- Location
- Wall Gazing
I'm a bit confused, I thought it would be 8 military dice next turn right? +1 from the coin flip and +1 from Philadelphia?
Karachi is currently scheduled to happen in Q1.What's the next goal for infrastructure after the Integrated Cargo System? Are we hardening our logistics more with projects like the suborbital shuttles and railroads or are we going for Karachi?
Quarter after the next will be a big push to secure Karachi, a bit of our military spending this turn (and, likely, almost all of it next turn) is focused on preparation for it. Not sure if we're just going to relegate Infrastructure dice to it or Tiberium as well.What's the next goal for infrastructure after the Integrated Cargo System? Are we hardening our logistics more with projects like the suborbital shuttles and railroads or are we going for Karachi?
It's the Karachi Sprint, current plan is at a minimum all the Infra and Tib Dice, maybe the Free Dice too. Gotta shock it so NOD can't respond effectively before it's up.Quarter after the next will be a big push to secure Karachi, a bit of our military spending this turn (and all of it next turn) is focused on preparation for it. Not sure if we're just going to relegate Infrastructure dice to it or Tiberium as well.
They come from India, but have been distributed worldwide. URLS rockets and Zone Armored troops have demonstrated effectiveness against them. Their only real advantage seems to be against conventional infantry (and even that may not last with the GD3 development program), and I believe ZOCOM will be involved in the Karachi offensive.
Exactly.Nooooooooo not the one who was going to roll out the health stuff we finished!![]()
Their only real advantage seems to be against conventional infantry (and even that may not last with the GD3 development program), and I believe ZOCOM will be involved in the Karachi offensive.
Really hope that Karachi sprint plan comes with putting a MARV hub in India also as quickly as possible. If we're going to kick the hornets nest I'd at least like to make sure our people are as supported as possible.
There are no plans for Ground Forces Zone Armor at present, though Orca refits and further consumable phases will be completed, so our infantry will hopefully have sufficient support.Should we rush the zocom factory closest to there so the conventional infantry in that area would get some armors to work with?
There were plans this turn which called for a Reclamator Hub in Beirut (they did not go through), but I don't believe there is one intended for at least the initial phase. We may not need one. MARVs are primarily intended for Tiberium control in riskier areas.Really hope that Karachi sprint plan comes with putting a MARV hub in India also as quickly as possible.
I've decided to give a go at something unusual: This post lists the dice rolls that are needed for a project to be complete. After the rolls are called, you can use this to quickly figure out if each project completed or not. It's kind of a reverse-results post, basically.
This doesn't replace proper results posts, since it doesn't show you how much progress we made; only if a project passed or failed. But I figured it might be useful in the time between when the rolls are made and someone puts together a results post. (Hopefully it'll cut down on the panic that can sometimes happen.) Though that all said, TBH I mostly did this because I was bored.
Plan Mass Military and the Mysterious Martian Materials
- Integrated Cargo System 5 dice: 338+
- Continuous Cycle Fusion Plants (Phase 3) 1 die: 4+
- Blue Zone Heavy Industrial Sectors 3 dice: 80+
- T-Glass Foundries (Stage 1) 4 dice: 161+
- Strategic Food Stockpile Construction (Phase 1) 3 dice: 81+
- Tiberium Processing Refits (Phase 2) 1 die: 34+
- Offshore Tiberium Harvester Stations (Phase 2) 4 dice: 61+
-- Phase 2+3: 261+
- Liquid Tiberium Power Cell Deployment (Phase 1) 1 die: 94+
- GDSS Philadelphia II (Phase 5) 4 dice: 91+
- Study Novel Material 1 die: 17+
- Prosthetics Deployment Initiatives (Phase 3) 3 dice: 59+
- Early Prototype General Artificial Intelligence Development 1 die: 11+
- Wartime Factory Refits (Phase 3) 3 dice: 22+
-- Phase 3+4: 122+
- Reclamator Fleet YZ-10 South 1 Admin die: 13+
- Long Range Sensor System Deployment (Phase 2) 2 dice: N/A
- Orca Refit Deployment 3 dice: 125+
- Aurora Strike Bomber Factories (Oslo/Anchorage) 2 dice each: 35+
- Orbital Strike Regimental Combat Team Stations (Phase 1) 1 die: N/A
Plan ICS, OSRCT, Auroras, Super Orcas, Eezo!
- Integrated Cargo System 7 Dice: 338+
- Continuous Cycle Fusion Plants (Phase 3) 1 die: 4+
- Blue Zone Heavy Industrial Sectors 2 dice: 103+
- Hover Chassis Development 1 die: 17+
- T-Glass Foundries (Stage 1) 4 dice: 161+
- Perennial Aquaponics Bays 1 die: N/A
- Wadmalaw Kudzu Plantations (Phase 1) 2 dice: 99+
- RZ-3N/S MARV Hub (Istanbul/Beirut) 2 Mil 2 Tib dice: 8+
-- Two Hubs: 133+
-- Three Hubs: 258+ (17%)
--- Four Hubs: 383+ (0.01%)
- Tiberium Processing Refits (Phase 2) 1 die: 34+
- Offshore Tiberium Harvester Stations (Phase 2) 4 dice: 61+
-- Phase 2+3: 261+
- GDSS Philadelphia II (Phase 5) 4 dice: 91+
- Study Novel Material 1 die: 17+
- Early Prototype General Artificial Intelligence Development 1 die: 11+
- Human Genetic Engineering Programs 2 dice: 49+
- Domestic Animal Programs 1 die: N/A
- Orbital Strike Regimental Combat Team Stations (Phase 1) 2 dice: 155+
- Orca Refit Deployment 3 dice: 125+
- RZ-3N/S MARV Hub (Istanbul/Beirut) 2 Mil 2 Tib dice: 8+
-- Two Hubs: 133+
-- Three Hubs: 258+ (17%)
--- Four Hubs: 383+ (0.01%)
- Aurora Strike Bomber Factories (Oslo/Anchorage) 2 dice each: 35+
- Reclamator Fleet YZ-10 South 1 Admin die: 13+
Minor note: In the Array I accidentally listed Integrated Cargo System as being at 207/800, when it is actually at 307/800. This has been corrected in the Array in the Informational threadmarks.
Kneejerk lashing out is exactly what assassinations are supposed to provoke, the assassins just go underground while GDI does the bull in a china shop act and we've been successfully distracted from our goals before the assassination. So, they'll get their's whenever it was originally planned for them to get it, whoever it was. Probably Mehretu or Reynaldo if you made me guess, but really could be anybody or even one we haven't heard of yet, so whenever the next round of YZ offensives happen and we take some turf off of them.
I'm starting to think that alcohol isn't something that Kane wants.
Oh boy, it's time for rolls again! And with rolls, it's time for a sacrifice to appease Kane and get good rolls. Ok Kane, here's my sacrificial alcohol. Murai Family Tokubetsu Honjozo.
As I understand it, the rolls are: Stability, Friendliness, and Effectiveness respectively for the AI.
So it's an unstable and poor AI that hates us.
Given that we brought it into this world as its unstable and glitchy mess, I think that hate is pretty understandable.
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.
You are not ever rolling for AI again.
Seriously, how did you get those rolls. What did you do the the prophet of the RNG on SV to get this result?
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.
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.
And baby, I delivered.
See y'all next time!
On the bright side, we remain consistent on that front throughout most of the quest so far! I-Is that a bright side?
Also, here's next turn's dice and dice bonuses. (Q1 will add +1 to everything but Orbital and Tiberium, which will go up by +3 due to the Students penalty expiring.)
HEY. No besmirching my good name. It has held me up these past years, now good day sir!
*Also those dice burned in a fire*
Rolling a 1 on military dice...
Feels bad, man...
Ah well. 50/50 shot.
At least Philly is done so we can argue about Enterprise or Columbia again.
Wait... that's not good news.
I'm for a bit of mining before we get to work on either. We've got a lot of fresh dice from Philadelphia and we need more income to activate them all (or at least activate them all and get them to work on the projects that we actually want/need to be doing rather than just the ones that are cheap.)
I wonder, could pushing Bergen improve our energy production options? Say, BZ Power Production Campaigns using fusion reactors.
Mathpost:
Integrated Cargo System 695/800
Continuous Cycle Fusion Plants (Phase 3) 376/300
Blue Zone Heavy Industrial Sectors 532/500
T-Glass Foundries (Stage 1) 405/350
Strategic Food Stockpile Construction (Phase 1) 188/150
Tiberium Processing Refits (Phase 2) 98+5=103/100
Offshore Tiberium Harvester Stations (Phase 2) 267/200
Liquid Tiberium Power Cell Deployment (Phase 1) 41/140
GDSS Philadelphia II (Phase 5) 1545/1425
Study Novel Material 36+15=51/50
Prosthetics Deployment Initiatives (Phase 3) 306/160 Phase 4 146/320
Early Prototype General Artificial Intelligence Development 187/120
Wartime Factory Refits (Phase 3) 188/100 Phase 4 88+15=103/100
Reclamator Fleet YZ-10 South (S-MARVs) 184/210
Long Range Sensor System Deployment (Phase 2) 118/300
Orca Refit Deployment 151/200
Aurora Strike Bomber Factory (Oslo) 180/90
Aurora Strike Bomber Factory (Anchorage) 169/90
Orbital Strike Regimental Combat Team Stations (Phase 1) 55/220
Net Results:
-4 Labor
-1 STUs, probable +3STUs for a net +2?
+20 RpT, +15 Rpt (non-harvesting) total +35 RpT
+2 Food in Reserve
-4 Food
+50 processing capacity,
+1 die per department, +4 to all dice
+SCED budget, +confused scientists
-1 Health
+1 Labor per turn
-10 PS, +miserable AI
+1 Military die
+ZOOM, +sad Krukov factories
-[X] Integrated Cargo System, 307+248+140=695/800
-[X] Continuous Cycle Fusion Plants (Phase 3), 258+95+23=376/300
-[X] Blue Zone Heavy Industrial Sectors, 336+127+69=532/500
-[X] T-Glass Foundries (Stage 1), 117+216+72=405/350
-[X] Strategic Food Stockpile Construction (Phase 1) 0+134+52=186/150
-[X] Tiberium Processing Refits (Phase 2), 20+47+31+5=103/100
-[X] Offshore Tiberium Harvester Stations (Phase 2), 0+143+124=267/200
-[X] Liquid Tiberium Power Cell Deployment (Phase 1) 0+10+31=41/140
-[X] GDSS Philadelphia II (Phase 5), 1227+226+92=1545/1425
-[X] Study Novel Material, 1 die 0+13+23+15=51/50
-[X] Prosthetics Deployment Initiatives (Phase 3), 2+235+69=306/160
-[X] Early Prototype General Artificial Intelligence Development, 66+93+28=187/120
-[X] Wartime Factory Refits (Phase 3), 3+125+60+15=203/100-> 103/100
-[X] Reclamator Fleet YZ-10 South (S-MARVs), 182+2=184/210
-[X] Long Range Sensor System Deployment (Phase 2), 26+52+40=118/300
-[X] Orca Refit Deployment, 0+91+60=151/200
-[X] Aurora Strike Bomber Factory (Oslo), 0+140+40=180/90
-[X] Aurora Strike Bomber Factory (Anchorage), 0+129+40=169/90
-[X] Orbital Strike Regimental Combat Team Stations 0+20+25=45/220
+0 Energy, -3 Labor, -1 health, -1 STU, +2 food reserves, -4 food, +50 processing capacity, +1 Military dice, ++Auroras Overall, a very 'net 0' turn.
Except for the +35 rpt.
Math Post:
Integrated Cargo System: 307 + 5*28 + 248 = 695/800
Continuous Cycle Fusion Plants (Phase 3): 258 + 1*23 + 95 = 376/300, 76/300 Phase 4
Blue Zone Heavy Industrial Sectors: 336 + 3*23 + 127 = 532/500
T-Glass Foundries (Stage 1): 117 + 4*18 + 216 = 405/350, 55/350 Stage 2
Strategic Food Stockpile Construction (Phase 1): 0 + 3*18 + 134 = 188/150, 38/150 Phase 2
Tiberium Processing Refits (Phase 2): 20 + 1*31 + 47 = 98/100 Completes with Omake
Offshore Tiberium Harvester Stations (Phase 2): 0 + 4*31 + 143 = 267/200, 67/200 Phase 3
Liquid Tiberium Power Cell Deployment (Phase 1) (New): 0 + 1*31 + 10 = 41/140
GDSS Philadelphia II (Phase 5): 1227 + 4*(18+5) + 226 = 1545/1425
Study Novel Material: 0 + 1*(18+5) + 13 = 36/50 Completes with Omake
Prosthetics Deployment Initiatives (Phase 3): 2 + 3*23 + 235 = 306/160, 146/320 Phase 4
Early Prototype General Artificial Intelligence Development: 66 + 1*(23+5) + 93 = 187/120
Wartime Factory Refits (Phase 3): 3 + 3*20 + 125 = 188/100, 88/100 Phase 4 Completes with Omake
Reclamator Fleet YZ-10 South (S-MARVs): 182 + 1*0 + 2 = 184/210
Long Range Sensor System Deployment (Phase 2): 26 + 2*20 + 52 = 118/300
Orca Refit Deployment: 0 + 3*20 + 91 = 151/200
Aurora Strike Bomber Factory (Oslo): 0 + 2*20 + 140 = 180/90
Aurora Strike Bomber Factory (Anchorage): 0 + 2*20 + 129 = 169/90
Orbital Strike Regimental Combat Team Stations (Phase 1): 0 + 1*20 + 30 = 50/220
Decrease Prices on Consumer Goods: Autocomplete
Economy:
RpT +15+20=+35
Energy: +8+16-8-2+2-4-4=8 (+4 in reserve)
Logistics: +7
Food: +21-4=+17 (+8+2=+10 in reserve)
Health:+12-1=+11 (2 consumed by emergency refugee healthcare)
Capital Goods: +5+8-8=+5
STUs: +13-1+3=+15
Labor: +38-4=+34 (+3+4 per turn)
What is the Political Support and dice situation like now? None of the math posts ever include the Political Support numbers.
On the topic of Chicago we may want to further fortify (and complete) that too.Its going to be as fortified as Chicago, if not more. Karachi will be a harder target than a Marv Hub.
Intended for Tiberium control perhaps, but in practice they're super heavy land battleships and have excellent force projection. Having one to two dozen super heavies on hand is a massive force multiplier for any defense.There were plans this turn which called for a Reclamator Hub in Beirut (they did not go through), but I don't believe there is one intended for at least the initial phase. We may not need one. MARVs are primarily intended for Tiberium control in riskier areas.
At Yellow Zone 5a NOD attempted to fight a dozen with a Redeemer and multiple companies of Avatars and Purifiers and it was a slaughter that sent the Noddies running.
Those two locations are backwards.-[ ] Reclamator Hub Yellow Zone 1 West (Progress 0/125) (Puri)
-[ ] Reclamator Hub Yellow Zone 1 East (Progress 0/125) (Mandavi)
It's still a ways away, and may actually be a more enticing target for Nod. May not be a good option initially, but once we secure a foothold in Karachi, we could use it to support an advance into India.
It did occur to me that this was a bigger effort than the stabilizer satellites. About orbital mining: I believe phases after the first will give us strategic resources (like GZ Water or STUs), but I'm not sure what their use is. Rare Metals Harvesting seems more like straightforward resource generation, but isn't worth doing until Enterprise is upgraded. I feel like that should be our first priority (it could hypothetically also make mining easier, either by itself or with a bay, but this is pure speculation).
Orbital Resources need more complex refining and processing than Tiberium. There will come projects to turn Heavy/Light Metals, water etc into "Resources".It did occur to me that this was a bigger effort than the stabilizer satellites. About orbital mining: I believe phases after the first will give us strategic resources (like GZ Water or STUs), but I'm not sure what their use is. Rare Metals Harvesting seems more like straightforward resource generation, but isn't worth doing until Enterprise is upgraded. I feel like that should be our first priority (it could hypothetically also make mining easier, either by itself or with a bay, but this is pure speculation).
No. The only thing more stages of Enterprise adds are more processing cap for orbital resources. Eg, capacity to turn Heavy/Light Metals into "Resources".For the moon mining, does that have synergy with Enterprise?
As in the more mining there is the better enterprise does and the better enterprise is the better the mining does?