Attempting to Survive the Apocalypse: Dimensional Dislocation

Oh look a new plan. Let's see... Why in the *fuck* you're spending 2 dice on the infrastructure option that actively makes our deficits worse I don't know.
I absolutely cannot approve of any industry vote that does not advance our quarterly incremental.
Military we really want to fortify the kipi breach. It's dangerous as fuck and draining public confidence as long as we aren't doing anything about it.
We don't have that many operations die.
Oh look, (seemingly) constructive criticism. The infrastructure option is to increase our fuel, nad while it oes take a large amount of power I compensated by putting a crap ton into an option in Industry that would give the Foundation 100 power. The Quarterly Incremental is important, I agree, and I may switch it out for something, but the point of the plan is to balance deficits and get us up and running (as much as it can be anyway). The Kipi breach can wait at most a single quarter as I don't believe we can fully rectify the issue at the nonce, and full focus can be placed into it at the time. A couple of the options I chose increase public confidence, which will offest the negative gains of the breach. And...if we only hae 1 operations Die then what's this for?

Operations Dice: 1/1
Not a boost I'm guessin'?
 
[] Study Salvaged Technology (Roll a 1d100 to determine response. DC 50/75/90) 2 Dice
-[x] Study Salvaged Technology - 2 dice
--[X] Study Salvaged Technology - 2 Dice
You can only use a single dice for this action.

@Rukia do the bonus to robotics from 90Wish apply on ALR-50 mass production or is that bonus just for development?
Yes, it applies to both development and production robotics rolls.

Not a boost I'm guessin'?
The barracks option has been sitting there for quite a while.
 
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the infrastructure option I was referring to is the barracks, which does absolutely nothing for our defecits but make them worse.
You mean the barracks option that adds an Operations Dice, and if we don't take it our Political Confidence goes down? It's only a minor deficit (-1 to be specific) to Water, Housing, and Food, and the Expand Headquarters option adds a +3 to all of those.
 
You mean the barracks option that adds an Operations Dice, and if we don't take it our Political Confidence goes down? It's only a minor deficit (-1 to be specific) to Water, Housing, and Food, and the Expand Headquarters option adds a +3 to all of those.
it's a -1 to the things we're at -8 on, and will actually kill people i we don't have those in positives soon. We only need 1 die allocated to avoid political loss, since it's each turn not taken, not each turn not completed. spending 2 dice on that option is, in my eyes, actively hurting us.
 
Yes, so the offest in total is a -6 deficit instead of -5, which quite literally isn't the biggest of differences, and whih either way, isn't going o be turned positive or zero this turn. And correct me if I'm wrong, but in a past plan voe I remember you saying you're tired of us spreading dice everywhere and not getting things completed due to bad rolls. 2 dice allovated in it assures us that it'll be completed, so next turn, we can put our focus on other things, like weapons, Food/Houses/Water, defenses. etc. And...I don't get your point about it being each turn not taken vs not completed, unless that means even if it's not finished the political loss stops. @Rukia Can you confirm that to be true please?

And anyway, as I said, the point is to complete the project so focuses can be moved to other things. Sometime spreading dice isn't the best option, and considering that all funds have been cut, it's imperative we both build up PC/PC and fix the most improtant deficits.
 
it's a -1 to the things we're at -8 on, and will actually kill people i we don't have those in positives soon. We only need 1 die allocated to avoid political loss, since it's each turn not taken, not each turn not completed. spending 2 dice on that option is, in my eyes, actively hurting us.
Then we will still have to put big effort into HQ expansion next turn. Presumably the stages will escalate in terms of both progress cost and the amount of resources it gives.

Also, it gives a operations Dice so we should get it done sooner rather than later since once we've got the IDCS network up and gotten Stalkers up we should be able to hunt down multiple harder IDCs.
 
[X] Plan: Damage Control

Infrastructure (4 Dice)
-[x] Expand Foundation Headquarters (Stage 1) (31/75) - 3 Die
-[x] Expand Barracks (Stage 1) (0/50) - 1 Die

Industry (4 Dice) + 3 Free Dice
-[x] ALR-51 Development (37/300) - 4 Dice
-[x] Foundation Self-Sufficiency (Stage 1) (9/100)- 2 Free Dice
-[x] Low-Upkeep Power (Stage 2) (8/35)- 1 Die

Services (6 Dice)
-[x] Automation Intensification
--[x] Industry (Stage 2) (0/75: 5 Resources per Die +1 Industry Dice +3 Labour -2 Power) - 2 Die
--[x] Infrastructure (Stage 2) (62/75: 5 Resources per Die +1 Infrastructure Dice +3 Labour -2 Power) - 1 Die
-[x] Personal Assistants (0/100) - 1 Die
-[x] Public Propaganda - 1 Die
-[x] The American Question - 1 Die

Military (6 Dice)
-[x] Light Vehicle Acquisition(0/75) - 2 Dice
-[x] Breach Fortifications
--[X] Kipi Breach(0/200) - 4 dice, 60 R

Operations (1 Dice)
-[X] Hunt IDC
--[] German Breach (0/1 +5 Public Confidence on Success) (High Confidence)

Dimensional (4 Dice)
-[X] Worldwalker (328/400) - 3 Dice
-[X] Study Salvaged Technology (Roll a 1d100 to determine response. DC 50/75/90) - 1 Die

Personal (2 Dice)
-[x] Social
--[x] Sorawo (0/200: Remove Uneducated Trait)- 1 Die
-[x] ELISA Mainframe (0/100: 10 Resources per Die +1 Personal Dice) - 1 Die
+5 Dice Bonus
-[x] Industry

Infra: 45+5= 50
Industry: 20+30+5 = 55
Services: 10+5+5 = 20
Military: 20+60+5 = 85
Dimensional: 15
Personal: 10

Total: 220 Resources
 
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Adhoc vote count started by Rukia on Oct 10, 2021 at 7:51 AM, finished with 77 posts and 15 votes.

Huh, what's up with the tallying?
That's the old tally, run a new one.
Adhoc vote count started by Rukia on Oct 10, 2021 at 2:46 PM, finished with 32 posts and 5 votes.

  • [X] Plan It's all fucked, Elisa
    -[x] Expand Foundation Headquarters (Stage 1) - 1 dice, 15 R
    -[x] Expand Barracks (Stage 1) - 1 Dice, 5 R
    -[x] Maintenance Facility (Stage 1) - 1 dice, 5 R
    -[x] Foundation Electrification (Stage 2) - 1 dice, 15 R
    -[x] Low-Upkeep Power (Stage 2) - 1 dice, 5 R
    -[x] Munition Foundries (Stage 1) - 1 dice, 10 R
    -[x] ALR-50 Mass Production (Stage 1) - 2 dice, 3 free dice, 75 R
    -[x] Automation Intensification
    --[x] Infrastructure (Stage 2) - 1 dice, 5 R
    --[x] Industry (Stage 2) -2 dice, 10 R
    -[x] Personal Assistants - 1 dice, 5 R
    -[x] Public Propaganda - 1 dice
    -[x] The American Question - 1 dice
    -[x] IDCS Network - 3 dice, 45 R
    -[x] Breach Fortifications
    --[X] Kipi Breach - 3 dice, 45 R
    [x] Hunt IDC
    -[x] German Breach - 1 dice
    -[x] Worldwalker - 3 dice, 15 R
    -[x] Study Salvaged Technology - 1 dice
    -[x] ELISA Mainframe - 2 dice, 20 R
    -[x] Infrastructure
    [X] Plan On our own feet
    -[X] Infrastructure (4 Dice)
    --[X] Expand Foundation Headquarters (Stage 1) - 1 Die
    --[X] Expand Barracks (Stage 1) - 2 Dice
    --[X] Foundation Electrification (Stage 2) - 1 Die
    -[X] Industry (4 Dice)
    --[X] Low-Upkeep Power (Stage 2) - 1 Die
    --[X] Munition Foundries (Stage 1) - 2 Dice
    --[X] Nuclear Proliferation (Stage 1) - 1 Die (3 Free Dice)
    -[X] Services
    --[X] Automation Intensification
    ---[X] Infrastructure (Stage 2) (62/75: 5 Resources per Die +1 Infrastructure Dice +3 Labour -2 Power) - 1 Die
    ---[X] Industry (Stage 2) (0/75: 5 Resources per Die +1 Industry Dice +3 Labour -2 Power) - 2 Dice
    ---[X] Military (Stage 2) (3/75: 5 Resources per Die +1 Services Dice +3 Labour -2 Power) - 2 Dice
    --[X] Public Propaganda - 1 Die
    --[X] The American Question - 1 Die
    -[X] Military
    --[X] Light Vehicle Acquisition - 2 Dice
    --[X] IDCS Network - 2 Dice
    --[X] ACR-H-20 Production 2 Dice (1 Free Die)
    -[X] Operations
    --[X] Hunt IDC
    ---[X] Slovakia Breach (0/1 +10 Public Confidence on Success) (Low Confidence) - (1 Operations Die)
    --[X] Deep CFR Scouting - 1 Die
    -[X] Dimensional
    --[X] Worldwalker - 3 Dice
    --[X] Study Salvaged Technology - 1 Die
    -[X] Personal
    --[X] Deep Analysis
    ---[X] ELID Data (Roll a 1d100 to determine response. DC 70/80/90) - 2 Dice
    -[X] Dice Bonus: Services
    [X] Plan: Damage Control
    -[x] Expand Foundation Headquarters (Stage 1) (31/75) - 3 Die
    -[x] Expand Barracks (Stage 1) (0/50) - 1 Die
    -[x] ALR-51 Development (37/300) - 4 Dice
    -[x] Foundation Self-Sufficiency (Stage 1) (9/100)- 2 Free Dice
    -[x] Low-Upkeep Power (Stage 2) (8/35)- 1 Die
    -[x] Automation Intensification
    --[x] Industry (Stage 2) (0/75: 5 Resources per Die +1 Industry Dice +3 Labour -2 Power) - 2 Die
    --[x] Infrastructure (Stage 2) (62/75: 5 Resources per Die +1 Infrastructure Dice +3 Labour -2 Power) - 1 Die
    -[x] Personal Assistants (0/100) - 1 Die
    -[x] Public Propaganda - 1 Die
    -[x] The American Question - 1 Die
    -[x] Light Vehicle Acquisition(0/75) - 2 Dice
    -[x] Breach Fortifications
    --[X] Kipi Breach(0/200) - 4 dice, 60 R
    -[X] Hunt IDC
    -[X] Worldwalker (328/400) - 3 Dice
    -[X] Study Salvaged Technology (Roll a 1d100 to determine response. DC 50/75/90) - 1 Die
    -[x] Social
    --[x] Sorawo (0/200: Remove Uneducated Trait)- 1 Die
    -[x] ELISA Mainframe (0/100: 10 Resources per Die +1 Personal Dice) - 1 Die
    -[x] Industry
 
[] Breach Fortifications
-[] Kipi Breach (0/200: 15 Resources per Die) 3 Dice

And fortifications are needed if we want to stem the flow of infiltrating IDCs better.
Fortifications are a waste of dice and resources.
Even if the breaches weren't growing, which they are, we have a continent-spanning 'breach' rolling towards us. Any static defences we make are going to be overrun in a year.

Military we really want to fortify the kipi breach. It's dangerous as fuck and draining public confidence as long as we aren't doing anything about it.
Citation needed. There is nothing in the action that indicates a Confidence loss.

Nor are they meaningfully dangerous. Monsters eating people isn't going to kill a significant number of people before the radiation arrives.

[X] Plan On our own feet
Doesn't take either of the '+ increment' actions. I can't support a plan that isn't trying to save lives.

[X] Plan It's all fucked, Elisa
[X] Plan: Damage Control
Decent plans. Waste dice on fortifications but decent.
Think I prefer mass production over development but I can see arguments either way.


[X] Plan It's all fucked, Elisa
Best of those available.
 
Citation needed. There is nothing in the action that indicates a Confidence loss.
You mean other than the explicit note that we lose confidence every turn due to the IDC concentration there?
Kipi Breach: Extremely High Concentration (-5 Public Confidence per Turn)
Fortify may not directly increase confidence, but it'll almost certainly make it more feasible to do something about the breach, which we need to do ASAP.
 
Doesn't take either of the '+ increment' actions. I can't support a plan that isn't trying to save lives.
We can't save lives if we can't support ourselves properly. Nevertheless, I meant to add an increment oprion after jho mentioned it. But the fact is, it's a larhe sink of dice, and in order to give both incremental options the justice they deserve, I decided that putting it off till next turn to focus more on deficits would be in the Foundations best interests. And I'm pretty sure we've chosen alot of options before that didn't save lives.

That's the old tally, run a new one.
It works now, thanks.
 
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You mean other than the explicit note that we lose confidence every turn due to the IDC concentration there?
Yes actually. Because the thing we learned in the most recent turn is that our existing equipment is not sufficient to meaningfully combat IDCs. Fortifications aren't going to reduce IDC concentrations without better weapons.
Public confidence is not going to rise by seeing troops be slaughtered.

Fortify may not directly increase confidence, but it'll almost certainly make it more feasible to do something about the breach, which we need to do ASAP.
There is nothing we can do about the breaches. Partly because we have no fracking idea how to do anything with dimensional barriers. But mostly because those breaches are going to be swallowed by the radiation long before we are ready to 'do something'.
 
Eh, I still think it's prudent to leabe the breach until the next quarter, and focus on ourselves. Even the incrementals can wait a quarter, since without the proper power, gear, resources, it'll be practicaly impossible to fully support other projects.
 
Eh, I still think it's prudent to leabe the breach until the next quarter, and focus on ourselves. Even the incrementals can wait a quarter, since without the proper power, gear, resources, it'll be practicaly impossible to fully support other projects.
Getting incrementals are immensely important the earlier we do it because every incremental number means we save another 10k people per quarter. We cant really put off trying for these increases if we want to save a appreciable number of people.

Yes actually. Because the thing we learned in the most recent turn is that our existing equipment is not sufficient to meaningfully combat IDCs. Fortifications aren't going to reduce IDC concentrations without better weapons.
Public confidence is not going to rise by seeing troops be slaughtered.

There is nothing we can do about the breaches. Partly because we have no fracking idea how to do anything with dimensional barriers. But mostly because those breaches are going to be swallowed by the radiation long before we are ready to 'do something'.
Existing weapons can kill IDCs. At least the non-giant ones.

Frankly I'm pretty sure that the -5 confidence is from the military getting shredded trying to hold the perimeter without sufficient detectors as well as the contamination. Fortifying will help since we will likely be putting down detectors at the fortifications as well as giving the military pointers on IDCs.

So if I'm right the military is already getting slaughtered in job lots trying to hold the perimeter. Fortifications will help the military and stem the Confidence loss.
 
I don't feel like any of the current plans really properly address both of the problems of insufficient housing and power so here's my plan.

[X] Plan Housing Problems
-[X] Infrastructure 4/4 Dice 40R
--[X] Expand Foundation Headquarters (Stage 1) 2 dice 30R
(31/75: 15 Resources per Die +3 Housing +3 Food +3 Water -3 Power)
--[X] Expand Barracks (Stage 1) 2 dice 10R
(0/50: 5 Resource per Die +1 Operations Dice -1 Housing, -1 Food, -1 Water -10 Ammunition -10 Logistics) (-5 Political Support for each turn not taken)
-[X] Industry 4/4 Dice 85R
--[X] Low-Upkeep Power (Stage 2) 2 dice 10R
(8/35: 5 Resources per Die +15 Power)
--[X] ALR-51 Development 2 dice 15R
(37/300: 5 Resources per Die) (+3 Incremental Increase per Quarter)
--[X] Nuclear Proliferation (Stage 1) 3 free dice 60R
(0/200: 20 Resources per Die +100 Power -5 Labour)
-[X] Services 6/6 Dice 15R
--[X] Automation Intensification
---[X] Infrastructure (Stage 2) 1 die 5R
(62/75: 5 Resources per Die +1 Infrastructure Dice +3 Labour -2 Power)
---[X] Industry (Stage 2) 2 dice 10R
(0/75: 5 Resources per Die +1 Industry Dice +3 Labour -2 Power)
--[X] Public Propaganda 2 dice
(Roll 1d100 per dice to attempt to regain Public Confidence. DC 25/50/75/90)
--[X] The American Question 1 die
(Roll a 1d100 to determine response) (Negative effects on Zieliński relationship if not taken within two turns.)
-[X] Military 6/6 Dice 90R
--[X] IDCS Network 2 dice 30R
(0/100: 15 Resources per Die -5 Power -2 Labour)
--[X] Breach Fortifications 2 dice 30R
---[X] Kipi Breach (0/200: 15 Resources per Die)
--[X] ACR-H-20 Production 2 dice 30R
(0/100: 15 Resources per Die +5 Maintenance +3 Logistics -2 Power -3 Labour)
-[X] Operations 1/1 Dice
--[X] Hunt Down IDC 1 die
---[X] Kipi Breach (0/1 +20 Public Confidence on Success) (Very Low Confidence)
-[X] Dimensional /4 Dice 10R
--[X] Worldwalker 2 dice 10R
(328/400: 5 Resources per Die)
--[X] Study Salvaged Technology 1 die
(Roll a 1d100 to determine response. DC 50/75/90)
-[X] Personal 2/2 Dice 10R
--[X] ELISA Mainframe 1 die 10R
(0/100: 10 Resources per Die +1 Personal Dice)
--[X] Social
---[X] Sorawo 1 die
(0/200: Remove Uneducated Trait)
-[X] +5 Dice Bonus
--[X] Industry
-[X] Free Dice: 3/3
-[X] Resources Income 250/300 Reserves 0/850


Anyone have any input?
 
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