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 not one for making plans in this quest, but those who do should pay attention to these new actions:

Alloy Railways:
The alien materials are not only of military utility. They also have substantial commercial potential. The aging rail network is in dire need of modernization. Unfortunately, the towns, villages, and cities established along old rail routes block the choicest paths. For decades our trains have been doomed to weave amongst the terrain rather than pierce through it. We can solve this problem.
With particularly durable and noise insulating materials, we can erect massive tunnels through the sky. There is no need for massive, and expensive, buttresses to stave off gravity. Simple Alien Alloy poles will do. Neither are local noise ordnances are a match for Ethereal materials science.
70+5%, 1000x0.5x2(+10%), 3
Tax Base +10%, Rail Network (Cargo) -> Good

Alloy Housing:
The alien materials are not only of military utility. There are a number of lower quality variants with substantial civilian potential. The sheer durability of alien construction offers to revolutionize architecture. Impossibly tall skyscrapers, wafer thin levees, hurricane resistant treehouses, burglar proof doors; the possibilities are endless.
70+5%, 1500x0.5x2(+10%), 2
Tax Base +5%, Housing -> Good

They should probably be taken sooner rather than later.
 
Just to through this out there but I think we should research the XenoGenetics now or very soon for life extension procedures so XCom top personal and other first contact veterans can live to see our second contact war.
 
I'm not one for making plans in this quest, but those who do should pay attention to these new actions:





They should probably be taken sooner rather than later.
I really want to take them but I would prefer to do so after we get the excellent factories as they are very very expensive right now. Ideally they would be taken within the next 5 turns depending on how held up our actions get with expanding our space infrastructure. Depending on how our new actions develop that might be not next turn, or the turn after, but the turn after the turn after.

Just to through this out there but I think we should research the XenoGenetics now or very soon for life extension procedures so XCom top personal and other first contact veterans can live to see our second contact war.
This is why I am pushing to ally with africaas fast as we can, we could even take that military alliance action in an unrestricted slot right now tbh. Seriously though, the CAU, who we are allying with right now, has the best genetics tech. Furthering that alliance gets us their genetics tech. This frees up money and research slots to be put to use in other things.
 
Dammit, orbital chances stayed low as low gets.

[X] Plan Spess
Unrestricted Actions:
[] Expand Factories (Alien Alloy)
[] Foster Orbital Launch Capacity
Military Actions:
[] Fusion Reactor (Spacecraft)
Industrial Actions:
[] Build Spaceport 2x
Financial Actions:
[] Sell Electronics to Central Africa
Diplomatic Actions:
[XCOM Integration (3x)] (9)
Research and Development Actions:
[Alien Software (2x)] (2)
[Elerium (2x)] (4)
[] Pure Fusion Warheads

There, got us space industry, got the africa deal(we should really double check if there is danger of war and if not do that military alliance next turn). Got the space fusion, got the excellent factories. Only thing I don't like 100% is the fusion warheads but we gotta maintain at least some military development that isntjust making our tech generally better than everyone else. If people think it makes sense I will totally spring to switch it to radar or alien hardware.
Can you boost fusion warheads once to 100%, alien alloy and electronics trade?

Trade is degree of success so how much we are over makes a difference

[X] Plan Spess
 
Right Here is the plan I'm going with this turn.

[X] Plan Space and Reactors

Unrestricted Actions:
[] Investigate Trade Opportunities (UK) (x3) (1) (80%) (400)
[] Foster Orbital Launch Capacity (1) (80%) (1000)

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

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

Financial Actions:
[]Sell Electronics to (Central Africa) (x2) (2) (90%) (1000)

Diplomatic Actions:
[XCOM Integration (3x)] (9) (400)

Research and Development Actions:
[Alien Software (2x)] (2) (1000)
[Elerium (2x)] (4) (1000)
[] Pure Fusion Warheads (3) (100%) (500) Use 5 Weapon fragments

Income: 7200+5,200 = 12,400
Expenses+Interest: 1000+1752+1390(military upkeep) =4142
Action Cost: 2,400 +4,400 = 6,800
Total Costs: 10,942
Net: 1,458 (1,500)
New Debt: 58,400 -1,500= 56,900 (1,707)


For the unrestricted actions the UK to get more info on Europe and get some more trade deals opened up. The Launch Capacity is a quick one turn action with a decent chance of success it will also improve our chance and commercial space industry, so it should eventually make us some money.

Military we got to try that reactor again so let's hope for a better roll.

Industrial we need to finish up the factories for the alloy to be able to do most expensive options.

Financial the chances went up so now the money should be easier to get. Since then will apparently also help the CAU's economic situation let help and get rich.

Dipomatic stays the same XCOM is being added.

Research I want to switch out our current missiles with stronger warhead for just that much more firepower. These warhead apply to every missile I think. They should scale so we shouldn't have to worry to much about them.

Math is hopfully correct this time but if anyone goes through it and finds a mistake please let me know.

Edit: added using the fragments to boost chance of warhead instead of money.
 
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[X] Plan Space and Reactors
Adhoc vote count started by Raptor580 on Dec 22, 2018 at 7:12 PM, finished with 108 posts and 21 votes.
 
Can you boost fusion warheads once to 100%, alien alloy and electronics trade?

Trade is degree of success so how much we are over makes a difference

[X] Plan Spess
makes sense, lemme double check the costs and I'll go for it if it doesnt put us into debts.
I'm pretty sure that @Keani is morally opposed to 100% CoS actions.
Nah, I just feel confortablewith those and the action cost kinda confuses me, I'm doing the maths right now to see if it makes sense to boost things.
 
makes sense, lemme double check the costs and I'll go for it if it doesnt put us into debts.

Nah, I just feel confortablewith those and the action cost kinda confuses me, I'm doing the maths right now to see if it makes sense to boost things.
Sorry, I got you confused with someone else.

[X] Plan Spess
 
makes sense, lemme double check the costs and I'll go for it if it doesnt put us into debts.

Nah, I just feel confortablewith those and the action cost kinda confuses me, I'm doing the maths right now to see if it makes sense to boost things.
Actually alloy factory boost will likely put us over budget and is less imports the electronics or fusion boost
 
I really think we should do all of the tax base actions (housing, railway, and plumbing) soon. That's an extra 2k a turn for a cheap(ish) investment.

It's a one time payment of 3k if we don't boost, and the lowest chance is 70%, which ain't that bad
 
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I really think we should do all of the tax base actions (housing, railway, and plumbing) soon. That's an extra 2nd a turn for a cheap investment.
What do you mean? If you are talking about an extra action slot we have no confirmation that it will give us one. Myself and maybe some other think it might but we don't know for certain. We will also work on them after the alloy factory is improved to excellent.
 
[X] Plan Spess

Hey guys just a reminder you can burn some of our assets like Weapon fragments for bonuses to research which should allow you to avoid spending more on them.

Also, we need to take an investigate trade action next turn to open up more trading opportunities because after we take the Australian munitions deal next turn I believe we'll be out of highly profitable and easy trade deals.
 
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I really think we should do all of the tax base actions (housing, railway, and plumbing) soon. That's an extra 2k a turn for a cheap(ish) investment.

It's a one time payment of 3k if we don't boost, and the lowest chance is 70%, which ain't that bad

Each 5% is 200 tax income right now. Also action costs are paid each turn.
 
Actually alloy factory boost will likely put us over budget and is less imports the electronics or fusion boost
I can help with the cost where the plan sits you have a net of 358 (400).


Wait? what? my maths brought me with tripling on electronics trade to excess of 1250 units.

Each 5% is 200 tax income right now. Also action costs are paid each turn.
ah, I see the problem. brb. Also thoughts on burning eleriumassets to lower elerium research costs?
 
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