, a slow trickle-build is perfectly reasonable.

I'm not so sure, it seems to me to be more efficient to focus on one station at a time. Especially since Enterprise definitely has a bay option to reduce all future station progress cost.
 
True, I was thinking along the lines of the trickle to get the first stage or two built, as that's a pretty low dice count. Stage three is pretty expensive and we'll likely want the discount from Enterprise for that.
 
My entirely serious answer is as such. Why not both? We appeal of Columbia isn't because we need it to hold our population. We want it to show our population that there is still hope for humanity, even if Earth falls to Tiberium. That way, they will have children again.

I don't think that we need the kind of heavy push that Philadelphia got. 1 or 2 dice per turn until we complete Phase 3 at the most. I haven't really followed the planning discussions that well, but I think it is at least possible to fit that in with our current commitments and needs.
I think part of it is that Enterprise will make Columbia cheaper.
 
5 quarters is a huge get for delaying more mit loss. Really a big win.
Absolutely. It's effectively us losing 0.6 mitigation per turn for the next five turns, which is better than the average rate we'd expect from the post-stabilizer era.

Stove is a Capital Good I thought? Considering what went into those communal CapG libraries.
Stoves are not Capital Goods. The option you're thinking of was labeled Durable Goods Libraries and Central Repositories, and it provided +8 Consumer Goods, not Capital Goods of any kind.

Capital Goods is stuff you need in order to build modern automated factories. Mostly either big heavy machinery, or raw microchip production that can go into controlling the machinery and widespread automation networks.

I suspect that not doing any Housing construction will cause political issues. Perhaps below our level of abstraction, but still. People really want out of the Yellow Zones as we have repeatedly seen, and they need to see progress on this I think.
If we're obviously bracing for war, I think we can get away with it for a few turns- and we kind of need to, because all the effort we've spent on Housing up to this point means that we are really likely to take a big kick in the shorts from Logistics penalties incurred during the Great Dogpile.

Oof, just 2 Service die much less after we started three developments? No, I can't vote for that. Services are a rather important category in my eyes, its where dogs, cats, sports, Health, and important research comes from.
The problem is that right now most of our options are either optional +Political Support stuff we don't need, or expensive-per-die research projects that may or may not have any immediate payoff and cost a lot at exactly the time we're trying to run multiple megaprojects and a military buildup.

As you said, we have higher priorities.

Or maybe that's what Kane wants you to think because the person on discord is actually Kane's puppet! And the QM is also controlled by Kane to say that AP isn't Kane to further throw people off the trail!

We can't be too sure because Kane is everywhere and extra paranoia is warranted. Can't discount the possibility Kane can break through the 4th wall and have true believers in real life.

(But for real though, AP's writer is doing a good job. But Kane has better things to do than to shitpost in a recognizable fashion on purpose.)
My working hypothesis is that AccomplishingProvidence is literally Joe Kucan. :p
 
We (basically had to) commit to so many Orbital projects this Plan that we will be spending Free dice on them for the rest of the Plan.
So there is some concern as to whether it is worth the risk of non-completion to bring forward an optional project by around 1.5 years.
Nobody really thinks that we shouldn't do the other stations, there is just a disagreement about whether we should risk the dice being bad to us.
I'm not looking for a huge commitment. Just one or two dice per turn. Enough to say we are actually doing something about the issue, and hopefully get enough progress to give some support to the Starbound party in time for the elections.
 
Oh, I just realized the Reclamation Hubs now have designated locations. Missed that until now.
So I just some quick verification with google searches and helping point out locations to anyone who doesn't want to google search.

- All Yellow Zone and Red Zone hubs are located on a coast for easy reinforcement, transportation, and naval support.
- Yellow Zone 1 is South America but so is Yellow Zone 5? Wasn't Yellow Zone 1 supposed to be Eastern Europe? Also Montevideo is listed as Yellow Zone hub 1b and 5b.
- Yellow Zone hub 3c is the closet MARV hub to Karachi. 276 miles / 445 kms away though with some bays in the way so probably farther.
- Blue Zone 10 and 19 hubs are pretty close together. So if we ever want a doom swarm of SMARVs that would be the place.
Reclamator Hub Yellow Zone 1a
Reclamator Hub Yellow Zone 1b (Montevideo) - Uruguay
Reclamator Hub Yellow Zone 1c (Antofagasta) - North Chile
Reclamator Hub Yellow Zone 2a (Djibouti) - Northeast Africa
Reclamator Hub Yellow Zone 2b (Swakopmund) - Southern Africa, Namibia West Coast
Reclamator Hub Yellow Zone 2c (Accra) - Western Africa, Ghana, along the Southern Coast
Reclamator Hub Yellow Zone 3a (Manila) - Philippines
Reclamator Hub Yellow Zone 3b (Bangkok) - Thailand
Reclamator Hub Yellow Zone 3c (Porbandar) - Western India, along coast.
Reclamator Hub Yellow Zone 4a (Perth) - Western Australia, along West Coast
Reclamator Hub Yellow Zone 4b (Albany) - Western Australia, along Southern Coast
Reclamator Hub Yellow Zone 4c (Adelade) - Southern Australia, along Southeast Coast, near Blue Zone 9
Reclamator Hub Yellow Zone 5b (Montevideo) - Uruguay
Reclamator Hub Yellow Zone 5c (La Serena) - Northern Chile
Reclamator Hub Yellow Zone 6a (Savannah) - US east coast
Reclamator Hub Yellow Zone 6b (Mazatlan) - Mexico, west coast, near entrance of Gulf of California
Reclamator Hub Yellow Zone 6c (Churchill) - Northern Canada, Manitoba, Hudson Bay
Reclamator Hub Red Zone 1 South (Tripoli) Northern Libya, directly south of Sicily
Reclamator Hub Red Zone 2 North (Congo River) Central Africa, west coast
Reclamator Hub Red Zone 2 South (Dar Es Salaam) Tanzania, middle of Eastern African coast
Reclamator Hub Red Zone 3 North (Istanbul) Turkey, between Black and Mediterranean Sea
Reclamator Hub Red Zone 3 South (Beirut) Lebanon, Eastern Mediterranean
Reclamator Hub Red Zone 4 North (Hong Kong) South China coast.
Reclamator Hub Red Zone 4 South (Chattogram) Bangladesh
Reclamator Hub Red Zone 5 North (Tuaran) Malaysia, northern point of island of Borneo
Reclamator Hub Red Zone 5 South (Banda Aceh) Indonesia, northwest point of island of Sumatra (western most part of Indonesia).
Reclamator Hub Red Zone 8 North (Wyndham) North Central Australian coast
Reclamator Hub Red Zone 8 South (Eucla) South Central Australian coast
 
Last edited:
As we are now? No, we have had enough pushes for dice bonuses previously that even averaging 43s we can still win things- this is why some of us push dice bonuses so hard because streaks like this can happen


So 59 and 20 for GDI vs 18 and 62?

And then 66 and 52 vs 35 and 30?

If so the first one both side should get good blows in while the second is GDI favored.

No, First set of battles:
59 vs 20; GDI victory
18 vs 62; Nod victory

Second set of battles:
66 vs 52; GDI victory
35 vs 30; GDI victory


Given the narrative spoken of earlier in thread, the first set is Stahl getting repulsed in the first battle before striking back with a painful backhand, while the second set is a pair of closely contested GDI victories over Gideon.
 
Ok, we did roll low.
This said, no nat 1's, and Philly rolled really well.

And the battles seemed to mostly go in our favor, so I would say despite the low rolls the turn went well?
 
No, First set of battles:
59 vs 20; GDI victory
18 vs 62; Nod victory

Second set of battles:
66 vs 52; GDI victory
35 vs 30; GDI victory


Given the narrative spoken of earlier in thread, the first set is Stahl getting repulsed in the first battle before striking back with a painful backhand, while the second set is a pair of closely contested GDI victories over Gideon.
Right, so Stahl got in a good shot but we also got in a good shot vs Stahl while Gideon we pulled ahead.
 
Wadmalaw Kudzu Development 62/40
Liquid Tiberium Power Cell Development 55/50
These two are missing the +5 Tech development bonus, but I believe every other project is accurate. (And the exact numbers on these two don't matter anyways.) 👍

This turn's projects:
-[] Integrated Cargo System 207/800 5 dice 75R 10%, 6 dice 90R 46%, 7 dice 105R 82%, 8 dice 120R 97%

-[] Continuous Cycle Fusion Plant (Phase 3) 258/300 1 die 20R 97%
-[] Continuous Cycle Fusion Plant (Phase 3+4) 258/600 4 dice 80R 29%, 5 dice 100R 73%, 6 dice 120R 95%
-[] Blue Zone Heavy Industrial Sectors 336/500 2 dice 50R 49%, 3 dice 75R 92%, 4 dice 100R 99%

-[] Reykjavik Myomer Macrospinner (Phase 4) 20/640 7 dice 140R 5%, 8 dice 160R 25%, 9 dice 180R 55%, 10 dice 200R 81%, 11 dice 220R 94%
-[] T-Glass Foundries (Stage 1) 117/350 2 dice 30R 2%, 3 dice 45R 41%, 4 dice 60R 83%, 5 dice 75R 97%
-[] T-Glass Foundries (Stage 1+2) 117/700 7 dice 105R 13%, 8 dice 120R 41%, 9 dice 135R 71%, 10 dice 150R 90%

-[] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 59%, 3 dice 30R 94%
-[] Wadmalaw Kudzu Development Done

-[] Liquid Tiberium Power Cell Development Done
-[] Offshore Tiberium Harvester Stations Done


-[] GDSS Philadelphia II (Phase 5) 1227/1425 2 dice 40R 21%, 3 dice 60R 77%, 4 dice 80R 97%, 5 dice 100R 99%

-[] Tissue Replacement Therapy Development Done
-[] Advanced Electronic Video Assistant Development Done


-[] Shell Plants (Phase 5) 27/150 1 die 10R 13%, 2 dice 20R 78%, 3 dice 30R 98%
-[] Shell Plants (Phase 5+6) 27/300 3 dice 30R 19%, 4 dice 40R 66%, 5 dice 50R 93%
-[] Orbital Defense Laser Development Done
-[] Aurora Strike Bomber Development Done
-[] Havoc Scout Mech Deployment Brest Done


-[] Reclaimator Hub BZ-2 58/125 1 die 20R 69%, 2 dice 40R 99%
-[] Reclaimator Hub BZ-2 x2 58/250 2 dice 40R 21%, 3 dice 60R 75%, 4 dice 80R 97%
--Alt: 2 Mil 1 Tib dice 60R 81%, 2 Mil 2 Tib dice 80R 99%
-[] Super MARV Fleet Yellow Zone 6a 182/210 1 die 20R 100%
-[] Super MARV Fleet Yellow Zone 6a x2 182/420 2 dice 40R 2%, 3 dice 60R 42%, 4 dice 80R 84%, 5 dice 100R 98%
--Alt: 2 Mil 1 Tib dice 60R 50%, 2 Mil 2 Tib dice 80R 92%

-[] Rationalize Yellow Zones DC50/70/90 Done
 
Last edited:
This turn's projects:
I am tentatively thinking 7 dice for ICS. We have Housing and Fortress Towns to get back to, so we may as well be fairly sure it completes.
BZHIS is awkward. We'll likely overcomplete it quite a bit, but we did BZHIS for Capitol Goods now, so 3 dice to get it done now.
4 dice on T-Glass Foundries. If we can find a few spare dice over the next three turns, we should be able to achieve Reykjavik 4 in Q1 next year, along with unlocking the Gliders.
4 dice for Philly. Personally, I'd dive straight into Enterprise. Maybe a portion of the Philly overcompletion will help with something.
1 die to finish the SMARV. No further Hub development next turn, as we'll be pushing out bomber factories.
 
I'm thinking we should use administrative assistance to finish the YZ SMARV. ~87% chance of success.

I'd also like to put a "full" die into Mastodon Development, Tactical Plasma Weapon Development, or Neural Interface System Development.
 
Last edited:
Back
Top