Depends on how important that Nat 1 was.

It could just be a "completes, but not in time to contribute to this turn's battle rolls." In which case it's probably not that big a deal, just irritating.
 
A few bad rolls. The nat 1 especially.

But overall really good rolls for some long term projects. And a nat 100 on one of them.

Not a bad turn.
 
So a Nat 100 is nice, a nat 1 not so nice. I think those Erewhon rolls were good overall?

Dice going to dice. Also curious how the infiltration and such rolls went.

Edit +6 to friendliness is great, -1 to stability on the other hand not so much.
 
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Well, the 100 on Nuuk should hopefully help with our eternal hunger for Cap Goods...

The 1 on the MARVs sucks, and probably means something like Giddyboy sinking or worse, stealing the part shipment for it, but considering the very base we were building it in was made to be a distraction for him...
Good Job!


And yeah, saving that re-roll for not missing our for the Scrin Gatcha is way better.
 
Mathpost:
Yellow Zone Fortress Towns (Phase 4) 232/250
Rail Network Construction Campaigns (Phase 2) 434/275
Continuous Cycle Fusion Plant (Phase 5) 232/300 (2 Dice, 40 R)
Nuuk Heavy Robotics Foundry (Phase 1+2) 598/480 (7 Dice, 140 R) 598/160 Phase 1 436/320 Phase 2 116/640 Phase 3 NAT100
Emergency Electronic Resources Reallocation (Administrative Assistance) Autosuccess
Reykjavik Myomer Macrospinner (Phase 4) 378/640
Freeze Dried Food Plants 73/200

Blue Zone Aquaponics Bays (Phase 1) 138+5=143/140 143/140 Phase 1 3/140 Phase 2
Yellow Zone Tiberium Harvesting (Phase 6+7) 483/600 483/300 Phase 6 183/300 Phase 7
Railgun Harvester Factory (Maputo) 138/70

Railgun Harvester Factory (Dandong) 45/70
GDSS Enterprise (Phase 4) 456/765

Orbital Cleanup (Stage 8) 126/85 126/85 Phase 8 41/85 Phase 9
Prosthetics Deployment Initiatives (Phase 4) 370/320
Neural Interfaced Operating Theater Development 95/80
Super MARV Fleet Yellow Zone 6a 211/210
NAT 1
OSRCT Stations (Phase 2) 200/195
Prototype Plasma Weapons Development 101/60
Advanced Laser System Development 72/60
Wingman Drone Development 98/40
Tactical Airborne Laser Development 102/40
Escort Carrier Development 99/40
Shark Class Frigate Development 36+5=41/40
Tactical Plasma Weapon Development 103/40

Neural Interface System Refits 83/105
Security Review (Services) 181/DC50

Results:
+4 Logistics
+4 Capital Goods
(+10 Capital Goods, -16 Consumer Goods for duration of war)
-4 Labor
-8 Energy
+6 Food
10 Resources per Turn
3 points of Yellow Zone Mitigation
(20 resources)
-1 Health
+5 Political Support
(+1 Labor per turn)
(3 Points Yellow Zone Mitigation, 15 RpT) STARTS Q3 (due to Nat 1 on MARV fleet, effects start Q3 rather than Q2)
+Havocs (autocompleted) (mechs, not commando-clones)
+++ Pewpew
+Boom
+Bote blueprints
+Orbital drop capability

Estimated changed indicators:
Energy:‌ ‌(+9)‌ ‌(+4 in reserve)
Logistics:‌ ‌(+29)‌ ‌
Food:‌ ‌(+20)‌ ‌(+10 in reserve)‌ ‌
Health:‌ ‌(+11)‌ (1 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ ‌(+17)‌ ‌(+20 in Reserve)
Consumer‌ ‌Goods:‌ ‌(+26)‌ (Assuming private sector not providing any this turn)
Labor:‌ ‌(+39)‌ (+5 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1850/2470)‌ ‌
Income: 935 + 25 Reserve (+5 from SCED bringing back an especially tasty asteroid)
Political‌ ‌Support:‌ 72
 
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There are moments when I regret us not voting for the lucky candidate/staff member and seeing a 99 and a 100 on Nuk on the same turn is one of them. The impacts of two crits on Nuk would have been wonderful but it was not to be.
The Paranoid part of me wants to reroll that nat one on the Marv Fleet cause it's scared of the potential for Gideon to find out we're onto the Warlords which would obviously be a very bad thing. The other part of me says the QM isn't that cruel... The paranoid part of me is winning
 
Okay, the fact that the MARV fleet also auto-completed probably helps offset the nat 1 at least somewhat. So yeah, holding up on the rerolls makes sense in this instance.
 
Of note YZ Fortress avg dice would be 150, we got 84 so bleh missed finishing the next phase.

On the fip side:
Rail network: 283 v 200
Fusion: 173 v 100
Nuuk: 395 v 350 (and a nat 100)
YZ Tib: 286 v 250
Enterprise: 301 v 250

And Nuuk, Fusion, YZ Tib and Enterprise are some of our more important projects so rolling above average on those will help.


Were we seriously 3 short of an omake finish for fortress towns? It's almost funny seeing something that would have finished if we had the Wadmalaw Kudzu phase 3 bonus.
Not the first time we have missed a project by an amount that a bonus we had not done yet would have finished. And a good reminder for why racking up these bonuses are useful.
 
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