What is the Political Support and dice situation like now? None of the math posts ever include the Political Support numbers.
PS change is -10.
From this it seems logical to me that we get STUs per each 100 upgraded processing rounded down. So @Derpmind is most likely right that we gain 3 STUs for every Processing Refit we complete.
Right, somehow I had missed the number for upgraded refining.
 
The Department of Randomness would like to report that the average die rolls for this quarter was 50.29, which shows an improvement in average luck.

We would like to thank our specialists in other departments for helping make this happen. While they can't direct the luck to improve project completion, they can prevent catastrophic failure. Hopefully next quarter there will be another increase or at least a steady average.
 
PR guy: "I don't get it all I did was post a picture of one of the server towers with a pair of cat ears on it and the internet just lost it's god dammed collective mind!"
Researcher: "Huh I was wondering why there was such a big temperature spike in the CPU's whenever we uploaded the latest social media feeds to the AI."
 
The Department of Randomness would like to report that the average die rolls for this quarter was 50.29, which shows an improvement in average luck.

We would like to thank our specialists in other departments for helping make this happen. While they can't direct the luck to improve project completion, they can prevent catastrophic failure. Hopefully next quarter there will be another increase or at least a steady average.

How'd you get that? Did you include the RERs? Because if you just average the actual project progress rolls, our average is 47.9. Regret to inform, but the dice still hate us actually finishing shit.
And...let's not include those terrible AI dice, shall we? That just looks even worse. The SV dice-roller AI is jealous, and doesn't want competition.
 
Well…
So many bad important rolls…
…and this AI roll - the only positive thing about it being that it is incompetent and glitchy and hates us and not efficient and competent and hates us, so it could have been worse.
 
How'd you get that? Did you include the RERs? Because if you just average the actual project progress rolls, our average is 47.9. Regret to inform, but the dice still hate us actually finishing shit.
And...let's not include those terrible AI dice, shall we? That just looks even worse. The SV dice-roller AI is jealous, and doesn't want competition.
We include all D100s within the main roll post. It is a very scientific process that has been verified by the most experienced fortune tellers and oracles on hand. You think that we aren't going to include the Random Event dice? It has random in the name.

-An Intern for the Department of Randomness
 
When I asked to be the one to roll quality, I did not promise high rolls - I promised fun rolls! I said that one way or another, they'd be lopsided and/or hilarious, and not average or midddling in the slightest.
Of the RER rolls, the 99 was the public reaction to the AI research, and one of them was Kane. there were also a couple of politics ones.
The AI hates us, but people are really happy about us doing the research? Uh. Did we create a Chihuahua-AI?
And baby, I delivered.

See y'all next time!
 
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We include all D100s within the main roll post. It is a very scientific process that has been verified by the most experienced fortune tellers and oracles on hand. You think that we aren't going to include the Random Event dice? It has random in the name.

-An Intern for the Department of Randomness
Thank you Department of Randomness for the random status update on the current state of randomness we are experiencing.

-Spokesperson of the Department of Redundancy
:tongue: :grin:
 
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I kinda hate being vindicated about our plans luck being screwy. Losing the potential dice we would have got is sobering. We are now approaching only do things for plan and not any curveball protection.

We should be fine but things look dicey if any problems pop up.
 
The big problem we have is that we Dream big and are brought down to reality when we get low to normal results. Much of our planning phases are we aim as high as we can and are contentish when we miss those. It works but it consistently feels bad when we miss deadlines because a roll was to low.

Or that the payout was not as impressive as could have been.
 
A quick draft for next turn's plan, taking into account our having an additional die for all non-Free categories from Philadelphia completing and an additional die to Military from Refits.

[ ] Plan Chimeraguard Draft
Infrastructure (6 dice)
-[ ] Yellow Zone Fortress Towns (Phase 3), 3 dice (60 Resources)
-[ ] Integrated Cargo System, 2 dice (30 Resources)
-[ ] Security Review, 1 die
Heavy Industry (5 dice)
-[ ] Continuous Cycle Fusion Plants (Phase 4), 3 dice (60 Resources)
-[ ] Reserve Heavy Industrial Resources, 1 die
-[ ] Hover Chassis Development, 1 die (20 Resources)
Light and Chemical Industry (5 dice)
-[ ] Reykjavik Myomer Macrospinner (Phase 4), 1 die (20 Resources)
-[ ] T-Glass Foundries (Stage 2), 4 dice (60 Resources)
Agriculture (4 dice)
-[ ] Wadmalaw Kudzu Plantations (Phase 1), 4 dice (40 Resources)
Tiberium (7 dice)
-[ ] Tiberium Processing Refits (Phase 2), 1 die (20 Resources)
-[ ] Offshore Tiberium Harvester Stations (Phase 2), 3 dice (60 Resources)
-[ ] Liquid Tiberium Power Cell Deployment (Phase 1) , 2 dice (40 Resources)
-[ ] Security Review, 1 die
Orbital (6 dice)
-[ ] Lunar Heavy Metals Mines (Phase 1), 6 dice (120 Resources)
Services (5 dice)
-[ ] Prosthetics Deployment Initiatives (Phase 4), 2 dice (40 Resources)
Military (8 dice +7 Free)
-[ ] Reclamator Fleet YZ-10 South (S-MARVs), 1 die (20 Resources)
-[ ] Long Range Sensor System Deployment (Phase 2), 3 dice (75 Resources)
-[ ] Orca Refit Deployment, 1 die (15 Resources)
-[ ] Orbital Strike Regimental Combat Team Stations (Phase 1), 2 dice (40 Resources)
-[ ] Universal Rocket Launch System Deployment (Phase 2), 2 dice (30 Resources)
-[ ] Shell Plants (Phase 5), 3 dice (30 Resources)
-[ ] Ablat Plating Deployment (Stage 4), 3 dice (30 Resources)
Bureaucracy (4 dice)
-[ ] Security Review (Infrastructure), 2 dice
-[ ] Security Review (Tiberium), 2 dice

Resources Available: 855
Resources Spent: 810
Resources Remaining: 45

810 RpT last turn + 10 from the bank + 15 from Tib-Glass + 20 from Offshore = 855.

Infra is finishing ICS and doing Yellow Zone Fortress towns to fort up our remaining Green Zones before we take the Karachi plunge.

HI does another round of Fusion Plants since yeah, we need the power gen (and starting to stockpile our Capital Goods, since even finishing all our current Cap Goods projects we'll still have a tiny surplus, and this is a money-saving turn anyway), and uses the last die to start up Hover Dev. Q1 of next year I want to start rolling out the Apollos while Karachi is going on, and for that we need a lot of power generation.

LCI goes for the other stage of Tib Glass for additional income and starts up the Macrospinners again, Agriculture is for Kudzu in the name of PS + Consumer Goods and making people happy because they have caffeine again.

Orbital is on the Lunar Heavy Mines because we need more money to fund all our new dice (especially once most of the Military/Free Dice start going on things more expensive than 10 Resource Consumables and ZOCOM is too worn out by Karachi to do anything else until we get some Zone Suit Factories), and Heavy Metal offers the highest Resource return for progress and is within doable range with 6 dice.

Services finishes Prosthetics and I dunno what else. Maybe just save the money so we can slam Karachi and other expensive stuff next turn.

Military: Finish the MARV, finish the Sensors, finish the Orca Refit, continue steady work on the OSRCT, and the rest of the dice are plowed into Consumables to get ready for the Karachi push.

Bureaucracy does Infra and Tiberium Security Reviews, again in preparation for the Karachi Push that uses those two.
 
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I haven't done the exact numbers on how many dice are needed.

If I put a die towards a non-T-Glass project in LCI, it'd be the Macrospinners for the Cap Goods + Energy + Zone Suit Discount (mostly the Zone Suit Discount and Cap Goods.)

EDIT: Derpmind's calcs say 4 dice is okay, so I'll put 1 die on the Reykjavik Macrospinner.
 
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