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...Mind me asking, but what would [personal reactors] actually get us, mechanically?
Backpack fusion reactors, one of the requirements for power armour rather than the bulkier light mechs. Also, man portable laser weaponry.
...Mind me asking, but what would [personal reactors] actually get us, mechanically?
@trewsad55 @Thrice-Blessed22 @Arbit @Powerofmind @Zaratustra @Janadus @Sivantic (who will tell me I'm the scum of the earth for tagging people. luv u bby) @veekie @notanautomaton @wingstrike96 @tenchifew
I think that building the enclave here is a massive mistake. Building a hab is necessary to build anything else (outside of the few specific structures an enclave supports. Which we don't need right now. It'd probably go to populating the trading post anyway). With a hab we can start leveraging our econ, science and military. We can build a reactor and a barracks as soon as the hab's done. We can probably get a second reactor shortly afterwards.
The only scenario where we wouldn't have enough culture to build the Enclave by turn 10 is if we have a net loss of 14 Culture from events in the time between now and then. Pretty much the only thing likely to cause loss on that scale would be a full-blown war waged against us... and in the event that happened, we'd need the hab even more so we have the ability to build military structures.
I honestly see the enclave as a lose-lose this turn. It hamstrings our ability to both keep expanding steadily and defend ourselves, it completely locks out 3 of our 4 influence pools, and the only scenario I can even think of that would stop us from doing it before turn 10 would mean we'll REALLY need the military expansion. Tealistically we'll probably be able to afford it by turn 8 with minimal Art Promotion spending or a lucky event, turn 9 by a huge margin if we don't do either of those things.
I do agree with Powerofmind that a festival isn't a great idea right now. It'd potentially put us a full turn off of this schedule with a bad roll. But as is, the enclave is -very- likely to stay safe if we push it back a few turns, and pushing the hab back instead is mathematical (and possibly military) suicide. I'm replacing it with a double rail line patrol in my budget. Seems wise given the increased raider activity.
[X] Patrol rail lines
[X] Patrol rail lines x2
[X] Patrol forest
[X] Investigate raider causes
[X] Study will
[X] Pursue Baron Malcolm Adler as an ally
[X] Activate Nightmare Cube
It's also a sociology project and that means we can use culture influence for it. We can also do the same for Entertainment Complexes, Trading Posts and Barracks.....You know there is a potential upgrade for the Habs under Building Refinements for 50 research points?
Just...throwing it out there.
It's also a sociology project and that means we can use culture influence for it. We can also do the same for Entertainment Complexes, Trading Posts and Barracks.
But if we're IN that bigger conflict an enclave leaves us unable to expand our military. If we get the hab we're dropping a barracks the turn after it and will potentially have the opportunity to build other useful structures like a factory or a proving grounds to help a war effort. That's why I'm saying we REALLY should hedge with the hab. If nothing bad happens it's miles better. If we get into a war that endangers our entire existence... hab is still miles better. In both scenarios, we want the hab. Getting the enclave doesn't help us if we get flattened into a parking lot by raiders or reavers.I fear that whatever is happening with the bandit activity will need a massive reaction from us, leaving us without many actions and/or resources.
Besides, the indigo hammer people are able to move as soon as next turn, were they to decide so, since they should receive their animals by then.
And if a bigger conflict were to come and the rolls were bad enough they just might. So I want to make sure that we get the building now, and not risk this chance.
Oh, yeah the hab is.It's also a Chemical & Material project as well, don't forget.
But if we're IN that bigger conflict an enclave leaves us unable to expand our military.
But if we're IN that bigger conflict an enclave leaves us unable to expand our military. If we get the hab we're dropping a barracks the turn after it and will potentially have the opportunity to build other useful structures like a factory or a proving grounds to help a war effort. That's why I'm saying we REALLY should hedge with the hab. If nothing bad happens it's miles better. If we get into a war that endangers our entire existence... hab is still miles better. In both scenarios, we want the hab. Getting the enclave doesn't help us if we get flattened into a parking lot by raiders or reavers.
Oh, yeah the hab is.
So, do we need science points as well or can we use culture and are we limited in what we can improve?
I'm...not sure.
I've been trying to find out how Building Refinements differ from Research, but I haven't been able to find the post in question....
Hmm.New plan. Synergy bomb a festival/promote arts/party to maximize culture gain, and (almost definitely) get BOTH on turn 7, or (hopefully) both on turn 6.
Just to check - this would take a settlement action, right?You could recruit up to 3 additional companies of Jaegers this turn with your current resources.
Nah, I feel rather safe going for a turn 6-7 enclave. The turn 8 plan was too far in the future for me.
Since it can be upgraded via Sociology, the Hab can be researched using culture points instead of science points due to the buildings you have.
....In other words, we can sink our Culture and Science econ into the project.
Got it.
Do we have to put all 50 in at one go or can we pay via small installments?
Plan culture bomb does have a party and heavy patrolling, but no investigation.I'm probably going to support plan culture bomb. Probably.
I do still want to hold a festival, but that's easily something I can sacrifice if it'll get us a Hab sometime sooner rather than later.
I also want to get the baron, but again, it's something I'm willing to sacrifice if we have to.