Attempting to Survive the Apocalypse: Dimensional Dislocation

frankly, given our power deficit it might be best to not take this one.
True.

A minor electricity deficit (which results in us turning off life support systems that won't be essential until the Collapse Radiation wavefront washes over us, anyway) and a minor fuel deficit (which results in our operations being somewhat curtailed until/unless our troops can beg or steal some fuel)...

...May be better than no fuel deficit and a major electricity deficit (at which point all those server farms full of AIs and automated factories we rely on shut down).
 
@Rukia
Does extreme nuclear miniaturization count as a robotics project?

@Hawkmoon
We have not lost power from the grid yet. We likely will in another turn or two but for this turn we still have access to the Union powergrid.
 
We have not lost power from the grid yet. We likely will in another turn or two but for this turn we still have access to the Union powergrid.
We are. If you look at what I marked in this action result (second sentence from the end):
[] Low-Upkeep Power (Stage 2)
In the future, the availability of resources and materials for running large power plants will be heavily limited, so establishing a policy of using Low-Upkeep power wherever possible is a good idea. This mostly comes in the form of solar panels wherever they can fit, interspersed with wind turbines.
(93/35: 5 Resources per Die +15 Power) (Stage 3) (58/50: 5 Resources per Die +20 Power) (Stage 4) (8/75: 5 Resources per Die +25 Power)

The previous orders of panels finally arrived in bulk as the myriad of new factories dedicated to producing a standard model of solar panels came online and, thankfully, your back orders still maintained the previous priority that you no longer had. The existing frames were filled and a small forest of panels began sprouting from every roof and empty space nearby, filling out the empty fields around the headquarters. Despite the significant increase in production capacity, the sudden cut from the grid had seen certain areas of the Foundation cut off from power to prioritise need. Possible for now, but in the future it wouldn't be possible to turn off the isolation systems of the housing and work buildings.
So it means we are cut off. What we produce is what we have. That is why I will be pushing for 5 dice on nuclear. Basically until we get in the black in energy we are in BIG trouble. Because the safe housing systems that we put offline? That is only -3 Power. Exactly how much we are in the red.
 
Last edited:
All I know is, given how much we rely on AI support to do anything, we really can't afford a blackout, even before Collapse Radiation gets here.

Especially before we figure out how to safely restore a Neural Cloud from backup.
 
[X] Don't
[X] Naming Vote
-[X] Phantom

It increasingly seems like the Americans are a lost cause, we gotta make nice with the Russians instead.
 
[X] Don't
[X] Naming Vote
-[X] Phantom

It increasingly seems like the Americans are a lost cause, we gotta make nice with the Russians instead.
In fairness, I think the shit has officially hit the fan over in the US. it's unfortunate that that option is gone, but I'm not surprised. They have immediate problems to worry about.
 
I got curious and took a look at the map in magnification by opening the image in new tab. I noticed two strange issues:
1. There are gray regions fully inside the red zone. 1 on an island in Northern Arctic of the Americas. 3 in Northeast Asia (in the middle of the small isolated red patch in Eastern Russia, the largest gray patch in Northern Siberia and another patch in the great Chinese blob in east Russia). There is also a small yellow patch in China (somewhere around Hangshan City I think).
2. There are small very faint yellow patches all through the USA and Russia. There are a lot of them scattered across the US. Might be tied to their issues.

The first could be a result of errors in the tool used to color the patches. But the second seems interesting.
And if the first isn't an error in displaying the affected areas then we need to get our special forces outfitted to take a look and maybe get some readings. If there are ways to isolate even small regions of land from Collapse Fluid then that is something to look into.
 
I think at least a few of the yellow patches in the US at least where caused by deliberate collapse fluid exposure/detonations.
 
We've known this for a while now. both the US and Russia have had CFR spots *before* the death cloud really got going.
 
We are. If you look at what I marked in this action result (second sentence from the end):

So it means we are cut off. What we produce is what we have. That is why I will be pushing for 5 dice on nuclear. Basically until we get in the black in energy we are in BIG trouble. Because the safe housing systems that we put offline? That is only -3 Power. Exactly how much we are in the red.
Hm. Okay. Fair. So we do need to push power hard.

That just makes getting the 51 a even better choice. Well over another stage in the 50 factory.

The full bonus to robotics and AI is 35 in the upcoming turn. 20 from the 90wish, 10 from the crit, and 5 overall from our character (10 from genius minus 5 from lazy). So throwing 3 dice at 51 gives us 105 just in the bonus.

I want to throw all the free dice at the 51 dev. I'll write up a plan after work incorporating a hard push on the nuclear reactor and 51.
 
I think we need to work towards having so much power surplus that even if one of our nuclear reactors goes offline for a quarter, we don't have to shut down the AIs and the production lines.

Yes, this is a lot. But we're really dependent on power, to the point where a temporary power outage directly cripples us much worse than, say, a loss of water purification killing off ten percent of our population or something.
 
Here's my updated plan.

Infra is largely the same as my previous plan. Biggest difference in the plan is Nuclear Proliferation gets a total of 5 dice to ensure it completes. 5 dice should give it ~94% chance of completion. ALR-51 development with 3 dice has roughly 50% chance of completion due to a total of 40 bonus per die if bonus is applied on the Industry dice. I could move a die from Nuclear to ALR-51 to more or less ensure that the 51 completes (90+% chance of success) but that'll drop the Nuclear to roughly 76% chance. Not bad odds, but the dice has been real spiteful.

This turn is all about trying to set ourselves up for pushing hard on the 50 and 51 next turn as well as other unmanned units like the helicopter as we will have shored up most of our shortfalls.

Give we'll only have the +10 to AI/Robotics rolls this turn only, I feel we should take advantage of it to have a good chance of completing the 51 development so we can start rolling them out next turn. While numbers go up for incremental increases is important, we really, really need to continue pushing down the ALR tech tree ASAP.

[] Plan Basics and NextGen
Infrastructure (6 Dice)
[] Expand Foundation Headquarters (Stage 2) (66/100: 15 Resources per Die +5 Housing +5 Food +5 Water -4 Power) 3 Dice
[] Expand Barracks Stage 1 (28/50: 5 Resource per Die +1 Operations Dice -1 Housing, -1 Food, -1 Water) 2 Dice
[] Military Warehouses (Stage 1) (9/50: 10 Resources per Die +3 Logistics +2 Maintenance -1 Labour) 1 Dice
Industry (5 Dice)
[] ALR-51 Development (37/300: 5 Resources per Die) (+3 Incremental Increase per Quarter) 2 Dice + 1 Free
[] Nuclear Proliferation (Stage 1) (0/200: 20 Resources per Die +100 Power -5 Labour) 3 Dice + 2 Free Dice
Services (6 Dice)
[] Automation Intensification
-[] Military (Stage 2) (3/75: 5 Resources per Die +1 Services Dice +3 Labour -2 Power) 2 Dice
-[] Industry (Stage 3) (26/100: 5 Resources per Die +1 Services Dice +3 Labour -2 Power) 2 Dice
[] Personal Assistants (35/100: 5 Resources per Die +1 Free Dice) 1 Dice
[] Public Propaganda (Roll 1d100 per dice to attempt to regain Public Confidence. DC 25/50/75/90) 1 Dice
Military (6 Dice)
[] Light Vehicle Acquisition (0/75: 10 Resources per Die) 2 Dice
[] Breach Fortifications
-[] Kipi Breach (145/200: 15 Resources per Die) 2 Dice
[] ACR-H-20 Production (0/100: 15 Resources per Die +5 Maintenance +3 Logistics -2 Power -3 Labour) 2 Dice
[] UHAT-10 Development (0/200: 15 Resources per Die) 1 Dice
Operations (1 Dice)
[] Hunt IDC
-[] Swiss/Italian Breach (0/1 +5 Public Confidence on Success) (Decent Confidence) 1 Dice
Dimensional (4 Dice)
???
Personal (3 Dice)
[] Neural Cloud Backup System (0/200) 3 Dice
Dice Bonus
[] Industry
 
Last edited:
[] Expand Barracks Stage 1 (28/50: 5 Resource per Die +1 Operations Dice -1 Housing, -1 Food, -1 Water) 2 Dice
[] Military Warehouses (Stage 1) (9/50: 10 Resources per Die +3 Logistics +2 Maintenance -1 Labour) 1 Dice
Gonna be real I'd rather have 2/3 of these dice in maintenance rather than warehouses or probably-overshooting barracks.

[] ACR-H-20 Production (0/100: 15 Resources per Die +5 Maintenance +3 Logistics -2 Power -3 Labour) 2 Dice
I don't think we actually want 2 dice here. 1 is fine, because it gets us started, but we wanna complete miniature reactors before or at the same time as the Manticores.
 
Gonna be real I'd rather have 2/3 of these dice in maintenance rather than warehouses or probably-overshooting barracks.

We need the Operations dice. There's no way around it. You may be worried about the cost in the HQ stats, but we need Operations dice to cut down on the number of IDCs running around to regain Public Confidence and keep the military off our backs. Its pretty much either we increase the Operations Dice so we can tackle tougher targets or be forced to spend however many Service dices on Propaganda to try to shore up Public Confidence to allow u to eek out just another turn to build up. If we don't start expanding our operations dice and hunt down more of the IDCs the loss in confidence is going to get worse.

Hell, our weakness in direct action has already cost us PS points due to the military having doubts on our capability. So if we fail to significantly increase our direct action capacity we may be facing a escalating PS loss every turn.

Frankly, we can afford it. 3 dice on HQ should be enough to potentially get stage 3 HQ if we are lucky. Which would more than make up for the cost in resources for the barracks since Stage 3 of HQ expansion should get us 8/8/8 for the Housing-Food-Water stats since HQ is definitely following the 3->5->8 escalating pattern.

I don't think we actually want 2 dice here. 1 is fine, because it gets us started, but we wanna complete miniature reactors before or at the same time as the Manticores.
ACR-H-20 is not the Manticore. We need the Stalkers online because Prowlers are not enough to support our operations teams. Having 2 dice is to guarantee that the Stalker production finishes because we need them to reduce losses when we try to tackle more dangerous IDC targets.
 
Last edited:
@Rukia Is the UHAT-10 a Robotics development? As in is it a massive airborne armed drone or a manned helicopter? Basically is the Robotics bonus being applied to it?

This turn is all about trying to set ourselves up for pushing hard on the 50 and 51 next turn as well as other unmanned units like the helicopter as we will have shored up most of our shortfalls.
If we have the energy (and we should if we manage to get the nuclear reactor up) then it would be better to go for Stage 2 of ALR-50 factories. The ALR-51 project needs around 300 progress and offers only +3 Incremental progress to projects.
The Stage 2 of ALR-50 factories offer +6 Incremental progress to projects and +50 to our Resource Income. And it only needs around 150 more progress. A difference of +3 translates to saving 30 000 more lives the quarter it completes, 60 000 the next, etc. It will also have a 74.44% chance of completion with 2 dice. Which will allow us to do at least a stage of ammunition factories so our combat units won't be reduced to throwing rocks at IDCs.

EDIT:
Just for comparison. Over the course of a year (4 turns) ALR-51 development could add 30k+60k+90k+120k=300k saved lives. Stage 2 of ALR-50 factories over the same period would add 60k+120k+180k+240k=600k. 300 000 more lives saved. And we have a better chance of completing Stage 2 than designing the ALR-51. I think in this case the better is an enemy of good enough and we are influenced by Persica perfectionist scientist tendencies.

There is also a logistics problem with designing and deploying both the UHAT-10 attack helicopter and ACR-UH-30 heavy mech we need to take into account. While we have the ammo for the Stalker most likely due to it being standard and we could have stored some before our resupply was cut I doubt we have 140mm shells or heavy air to surface missiles/rockets. We will need at least Stage 4 of Munitions Foundries to be able to field them. Since Stage 3 is needed just to secure our current needs.
 
Last edited:
Adhoc vote count started by Rukia on Oct 19, 2021 at 10:35 AM, finished with 39 posts and 10 votes.

Vote Closed. I'll tiebreak towards IDC.

Since I accidentally posted the event rolls for this turn last turn, I'll just post a screenshot of them here.

The post I rolled them on can be found here.
 
Interesting tie in the naming vote. Will IDC be the name used by scientists and Phantoms the popular name by civilians and grunts?
 
I've never yet seen a quest crater just from sheer terrible rolls all the damn time, but I'm beginning to think this will be the one...
 
Back
Top