Yellow Skies has a major problem with energy and risk. As great as Tidal power was the first phase offsets at most 1 or 2 projects, in comparison the current BZ power phase offsets several projects (+4 vs +16 energy) however BZ power is needing something along the lines of 8 to 9 dice to bring online so that does not lend itself well shocking, not if we also want to continue keeping up with our military commitments to deal with NOD and tiberium. With Yellow Skies we are looking at either Q4 for our next big power boost (and in the mean time restricting what projects we can bring online) and also delaying Fusion power rollout which is another major power boost in the projects that it unlocks. In exchange it gets us to be slightly cheaper in orbital at a time where we are running into fewer funding issues (note how plans can activate all of our dice, or only leave a couple idle and we are going to be rolling out additional income with more MARVs). So in terms of energy we are stopped from pursuing any major energy drains that finish Q3. And you can give up any dreams of Boston phase 4 this year (and the mil factory refit that would let us pull off).

In terms of risk it is also giving a chance that we need to follow up on BZ fencing next turn- at a time when we have been told that we are d10 quarters away from mitigation dropping each turn. Which means we need to get as much mit as possible before that happens and if we have to follow up on BZ fencing next turn than that is both 4+ (likely 6 like the last phase) that is coming online a turn later but also 1 dice that is not going to new mit options, and that is going to roll forward. With tib mutation coming I do not think that is a risk we can afford. And tying back into energy- anytime we need more mil factories to support our tiberium actions we need the energy from BZ power and the fusion unlocks to keep them going.
 
Hmm... the power point is a good one, and I would be open to swapping one or both of the Union Dice in exchange for BZ Power Production, if we're also willing to commit to grabbing the Union Yards next turn.

Would also free up the Resources to swap a Tidal Plant die back to Fiber-Optics.
 
Hmm... the power point is a good one, and I would be open to swapping one or both of the Union Dice in exchange for BZ Power Production, if we're also willing to commit to grabbing the Union Yards next turn.

Would also free up the Resources to swap a Tidal Plant die back to Fiber-Optics.
Please don't. That's a drastic change to make this late in the vote, and 39 people have already voted for the plan as-is.
 
Hmm... the power point is a good one, and I would be open to swapping one or both of the Union Dice in exchange for BZ Power Production, if we're also willing to commit to grabbing the Union Yards next turn.

Would also free up the Resources to swap a Tidal Plant die back to Fiber-Optics.
Please don't. That's a drastic change to make this late in the vote, and 39 people have already voted for the plan as-is.

If something turns out to be the better option in light of new information, then I say the planmaker should change their plan to reflect the new facts rather than sticking to outdated choice.

[X] Plan Yellow Skies
 
Hmm... the power point is a good one, and I would be open to swapping one or both of the Union Dice in exchange for BZ Power Production, if we're also willing to commit to grabbing the Union Yards next turn.

Would also free up the Resources to swap a Tidal Plant die back to Fiber-Optics.

This is actually my single problem with the plan, it does cut the power development rather close.
And while I would love more fusion dice, power seems to be a greater problem currently.
 
BZ power is needing something along the lines of 8 to 9 dice
This is incorrect - see below.

@Derpmind The entry in the Probability Array for Blue Zone Power Production Campaigns (Phase 2) should be:
247/550 3 dice 30R 3.42%, 4 dice 40R 33.5%, 5 dice 50R 72.68%, 6 dice 60R 93.08%

It looks like the entry is based on 0 progress, rather than the rollover amount.

And this makes it something that can be pretty easily done in one turn.
 
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Since everything is covered in tiberium by 2062 (in canon) which causes Kane to come out and propose the TCN, what happens if we "successfully" beat/halt tiberium spread? I could only play twilight until the mission after the wife dies but doesn't Kane need the TCN to use the threshold tower? Is there a big threat that when Kane decodes the Tacitus and pops his head out of whatever bunker he is hiding in, won't he see us doing too well and then call for another war? The only reason the leaders of GDI went along with Kane's plan was because they had no choice. This is completely up to Ithillid but having a 4th war within the next 5-8 years is the only way I see this going.
 
@Derpmind The entry in the Probability Array for Blue Zone Power Production Campaigns (Phase 2) should be:
247/550 3 dice 30R 3.42%, 4 dice 40R 33.5%, 5 dice 50R 72.68%, 6 dice 60R 93.08%
Damn. Of all the entries for a mistake to happen on, this one's one of the worst. Sorry about that everyone. :sad:

I think going forward I'm going to post array updates ahead of time, so hopefully mistakes like this can be spotted sooner. Maybe that'll help.
 
Damn. Of all the entries for a mistake to happen on, this one's one of the worst. Sorry about that everyone. :sad:

I think going forward I'm going to post array updates ahead of time, so hopefully mistakes like this can be spotted sooner. Maybe that'll help.
Getting an extra 2 hours of moratorium will help as well to catch this as well.

In hindsight 6 dice on BZ power this turn would have been the move but it feels too late to change plans at this point.
 
Damn. Of all the entries for a mistake to happen on, this one's one of the worst. Sorry about that everyone. :sad:

I think going forward I'm going to post array updates ahead of time, so hopefully mistakes like this can be spotted sooner. Maybe that'll help.
It might be worthwhile to separate out the new entries as well as posting the full array, for easier error-checking.
 
So, serious question, is a 2 hour moratorium too short for planning? If people want, I can push it out to 3 or 4 hours starting next turn.

I can't speak for people, I can only speak for myself. I'm in a part of the world where the quest updates, results posts and new quarter posts go up after I've crashed for the night, and by the time I get up the moratorium is over and enough votes have gone up that the bandwagon effect has kicked in. Reading through the options, running the numbers and putting together a plan of my own takes time, and then wading through the thread to see that I'm not just putting up a plan that's effectively a copy of a plan someone else has put together, and that's even more time for the bandwagon to pick up speed. I don't know if it's the fact that the posting and voting has to be completed within 24 hours that makes the voting so fast on this quest but my experience with this quest has been that by the time I have a plan put together there's simply no point in posting it or putting in a vote. That's the main reason I haven't voted more than half a dozen times - it won't have any effect.

I'm not complaining about the quality of this quest - the writing is really good, and the choices the player base have to make are engaging ones - but I feel that having one day to post plans and vote before being locked is kind of limiting, as I'm more used to quests where there are usually a few days to put up plans and debate them to sort them out. On the other hand the fast turn-around time results in fast updates and a fast quest, which many of the players here seem to appreciate.

So does anyone here feel that extending the moratorium time to 4 hours would give enough time for more players to submit and debate plans and become more involved? Would extending the turnaround time per turn from 1 day to 2 or 3 days be a suitable option? Or would that slow the pace of the quest too much?
 
So does anyone here feel that extending the moratorium time to 4 hours would give enough time for more players to submit and debate plans and become more involved? Would extending the turnaround time per turn from 1 day to 2 or 3 days be a suitable option? Or would that slow the pace of the quest too much?
For voting itself I'd say to keep it the same, especially considering the fact that for the most part votes tend to coalesce into a clear winner within that point. As for the moratorium of voting, yeah 4 hours should be enough time to make plans and discuss them
 
If something turns out to be the better option in light of new information, then I say the planmaker should change their plan to reflect the new facts rather than sticking to outdated choice.

I voted for it because it has the Union yards and I like it better than the other Union plan. If the Union yards disappeared by planmaker fiat after I had already voted for the plan on the basis of it having the Union yards I would be pretty annoyed, this kind of thing is why I don't like plans getting edited in major ways after they've gotten a bunch of votes.
 
So does anyone here feel that extending the moratorium time to 4 hours would give enough time for more players to submit and debate plans and become more involved? Would extending the turnaround time per turn from 1 day to 2 or 3 days be a suitable option? Or would that slow the pace of the quest too much?
With the 24 hour part, it is not a hard lock, but a very soft one. If there are two competitive plans (within 8ish votes of each other) I can and do extend it. But if, like now, the leading plan has more than twice the votes of the second place plan, I call after 24-30 hours because it is very unlikely for another plan to actually come from behind and win.
 
For all of you who have voted for Plan Yellow Skies, concerns have been raised over the issue that it likely leaves us with no or next to no power for actions next turn, and all the actions that could give us power have a long progress required, which would in turn mean either a major commitment of dice, or a gamble that it doesn't complete and we get a power shortage.

With that in mind, I would like to propose an alternate plan that I think is better than the original Yellow Skies, at least in terms of "We can actually do the stuff we want next turn."

[ ] Plan Yellow Skies, Blue Power
Infrastructure (5 dice)
-[ ] Tidal Power Plants (Phase 1), 1 die (10 Resources)
-[ ] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources)
-[ ] Fiber-Optic Expansion, 2 dice (40 Resources)
Heavy Industry (5 dice +2 Free)
-[ ] Blue Zone Power Production Campaigns, 2 dice (20 Resources)
-[ ] Fusion Power Prototype, 1 die (20 Resources)
-[ ] Yellow Zone Power Grid Extension (Phase 2), 4 dice (20 Resources)
Light and Chemical Industry (3 dice)
-[ ] Yellow Zone Light Industrial Sectors, 1 die (10 Resources)
-[ ] Bulk Plastics Facilities, 1 die (10 Resources)
-[ ] Security Review, 1 die
Agriculture (3 dice)
-[ ] Perennial Aquaponics Bays, 2 dice (20 Resources)
-[ ] Vertical Farming projects, 1 die (15 Resources)
Tiberium (5 dice)
-[ ] Blue Zone Perimeter Fencing (Phase 2), 2 dice (30 Resources)
-[ ] Chicago Planned City (Phase 1), 1 die (20 Resources)
Orbital (3 dice)
-[ ] GDSS Philadelphia II (Phase 1), 2 dice (2 Fusion) (40 Resources)
-[ ] Expand Orbital Communications Network (Phase 2), 1 die (15 Resources)
Services (4 dice)
-[ ] Scrin Research Institutions, 3 dice (90 Resources)
-[ ] Childcare and Preschool programs, 1 die (5 Resources)
Military (5 dice +3 Free)
-[ ] Super MARV Reclaimator Fleet (RZ-6 South), 3 dice (60 Resources)
-[ ] Toronto Apollo Fighter Factory, 1 die (15 Resources)
-[ ] Shell Plants (Phase 3), 1 die (10 Resources)
-[ ] Ablat Plating Development, 1 die (10 Resources)
-[ ] Advanced Myomer Works, 2 dice (20 Resources)
Bureaucracy (3 dice)
-[ ] Security Reviews (LCI), 3 dice

Resources Available: 520
Resources Used: 510
Resources Remaining: 10

The primary change in this Plan is that the two Union Yard Dice are swapped out for 2 BZ Power Production Dice. This sacrifices the chance of getting our 3rd Fusion Die this turn (though I plan to push for it next turn) in exchange for getting BZ Power Production closer to completion, and therefore we get closer to being able to complete it without as much of a chance of failure next turn (without dumping literally our entire pool of dice on it.) This in turn also saved the resources to let me go from 1 Fiber-Optic die to 2. But it keeps things like 3 dice on Scrin Research.

EDIT: Actually, I have a thought that could at least partially alleviate our Power Problem for the original plan.

[X] Plan Yellow Skies
Infrastructure (5 dice)
-[X] Tidal Power Plants (Phase 1), 3 dice (30 Resources)
-[X] Blue Zone Arcologies (Phase 1), 1 die (15 Resources)
-[X] Fiber-Optic Expansion, 1 die (20 Resources)
Heavy Industry (5 dice +2 Free)
-[X] Blue Zone Power Production Campaigns, 1 die (10 Resources)
-[X] Fusion Power Prototype, 1 die (20 Resources)
-[X] Yellow Zone Power Grid Extension (Phase 2), 3 dice (15 Resources)
-[X] Union Class Construction Yard, 2 die (40 Resources)
Light and Chemical Industry (3 dice)
-[X] Yellow Zone Light Industrial Sectors, 1 die (10 Resources)
-[X] Bulk Plastics Facilities, 1 die (10 Resources)
-[X] Security Review, 1 die
Agriculture (3 dice)
-[X] Perennial Aquaponics Bays, 2 dice (20 Resources)
-[X] Vertical Farming projects, 1 die (15 Resources)
Tiberium (5 dice)
-[X] Blue Zone Perimeter Fencing (Phase 2), 2 dice (30 Resources)
-[X] Chicago Planned City (Phase 1), 1 die (20 Resources)
Orbital (3 dice)
-[X] GDSS Philadelphia II (Phase 1), 2 dice (2 Fusion) (40 Resources)
-[X] Expand Orbital Communications Network (Phase 2), 1 die (15 Resources)
Services (4 dice)
-[X] Scrin Research Institutions, 3 dice (90 Resources)
-[X] Childcare and Preschool programs, 1 die (5 Resources)
Military (5 dice +3 Free)
-[X] Super MARV Reclaimator Fleet (RZ-6 South), 3 dice (60 Resources)
-[X] Toronto Apollo Fighter Factory, 1 die (15 Resources)
-[X] Shell Plants (Phase 3), 1 die (10 Resources)
-[X] Ablat Plating Development, 1 die (10 Resources)
-[X] Advanced Myomer Works, 2 dice (20 Resources)
Bureaucracy (3 dice)
-[X] Security Reviews (LCI), 3 dice

Resources Available: 520
Resources Used: 520
Resources Remaining: 0

By trading one BZ Arcology die for a Tidal Plant die, I can reduce the power draw for this turn, and increase our ability to gain power next turn, which should make things a little easier on us. This also let me trade 1 YZ Power Production die for a BZ Power Production die, since the existing Surplus of 8 is sufficient to cover all our needs. And if YZ Power Production falls short, I can just slot in a die or two next turn.
 
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