Just to expand a bit on the political situation, those four metrics are going to play into what will become the support thresholds. In five turns when you start figuring out these next plans these support metrics will be the breakdowns that you need to get a majority voting for you and pass the plan. Each party will have a set of goals, and demands, and you have to add together enough support to get enough on board that they vote for you.

Goals are the things that you have to select. Things like growth in various sectors of the economy, increases in abatement, etc. The kind of normal planquest thing. Taking higher goals is going to increase some parties support for you, and taking lower goals will decrease their support.
Demands on the other hand are specific things that the party wants. Hawks will want spending minimums on dice and resources going to the military. The UYL will demand housing, industry, and closing the refugee camps. Developmentalists will want you to fix ongoing crises. Free Marketers will want you to open grant programs. Taking these additional commitments nets you more support.

Support thresholds are a representation of how much it takes to convince a group to vote for you. Strong supporters have fairly low support thresholds. Strong Opposition has very high, and it depends on the strength of the party. Developmentalists are strong, and so will have high support thresholds across the board. United Yellow is weak, and so will have lower thresholds.
 
Regarding the idea of putting the Wolverine Mk 3 back into production next turn, we've only got 3 dice in Heavy Industry, 3 dice in Military and 5 free dice. So if we're going to put 3 free dice into Heavy Industry so we can have 6 dice allocated to Phase 3 of Boston, we're only going to have 5 dice to allocate to Military production. So if we assign 3 dice to getting the Wolverine into production that only leaves 2 dice for other things like the Field Artillery rollout.
 
Hm
I want Orbital drop, Field arty, and Apollos
That mix gives us rapid response(general and for highly vital.contested areas) combined with a general ability to suppress NOD forces that are in active contact with our's.
Orbital drop doesnt help if the raiders hit and leave. We need more zone suits to hold ground in time for stuff like apollos to arrive for backup, that and field artillery to support those forces on the ground.
 
Regarding the idea of putting the Wolverine Mk 3 back into production next turn, we've only got 3 dice in Heavy Industry, 3 dice in Military and 5 free dice. So if we're going to put 3 free dice into Heavy Industry so we can have 6 dice allocated to Phase 3 of Boston, we're only going to have 5 dice to allocate to Military production. So if we assign 3 dice to getting the Wolverine into production that only leaves 2 dice for other things like the Field Artillery rollout.
We can cut Boston down to 5 dice to free up an extra Free Die. 5 dice on Boston this turn plus 5 dice on Boston next turn gives us a 94% chance it'll be complete next turn.

What I'm more concerned about is if Wolverine Mk 3 would be useful or not. 3 dice on Artillery and 3 dice on Wolverines is a viable option, but I'm not sure it'll be as useful as just building more Zone Suit Factories.
 
We can cut Boston down to 5 dice to free up an extra Free Die. 5 dice on Boston this turn plus 5 dice on Boston next turn gives us a 94% chance it'll be complete next turn.

What I'm more concerned about is if Wolverine Mk 3 would be useful or not. 3 dice on Artillery and 3 dice on Wolverines is a viable option, but I'm not sure it'll be as useful as just building more Zone Suit Factories.
Steel Talons are an elite unit, so Wolverines still need to deploy and respond which takes time. Zone suits means we have stronger units already on site, same with artillery. I think we can still do 6 on boston though with 3 artillery and 2 zone suit factory. As is even if we did wolverines without getting boston 3 up and running we would have a problem sourcing enough chips to get all the production operational.
 
Steel Talons are an elite unit, so Wolverines still need to deploy and respond which takes time. Zone suits means we have stronger units already on site, same with artillery. I think we can still do 6 on boston though with 3 artillery and 2 zone suit factory. As is even if we did wolverines without getting boston 3 up and running we would have a problem sourcing enough chips to get all the production operational.
Fair enough on the Steel Talons.

I'd rather 4 dice on Artillery (89%) and 2 dice on Zone Suits (84%), give them both an over 80% chance to complete. The 6th die on Boston isn't critical unless you're really hoping to hit that 10% chance of completion, and I'd rather not fail on completing Artillery given how heavily the military wants them.
 
What I'm more concerned about is if Wolverine Mk 3 would be useful or not. 3 dice on Artillery and 3 dice on Wolverines is a viable option, but I'm not sure it'll be as useful as just building more Zone Suit Factories.
I want to put at least 4 dice on the Artillery rollout, to get that in operation ASAP. Wolverines are a good contender for if we decide to put most of our free dice into Military, which is not a terrible idea, or for the turn after next if not.

Meme plan: 8 dice on Field Artillery Rollout! Our shells shall darken the sky! :tongue:
 
Last edited:
Nothing we do except maybe the artillery is going to meaningfully impact the immediate cyborg situation, even if we built all 4 Zone Suit factories (or the Wolverine lines or whatever else) next turn they'd take a year to spin up production and even longer to produce enough units to replace all of ZOCOM's inventory. Whatever Kane's doing is going to be over long before we can make serious changes to anyone's TOE. The Marked of Kane are going to have to get beaten with the army we already have, that's the way it always was going to be. It's obviously a crisis that has to be responded to but there's no quick and easy solution where we just build the right combination of factories and they evaporate.
 
Last edited:
Nothing we do except maybe the artillery is going to meaningfully impact the immediate cyborg situation, even if we built all 4 Zone Suit factories (or the Wolverine lines or whatever else) next turn they'd take a year to spin up production and even longer to produce enough units to replace all of ZOCOM's inventory. Whatever Kane's doing is going to be over long before we can make serious changes to anyone's TOE. The Marked of Kane are going to have to get beaten with the army we already have, that's the way it always was going to be. It's obviously a crisis that has to be responded to but there's no quick and easy solution where we just build the right combination of factories and they evaporate.
Zone suit factory gets more zone suits out fairly quickly based on past results. It may not be full production but it is still more stronger units on the ground and if this takes multiple quarters to resolve than it will come into play. Last one was at 1 suit a day during the results so that gives us a baseline and that number is only going to rise each quarter.

Fair enough on the Steel Talons.

I'd rather 4 dice on Artillery (89%) and 2 dice on Zone Suits (84%), give them both an over 80% chance to complete. The 6th die on Boston isn't critical unless you're really hoping to hit that 10% chance of completion, and I'd rather not fail on completing Artillery given how heavily the military wants them.
Actually boston is important as the last zone suit factory we did the suits they are making are sitting there waiting for chips to be active so getting boston phase 3 active or fairly far progressed is going to allow those suits to come out of storage and into active use.
 
Actually boston is important as the last zone suit factory we did the suits they are making are sitting there waiting for chips to be active so getting boston phase 3 active or fairly far progressed is going to allow those suits to come out of storage and into active use.
There's little difference between 5 dice this turn plus 5 dice next turn or 6 dice this turn plus 4 dice next turn. Either way it gets done in two turns. And we won't get partial help with building Zone Suit factories; the project isn't going to give results until it's completed.
 
Last edited:
Yes, and? There's little difference between 5 dice this turn plus 5 dice next turn or 6 dice this turn plus 4 dice next turn. Either way it gets done in two turns. And we won't get partial help with building Zone Suit factories; the project isn't going to give results until it's completed.
The difference is how many suits we get rolling out, more dice is more likely to finish and also the chance to get far enough in phase 3 for additional chip production. No chips no suits and we already had our last suit factory stockpiling due to lack of chips. And that is with hand crafted labor, as the tools from the Christchurch plant move out that rate is increasing. Not to mention just about any project outside artillery is going to need chips in order for the equipment to work.
 
The difference is how many suits we get rolling out, more dice is more likely to finish and also the chance to get far enough in phase 3 for additional chip production.
More dice is not more likely to finish when we're very likely to put 10 total dice into the project over two turns. Unless we roll very well or very badly, we're not going to need more/less dice in 2053 Q1. (Plus our last +2 bonus will be active then.) And there is no "far enough in phase 3"; we won't get more chips until after we completely finish Phase 3.
 
Honestly, I wouldn't be surprised if getting a new zone suit factory online only gives us a trickle of new zone suits from that factory initially. Remember, we've got a big backlog of zone suits that need chips to be functional. Wouldn't be surprised if all the chips that would go towards getting the new factory's suits online are already being used to bring the backlog online. So in a turn or two, we'd see that backlog disappear and the new factory's output actually matter. But right now, and for this crisis, not so much.
 
Pondering pushing for the Bamboo paper.
While we need the chips to get the military hardware going, chips alone aren't going to solve the Capital Goods issues, and it looks like we have a few too many fires to deal with here.
 
Any factory we can build will have a spool up period, unless we hilariously overcomplete it, (ie. 150/75 progress needed) and even then it will only have a small initial production run. So you're talking about, for a zone suit factory, maybe a couple of dozen extra suits, not enough to really turn the world around.
 
Pondering pushing for the Bamboo paper.
While we need the chips to get the military hardware going, chips alone aren't going to solve the Capital Goods issues, and it looks like we have a few too many fires to deal with here.

Yeah I'm still liking the bamboo farms, yes it runs up the capital goods timer more and gives us more strategic flexibility and it means that the need for computers among the bureaucracy can be reduced so other sectors can get more, but honestly bamboo's just a really useful plant. When we no longer need the paper for the bureaucracy we can divert production to the schools and publishers, and if they somehow run out of uses for paper the plant is just as useful being used as a building material, lumber replacement, food, whatever. It's a crazy versatile crop.
 
Last edited:
@Ithillid With Boston having completed Phase 2, is that enough chip production to get the Zone Suit Factory that had production slowed by lack of chips up to full speed?

Regarding Phase 3 of Boston we've currently got 154 overflow, and adding six dice each with a +6 bonus, effectively giving us 190 pts to start with. With a target number of 600 pts that means we have to roll 410 pts or more on six dice - can someone run the numbers and write down the chance of success?
 
Regarding Phase 3 of Boston we've currently got 154 overflow, and adding six dice each with a +6 bonus, effectively giving us 190 pts to start with. With a target number of 600 pts that means we have to roll 410 pts or more on six dice - can someone run the numbers and write down the chance of success?
You can calculate things this yourself using anydice like in this example - just set the Data mode to "at least" and scroll down to get the completion chance. The example is formatted as 6d100 for the number of dice rolled, +36 for the dice bonus, +154 for the current progress, and -600 since that's the target number. (You don't strictly need anything but the 6d100, but I think it's much easier to look for 0 than for 410.) Also, since we have 14 unused omake bonuses, (thank you, omake writers!) I've been making all my chance calculations by adding in an extra +15 to account for them.

The full spread of our chances for Boston Phase 3 (including a potential omake bonus) are as follows:
--[] North Boston Chip Fabrication (Phase 3) 154/600 5 dice 75R 1%, 6 dice 90R 10%, 7 dice 105R 33%, 8 dice 120R 60%, 9 dice 135R 81%, 10 dice 150R 93%, 11 dice 165R 98%

But we can only put up to 8 dice each turn, and two turns from now we get our last +2 Settled In bonus, giving all dice our from then on +8. So if you split them up between two turns the chances get slightly higher; 4 dice next turn and 4 dice the turn after would have a dice bonus of +56, so its completion chance in two turns would be 64% instead of 60%. If we put 6 dice on Boston Phase 3 next turn, the chances of it completing two turns from now are as follows:

--[] North Boston Chip Fabrication (Phase 3) 154/600 6 dice + 1 die 105R 34%, 6 dice + 2 dice 120R 62%, 6 dice + 3 dice 135R 83%, 6 dice + 4 dice 150R 94%, 6 dice + 5 dice 165R 98%
 
Last edited:
On another note, the orbital debris situation will benefit from us building the enterprise industrial station, I hereby suggest using the Fusion Die to start building that one, since it will also lead to options that make space cheaper down the line.
 
On another note, the orbital debris situation will benefit from us building the enterprise industrial station, I hereby suggest using the Fusion Die to start building that one, since it will also lead to options that make space cheaper down the line.
This was mostly me thinking about how to handle that situation. The most likely thing that will be coming is a slow and expensive version that you can do now, and then a cheap and profitable version that you can do after stage 2 of Enterprise. However, between now and the update, that thinking might well change multiple times.
 
Dissection recording: July 31, 2052, 15:29 B-6 Local Time. (canon)
Dissection recording: July 31, 2052, 15:29 B-6 Local Time.

Asistant Secretary Mikoto Arsikawa: Are we ready to begin? Doctor Neuman?

Dr. Franklin Neumann: Ready when you are Doctor Arrsikawa. I've seen this all before.

2nd Lt. James Summers: I'm uh, ready. I think. But listen, I haven't dissected anything since my virtual frog in high-school-

MA: It's fine, we'll handle the cutting. You just have to type this all up for InOps. *Bonesaw revs*

FN: Doctor, let the new guy have his nerves. You gonna do fine son, just let us oldies do our jobs and you mind yours.

JS: If you say so sir.

FN: Sir? Boy I work-

MA: I'm starting the dissection now gentlemen. Subject One is a cyborg combatant with obvious NOD affiliation. Opening the body bag now.

JS: Jesus christ.

FN: You have the lead doctor.

MA: Subject is obviously heavily damaged by rifle fire, with one wound to the gut, and several to the arms and legs. The left arm has suffered several bullet hits disabling what appears to be a weapon of some sort. The right arm is mostly intact, and has a heavy machine gun of some sort.

JS: Yeah, uh, I'll look up what that is.

MA: Let me finish, please. Left and right legs have both been hit by several machine gun rounds.

FN: They used to have blow-off joints on those legs. But they seem to have not been fitted on this model.

MA: You can work on those then, I'm going to open the chest cavity. I can't see how to remove this armor-Bonesaw makes contact with armor, 40 seconds of unholy screeching.

MA: Scalpel? Thank you-ah, we have lungs and a heart. More or less in the correct places, no sign of serious mutation. Taking samples for DNA testing. There's...something plugged into the subject's aorta.

FN: Yes, that looks like a standard CABAL vintage bio-pump. You'll find a drug reservoir in the backplate, it helps to manage the unit and administers combat drugs.

MA: The joint between the aorta and the tubing is very clean, and seems well-integrated. This is some kind of nano-surgery, do you agree doctor?

FN: I'll have to concur, but I wish they'd used that down where I'm working. These legs were cut off with a laser saw before they plugged in the cybernetics. Multiple sores and necrotic tissue areas.

MA: You're right. The arms are similar-look, they've just fitted a joint to the humerous and left it at that. This cable is grafted to a nerve here...but the nerve itself is cut off so jagged.

FN: Probably the trigger controls? Wait, shit, is that thing still loaded?

JS: I'll uh, check that. No, no, they've uh, removed the ammo supply. Though man, how did this guy reload with no thumbs?

MA: I'm more interested in how he ate with no jaw.

JS: JESUS, lady, don't just start-oh, god.

MA: Subcutaneous armorweave layer inside the body cavity-looks like it was stapled in place. Organs are...gone.

FN: Yeah, this is more classic cyborg guts. Filler port here for the pseudo-intestines. Not really a proper gut, no anus, but the food they give them has nothing but glucose and digestible peptides.

MA: Lovely, truly. The kidneys look...normal but the urine feeds into this...device.

FN: Cyborg tri-kidney, it turns urea into uric acid, like a bird, and re-injects even more water into the bloodstream. Again, it reduces the need to service the organic components, you only have to empty this every three days or so.

MA: Liver looks like a 30 year drunk's I've never seen cirrhosis this bad.

FN: The cybernetic drugs do that-but it's pretty bad even for that.

MA: No sign of reproductive organs. I want to look at the other two before we go in-depth here.

FN: Just a preliminary look?

JS: Uh, can I have a minute....

MA: Subject 2 is...another cyborg, cause of death major headshot. Looks like total cranium destruction.

FN: Yeah, that's a sniper-explosive bullet maybe? Or one of those railguns?

MA: Looks like it. I'm gonna reccomend we use this as our type specimen for the arm and leg implants then, and the first one for the head. We can compare the torsos. Let's look at the third one...

JS: Oh god...*sounds of vommiting*

FN: Do it in the sink son! Hell, just step outside if you need the air. Shit, what did this?

MA: Tag says they were shot by a tank.

FN: Okay, yeah that would do it. Uh, subject is a cyborg of unknown type. Shot in the lower torso by a 152 mm shell, overpenitrated, lower legs still reasonably intact and packed with the upper torso...and the mess that some jackass scooped off the ground.

MA: I'm deploying a sonic curtain around this subject to secure for any tiberium contamination.

FN: Subject's left arm is some kind of particle beam weapon, that seems like a good idea. I'll deploy the waldos and, well, let's see how much we can find out about how this guy's put together. Seems like standard fixtures at least...

JS: Tib-Tiberium contamination? Oh fuck, I need to get a mask...

MA: I don't think he's coming back.

FN: I don't think he's coming back either. Doctor, look at this.

MA: is that all there is? There's hardly anything!

FN: More machine now, than man. Twisted, and evil.

MA: I don't need Star Wars quoted at me doctor. But you're not far wrong-uh, subject's face is gone, just cut away, and several cables connected directly to the optic and facial nerves. This is the most extreme cyberization I've ever seen, the bone is plated over...there are computer interfaces in the skull that clearly go deep into the brain.

FN: A totally new kind of cyborg, like nothing I saw during the second war. Much more elegant, and much more disturbing.

MA: I'll leave him to your tender care doctor. We have a lot of work to get through tonight.

FN: And a briefing to write up if that kid doesn't get back here.
 
Back
Top