How Would You Prefer To Handle Unit Design?

  • Just let the QM do it.

    Votes: 15 30.0%
  • Just choose which techs to use.

    Votes: 23 46.0%
  • Choose which techs and extra features to use limited by size, cost, and upkeep.

    Votes: 9 18.0%
  • Choose individual (fictional) systems to equip units with. Limited by size, cost, upkeep, etc.

    Votes: 2 4.0%
  • None of these.

    Votes: 1 2.0%

  • Total voters
    50
  • Poll closed .
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I'm all for doubling or tripling down on Alloy Factories.
Until we get it up to snuff, the newest actions are too much in my eyes.
 
Okay so all the new actions are very interesting and I'm thinking that the German oil sale would be a good action to take this turn with our financial slot because it provides good Revenue and helps reestablish relationships with the Germans plus cutting off a source of French finances at the same time it would need to do a c a u Alliance and I would do that in the unrestricted slot.
Also we added a lot to our expenses due to military upkeep so we will have to rebalance around that
think we should work on central africa first, then Germany afterwards
 
I'm all for doubling or tripling down on Alloy Factories.
Until we get it up to snuff, the newest actions are too much in my eyes.
Doubling this turn to good the. One next turn to excellent and making all those alloy industry actions affordable.
think we should work on central africa first, then Germany afterwards
So I want to trade with Germany and ally with cau this turn next turn would be consumer good trade with cau as that German oil is a 1 turn action
 
Sell Electronics to Germany: (Degrees of Success)
Germany has a large market for electronics. Furthermore, workforce shortages have kept their electronics industry from meeting demand. This is a prime opportunity for American mercantile profit.
80%, 500(+10%), 2
Trade Deal with Germany, +200-700 Trade Income By Degree of Success

Sell Oil to Germany: (Degrees of Success)
The loss of Russian and Middle Eastern petroleum imports has hit Eastern Europe hard. Imports from the French colonies have kept the crisis manageable, but prices remain high. An additional source of oil would be greatly appreciated. It would also be very profitable for the supplier.
90%, 400(+10%), 1
Trade Deal with Germany, +500-1000 Trade Income By Degree of Success

I think germany really wants our oil guys. Oh and our electronics, but selling oil to them nets us a quick 500. Per turn at minimum with odds of it being higher.
 
rather not sell oil yet, well unless we also do a german alliance action at the same time, but that has a low success chance right now


hmmm, maybe will edit plan to change to alloy factory after all...

[X] Plan Alloy Alloy Alloynsy!
Unrestricted Actions:
-[X] Expand Factories (Alien alloy)
-[X] Expand Factories (Alien alloy)
Military Actions:
-[X] Expand Officer Core
Industrial Actions:
-[X] Expand Factories (Alien alloy)
Financial Actions:
-[X] Sell Oil to Germany
Diplomatic Actions:
-[X] Central African Alliance
Research and Development Actions:
-[Alien Software (2x)] (3)
-[X] Advanced Small Arms
-[X] Advanced Body Armour

seriously though, next turn we should focus on expanding military quality and quantity to secure our borders and trade routes with the sheer value of our industry output
 
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[X] Plan Alloy Alloy Alloynsy!
Adhoc vote count started by Raptor580 on Dec 21, 2018 at 12:28 PM, finished with 32 posts and 13 votes.

  • [X] Plan Alloy Alloy Alloynsy!
    -[X] Expand Factories (Alien alloy)
    -[X] Expand Officer Core
    -[X] Sell Oil to Germany
    -[X] Central African Alliance
    -[X] Advanced Small Arms
    -[X] Advanced Body Armour
    [X] Plan Alloy and Alliances
    [X] Plan Money and Industry
    [X] Plan Infrastructure Industries
    -[X] Alloy Housing
    -[X] Expand Factories (Infantry)
    -[X] Expand Officer Core
    -[X] Alloy Railways
    -[X] Sell Electronics to Central Africa
    -[X] Central African Alliance
    -[X] Advanced Small Arms
    -[X] Advanced Body Armour
    [X] Plan: Grow My Factories! GROW!
    -[X] Expand Factories (Alien Alloy) x2
    -[X] Expand Officer Core
    -[X] Sell Military Hardware to Australia x2
    -[X] XCOM Integration x3
    -[X] Alien Hardware x2
    -[X] Improved Fortifications x2

Adhoc vote count started by Raptor580 on Dec 21, 2018 at 1:10 PM, finished with 66 posts and 24 votes.
 
...Just catching up. Is there a reason 'integrate X-Com' is being ignored even when it gives an extra R&D action?

edit: Looking again, I do see it is very time intense.
 
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[X] Plan Alloy Alloy Alloynsy!

time to rapidly expand this new source of stuff, and if we can get it up to excellent next turn? all the better! then we just need to get infantry and vehicle industries to excellent and our armed forces will be in for good!

the next thing would be to keep our forces up to snuff, of course this means getting the navy up, as well as more air-force personnel...not to mention requiring allot more military forces. but hopefully we can integrate X-com soon!
 
...Just catching up. Is there a reason 'intregrate X-Com' is being ignored even when it gives an extra R&D action?
It ain't.

So. First time I've done this for this quest but here it is. MY PLAN!

[X] Plan: Grow My Factories! GROW!

Unrestricted Actions:
[] Expand Factories (Alien Alloy)
(2x) (1) (90%) (1,000)​
[] Expand Factories (Alien Alloy)
(2x) (1) (90%) (1,000)​
Military Actions:
[] Expand Officer Core
(1x) (3) (85%) (1,500)​
Industrial Actions:
[] Expand Factories (Alien Alloy)
(2x) (1) (90%) (1,000)​
Financial Actions:
[] Sell Military Hardware to Australia
(2x) (2) (90%) (600)​
Diplomatic Actions:
[] XCOM Integration
(3x) (10) (100%) (400)​
Research and Development Actions:
[Alien Software (2x)] (3)
[] Alien Hardware
(2x) (4) (85%) (1,000)​
[] Improved Fortifications
(2x) (1) (95%) (500)​

Tax Base: 18000 (40%) [10000@180%]
Gross Income: 7200 + 4600 = 11,800
Expenses: 1000 + 1340 + 1785 = 4,125
Net Income: 11,800 - 4,125 = 7,675
Plan Cost: 6,100
Net: 1,575

So? How does this look?
 
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[X] Plan Money and Industry

Unrestricted Actions:
[] Expand Factories (Alien Alloy) (1) (80%) (500)
[] Expand Factories (Infantry) (1) (80%) (500)

Military Actions:
[] Fusion Reactor (Spacecraft) (4) (80%) (1000)

Industrial Actions:
[] Expand Factories (Alien Alloy) (1) (80%) (500)

Financial Actions:
[] Sell Oil to (Germany) (1) (x2) (100%) (800)

Diplomatic Actions:
[] XCOM Integration (10) (x3) (100%) (400)

Research and Development Actions:
[] Alien Software (2x) (3) (1000)
[] Alien Hardware (2x) (4) (85%) (1000)
[] Improved Fortifications (1) (90%) (250)


Income: 7200+4600 = 11,800
Expenses+Interest: 1000+1785+1390(military upkeep)=4175
Action Cost: 1,000 + 4,950 = 5,950
Total Costs: 10,125
Net: 1675 (1700) (+500- 1000 for trade deal)
New Debt: 59,500-1,700= 57,800 (1,734) - trade for oil



Right here is my plan for this turn. Taking two actions to get our alloy factories to good along with infantry to improve our future troops. No expansion this turn because we need those reactors fast. Selling Oil to Germany at a boosted 100% for maximum profit. XCOM needs to be integrated as fast as possible. Hardware and fortifications so we can further boost our construction of bases on Greenland, moon and other hostile environments. Also pretty sure they will help with the infrastructure actions maybe cutting some of the cost or time. Math should be correct.
 
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[X] Plan Alloy and Alliances
Unrestricted Actions:
[] Expand Factories (Alien Alloy) (2x) (1) (90%) (1000)
[] Central African Alliance (2x) (1) (85%) (400)
Military Actions:
[] Fusion Reactor (Spacecraft) (4) (80%) (1000)
Industrial Actions:
[] Expand Factories (Alien Alloy) (2x) (1) (90%) (1000)
Financial Actions:
[] Sell Oil to Germany (2x) (1) (100%) (800)
Diplomatic Actions:
[] XCOM Integration (3x) (10) (100%) (400)
Research and Development Actions:
[Alien Software (2x)] (3) (1000)
[] Elerium (2x) (5) (85%) (1000)
[] Improved Fortifications (2x) (1) (90%) (500)

Income: 7200+4600 = 11,800
Expenses+Interest: 2,300 + 1,785 = 4,175
Action Cost: 1,000 + 6,100 = 7,100
Total Costs: 11,125
Net: 425 (400) (+500- 1000 for trade deal)
New Debt: 59,100 (1773) - trade for oil

Okay, so boosting two actions to 100%, Oil trade will get us 500 to 1000 so that is great, otherwise boosting alloy factories to 90% because for the extra 1000 we could reduce interest by 30 or reduce failure chance on the alien alloy factories which will save us so much (spaceport is 2000 base right now, two factories should drop it to around 1000 base and so we can start that next turn).

CAU alliance- lets get an alliance before they may get turned off by us trading with Germany (meaning CoS would potentially drop). Also alliances open up more trade (see Australia trade options)

Elerium- so that we get better power for our fighters and ships and vehicles to use the laser weapons we have and pulse lasers down the line more effectively, improve fortification I have seen enough convincing arguments to make me want this and thanks to the industrial action explosion can no longer fit it in an unrestricted slot in the next few years.
Adhoc vote count started by Void Stalker on Dec 21, 2018 at 12:24 PM, finished with 27 posts and 10 votes.

  • [X] Plan Alloy Alloy Alloynsy!
    -[X] Expand Factories (Alien alloy)
    -[X] Expand Officer Core
    -[X] Sell Oil to Germany
    -[X] Central African Alliance
    -[X] Advanced Small Arms
    -[X] Advanced Body Armour
    [X] Plan Alloy and Alliances
    [X] Plan Infrastructure Industries
    -[X] Alloy Housing
    -[X] Expand Factories (Infantry)
    -[X] Expand Officer Core
    -[X] Alloy Railways
    -[X] Sell Electronics to Central Africa
    -[X] Central African Alliance
    -[X] Advanced Small Arms
    -[X] Advanced Body Armour
    [X] Plan: Grow My Factories! GROW!
    -[X] Expand Factories (Alien Alloy) x2
    -[X] Expand Officer Core
    -[X] Sell Military Hardware to Australia x2
    -[X] XCOM Integration x3
    -[X] Alien Hardware x2
    -[X] Improved Fortifications x2
    [X] Plan Money and Industry
 
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[X] Plan Alloy Alloy Alloynsy!
Let's stop pretending our military tech means nothing.
 
[X] Plan Money and Industry

Unrestricted Actions:
[] Expand Factories (Alien Alloy) (1) (80%) (500)
[] Expand Factories (Infantry) (1) (80%) (500)

Military Actions:
[] Fusion Reactor (Spacecraft) (4) (80%) (1000)

Industrial Actions:
[] Expand Factories (Alien Alloy) (1) (80%) (500)

Financial Actions:
[] Sell Oil to (Germany) (2) (x2) (100%) (800)

Diplomatic Actions:
[] XCOM Integration (10) (x2) (90%) (400)

Research and Development Actions:
[] Alien Software (2x) (3) (85%) (1000)
[] Alien Hardware (2x) (4) (85%) (1000)
[] Improved Fortifications (1) (90%) (250)


Income: 7200+4600 = 11,800
Expenses+Interest: 1000+1390(military upkeep)=2390
Action Cost: 1,000 + 6,750 = 7,750
Total Costs: 10,140
Net: 1,660 (1,700)
New Debt: 59,500-1,700= 57,800 (1,734)


Right here is my plan for this turn. Taking two actions to get our alloy factories to good along with infantry to improve our future troops. No expansion this turn because we need those reactors fast. Selling Oil to Germany at a boosted 100% for maximum profit. XCOM needs to be integrated as fast as possible. Hardware and fortifications so we can further boost our construction of bases on Greenland, moon and other hostile environments. Also pretty sure they will help with the infrastructure actions maybe cutting some of the cost or time. Math should be correct.
Integration, you have the 3x cost which gives it 100%, software should have no percent as it is in progress also sell oil to germany is a 1 turn action not 2, otherwise looks pretty good... and in the end I think we disagreed on two actions (alien hardware vs elerium and infantry factory vs cau alliance) which is pretty close.

... That sounds omninous, "in time".

I assume that is more of a before we finish. As it is, trying to figure out which action... if anyone has an idea that would be very helpful because freeing up the action and getting that research slot sooner would be amazing
 
Integration, you have the 3x cost which gives it 100%, software should have no percent as it is in progress also sell oil to germany is a 1 turn action not 2, otherwise looks pretty good... and in the end I think we disagreed on two actions (alien hardware vs elerium and infantry factory vs cau alliance) which is pretty close.

Yeah I missed adjusted the times and percentage when I copied the plan adjusted now along with the oil sale. Thanks.
 
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