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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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:
-[X] Expand Factories (Alien Alloy) x2
-[X] Expand Factories (Alien Alloy) x2
Military Actions:
-[X] Expand Officer Core
Industrial Actions:
-[X] Expand Factories (Alien Alloy) x2
Financial Actions:
-[X] Sell Military Hardware to Australia x2
Diplomatic Actions:
-[X] XCOM Integration x3
Research and Development Actions:
[Alien Software (2x)] (3)
-[X] Alien Hardware x2
-[X] Improved Fortifications x2

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
Remaining: 1,575

So? How does this look?
what is with the x2 besides the factory actions?
 
[X] Plan Alloy Alloy Alloynsy!
Let's stop pretending our military tech means nothing.
I mean we have basically put one slot on the offensive side of xenospace with getting the naval lasers so we are not ignoring it. But improving our industrial capability does a lot to leverage our military capability (having said that I am hoping to grab fusion warheads soon as those sound like a major game changer)


@Isaacssv558 does australia have any techs we can trade for/buy and if so what action would that be?
 
[] Plan Orbital Supremacy
Unrestricted Actions:
-[] Foster Orbital Launch Capacity
-[] Expand Factories (Alien Alloy)
Military Actions:
-[] Fusion Reactor (Spacecraft)
Industrial Actions:
-[] Build Spaceport
Financial Actions:
-[] Sell Electronics to Central Africa
Diplomatic Actions:
-[] Central African Alliance
Research and Development Actions:
-[lien Software (2x)] (3)
-[] Improved Fortifications
-[] Elerium

Allright, here's my plan. I wanna take actions that move us closer to alliances, get us the most profit, and put us closer to space. AKA space tech actions, Central African alliance and Central African electronics trade.

My understanding is that getting orbitals puts us in space, fusion helps us get in space, Elerium opens up for easier and more research, most importantly into space stuff, spaceports help us build space stuff and get into space, and that Alien Alloy, aside from the benefits of expanding any industry much less one so expensive, helps us get into space and that expanding it makes it's usage in other fields, like housing, railroads, and the such, easier. As I am to understand it electronics to Central Africa is not just what might be our most profitable trade but helps with allying with Central Africa which is to be started ASAP. Finally there is action economy.

Factory expansion and fostering launch capacity both take one action while facilitating other actions and being the action that finally gets us into space. Fusion for spacecraft facilitates space more and will see immediate and meaningful use as opposed to training our military when there is no reason for conflict soon and no conflict that could feasibly reach us in the near future. Spaceport is 2 actions and gets us finally into space as opposed to something like the 3 action industrial actions that get us relatively minor bonuses for tax. Electronics to Africa is 2 actions, earns 200-1000 income, furthers our ability to ally with Africa, and opens up further opportunities. Alliance is one turn and gets us what is one of 4-5 alliances needed to integrate and is long, long overdue. My understanding of improved fortifications is that beyond allowing us to make better use of our assets like greenalnd, increasing security, and being a single actions is that it has become a research chokepoint for further industrial research into things like orbital shipyards and eventually things like asteroid mining which IMO we should be trying to get as soon as possible. Elerium is the only action I am unsure about but aside from opening new industry and being best fuel it seems to be vitally important towards research into alien technologies and would if not open up whole new avenues of research at least make other research into at least alien tech easier or less action intensive. In truth I only worry about Elerium because of the 4 action cost.

Truly What I really think is most important to get done now is either expanding alloy or orbital and getting the central african electronics trade deal while we can because that opens up oppourtunities I really want to see far more than german oil transactions.
 
Last edited:
what is with the x2 besides the factory actions?
Basically, it means I'm spending twice the money on it to increase its chance of success.

Expand Factories (Type):
Increased industrial capacity is always worthwhile. Expanding your factories would strengthen America both economically and militarily.
75+5%, 1000x0.5(+10%), 1
Factories.Type -> CUR_LEVEL + 1, ???

As you can see, it has a base chance of passing at 80% with 500 but by doubling it, it has a 90% chance with 1,000.
It's just a mechanic in this quest that's been going on for a while.
 
[X] Plan Alloy and Alliances
Adhoc vote count started by King50000 on Dec 21, 2018 at 12:39 PM, finished with 44 posts and 19 votes.

  • [X] Plan Alloy and Alliances
    [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 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
    [X] Plan Orbital Supremacy
    -[X] Foster Orbital Launch Capacity
    -[X] Expand Factories (Alien alloy)
    -[X] Fusion Reactor (Spacecraft)
    -[X] Build Spaceport
    -[X] Sell Electronics to Central Africa
    -[X] Central African Alliance
    -[X] Improved Fortifications
    -[X] Elerium

Adhoc vote count started by King50000 on Dec 21, 2018 at 12:51 PM, finished with 52 posts and 22 votes.

  • [X] Plan Alloy and Alliances
    [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 Money and Industry
    [X] Plan Orbital Supremacy
    -[X] Foster Orbital Launch Capacity
    -[X] Expand Factories (Alien alloy)
    -[X] Fusion Reactor (Spacecraft)
    -[X] Build Spaceport
    -[X] Sell Electronics to Central Africa
    -[X] Central African Alliance
    -[X] Improved Fortifications
    -[X] Elerium
    [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 Orbital Supremacy
-Snip-.

So the main reason I backed off spaceport this turn is that it is being affected by the 4x alien alloy modifier (along with the .5x industry modifier) for cost making base cost 2000 for 70%. As it is hopefully two alien Alloy factories drop that modifier to 2x which cancels the .5x letting us try it next turn for 1000 at 70% or 2000 at 80%. But yes getting into space for the extra actions there is going to be big.
 
The xcom that we are merrily integrating? One that wouldnt be a seperate organization but an extension of us and our will?

The problem isnt what we are going to do, its how we do it and what we could do. The issue is that the rest of the world wouldn't have the ability to negotiate terms to anything, much less say no, if we dont want to play ball. We would have all the agency and they would have none, something they (and through them their people) cannot accept. Thats not a united humanity, thats an American Empire and we all know what happens to empires.

What we need to do to is not use our position to bully other nations or violate their soveriegnty, even if its for a good reason. All that will do is build resentment and sow the seeds of future conflict and rebellion which cannot afford . Rather we should leverage our space tech as a service we can market. From here we establish/act as an impartial body as much as possible. It will take longer and we will probably need to make some sort of concession but its the only way i can see us uniting humanity in a way that will remain stable and intact.
This has been brought up before XCOM's reputation will not be majorly impugned for integrating with us, and at the end of the day it's not wrong to say XCOM can cut lose from us if they ever feel we'r eoverly abusing things. XCOM working with us on the SDI says less about us ownin XCOM and more about them not considering us complete fuckups.

Your second paragraph is ultimately a lot of prose that ignores the issues. Nukes are in play, some of the largest arsenals are owned by increasingly irrational actors, who are more and more incentivized to use them. If we don't unilaterally use the SDI to dictate 'no nukes', we're legitimizing a far more terrible tyrnnay of force that could see tens of millions dead. And on what dubious grounds? If we talk about the SDI project, half the nations in the world will leap at it because it far more suits their interests. They have to accept a small loss of agency towards someone they can trust or risk catastrophic loss of agency. You talk a big talk about how no unity can ever be found by a people willingly conceding agency- but how pathetic was the League of Nations for exactly that reason? How flawed is the UN for all its superiority from that reason? How has the EU not done far more to unify and bring peace to Europe than a Europe where each country excericsed its 'agency' with escalatory alliances? It's nowhere near as cut and dry as you're making it out to be, nor is the desperate and violent shitshow of the last decade at all conducive to national agency anyways.

Take Germany, forced to militarize against Russia and fight a bloody war, forced by said war and resource shortages to support the French despite disagreeing with most of what they do, and obligated to maintain that alliance because of principles most of the world has discarded as inconvenient. Would removing the sword of Damocles of Russian nuclear warfare and fostering and independence of French fossil fuels with a peaceful alternative truly derive their citizens of so much agency? Would not denying the terrible the agency to unleash such things make them capable of moving forward so much freer?

At best your comment is a personal opinion, one as a staunch globalist and fan of history I have to reject utterly.
 
This voting is amazingly disheartening. Void Stalker could probably put up a plan involving a long diatribe on how much he hates everyone in this thread and still win the vote in a landslide.
 
[X] Plan Alloy and Alliances

sorry, changing my vote...but still this is good, getting the fortification will be immensely helpful in the long run to making ourselves a literal fortress!

now we just need to rebuild our military to be up to snuff in case someone tries anything.
 
[X] Plan Orbital Supremacy
Unrestricted Actions:
-[X] Foster Orbital Launch Capacity
-[X] Expand Factories (Alien Alloy)
Military Actions:
-[X] Fusion Reactor (Spacecraft)
Industrial Actions:
-[X] Build Spaceport
Financial Actions:
-[X] Sell Electronics to Central Africa
Diplomatic Actions:
-[X] Central African Alliance
Research and Development Actions:
-[Alien Software (2x)] (3)
-[X] Improved Fortifications
-[X] Elerium

Here is the cost for your plan since you didn't boost any of them I left them at base price. Also it is usually better to only put the X in the plan name otherwise is screws with the vote counter.

Unrestricted Actions:
-[] Foster Orbital Launch Capacity (1) (80%) (2000)
-[] Expand Factories (Alien Alloy) (1) (80%) (500)
Military Actions:
-[] Fusion Reactor (Spacecraft) (4) (80%) (1000)
Industrial Actions:
-[] Build Spaceport (2) (70%) (2000)
Financial Actions:
-[] Sell Electronics to Central Africa (2) (75%) (500)
Diplomatic Actions:
-[] Central African Alliance (1) (80%) (200)
Research and Development Actions:
-[Alien Software (2x)] (3) (1000)
-[] Improved Fortifications (1) (90%) (250)
-[] Elerium (5) (80%) (500)

Income: 7200+4600 = 11,800
Expenses+Interest: 1000+1390(military upkeep)=2390
Action Cost: 1,000 + 6,950 = 7,950
Total Costs: 10,340
Net: 1,460 (1,500)
New Debt: 59,500-1,700= 58,000 (1,740)
 
So going back through the update:
Orbital Construction:
Space has a lot of space for construction projects. However, current technologies make this prohibitively expensive. Orbital factories seem appealing until you realize it would be cheaper to build them in the middle of Manhattan.
30%+5%, 1000x0.5(+5%), 5

This was 10%+5% last turn, so space frames and alien alloy manufacturing seem to have increased this. Likely some of the industry actions and hopefully improved fortification will bring that chance up even more, fusion reactor space might help as well for having a good power source for stuff operating in space while elerium could help due to having a better fuel. Still progress is great.
 
This voting is amazingly disheartening. Void Stalker could probably put up a plan involving a long diatribe on how much he hates everyone in this thread and still win the vote in a landslide.
Ad hominem say what?

Not their fault that they are the one who puts together the most coherent, efficient, and effective plan. Seriously, the only part I disagree with is the german oil trade rather than african electronic trade and even that is well reasoned for.

[X] Plan Alloy and Alliances
Here is the cost for your plan since you didn't boost any of them I left them at base price. Also it is usually better to only put the X in the plan name otherwise is screws with the vote counter.

Unrestricted Actions:
-[] Foster Orbital Launch Capacity (1) (80%) (2000)
-[] Expand Factories (Alien Alloy) (1) (80%) (500)
Military Actions:
-[] Fusion Reactor (Spacecraft) (4) (80%) (1000)
Industrial Actions:
-[] Build Spaceport (2) (70%) (2000)
Financial Actions:
-[] Sell Electronics to Central Africa (2) (75%) (500)
Diplomatic Actions:
-[] Central African Alliance (1) (80%) (200)
Research and Development Actions:
-[Alien Software (2x)] (3) (1000)
-[] Improved Fortifications (1) (90%) (250)
-[] Elerium (5) (80%) (500)

Income: 7200+4600 = 11,800
Expenses+Interest: 1000+1390(military upkeep)=2390
Action Cost: 1,000 + 6,950 = 7,950
Total Costs: 10,340
Net: 1,460 (1,500)
New Debt: 59,500-1,700= 58,000 (1,740)
Thanks, Those multipliers and percentages really confused me as to what they applied to.
 
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