The INDEX Initiative: Not!XCOM Planquest

[X]Plan: First alien research and first responders
Infrastructure 40R, 3/4d
-[X] Echo Base (Phase 1) 2d 20R
-[X] Foxtrot Base (Phase 1) 2d 20R
Industry 30R 4/3d
-[X] Acquiring Factories 3d 30R
Services 40R 4/4d
-[X] PR Campaigns
--[X] North America (0/150, 10 Resources per Die) (+1 PS, Potential Increased Council Support) 4d 40R
Research 160R 4/4d
-[X] Alien Materials 4d160R -1 Salvage
Military 110R 6/5d
-[X] Anti-UFO Interceptor Development 1d 25R
-[X] Rapid Global Transport Development 3d60R
-[X] Destroyer Development 2d 50R
Administration 15R 3/3d
-[X] Strategic Planning 3d 15R

Total:420

313 + 180=439-420=19

The [] Alien Materials can be changed to something else if people want it
 
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[X] Plan Blahblahblah PLASMA RIFLE
-[X] Echo Base - 2D, 20R
-[X] Enigma Site - 1D, 1 FreeD, 40R
-[X] Acquiring Factories - 2D, 20R
-[X] PR Campaigns
--[X] North America - 3D, 30R
--[X] Europe - 1D, 10R
-[X] Alien Weapons - 4D, 160R
-[X] Next-Gen IFV Development - 3D, 60R
-[X] Anti-UFO Interceptor Development - 1D, 25R
-[X] Rapid Global Transport Development - 2D, 40R
-[X] Strategic Planning - 3D, 15R

Total 420 resources; Each investment is calibrated to have enough dice to go slightly over 50% success rate on average.

Echo Base because the Chinese asked for it nicely.

Enigma Site to keep the alien tech salvage train rolling and because the aliens are going to keep hitting it, likely.

Acquiring factories because we don't have anything else to do with industrial dice right now; to conserve resources a little, I limit it to two dice.

PR Campaigns: both North America and Europe need a little "messaging" so they give us more money.

Alien Weapons: because we want better guns, and human tech is ridiculously expensive. I know, I know, it's not actually going to lead to plasma guns.

Anti-UFO interceptor and rapid global transport because the director said so. Anti-UFO interceptor basically guaranteed to finish with one die, rapid global transport is a little overkill but I'd rather finish it up sooner rather than later.

Strategic Planning to increase dice effectiveness.

Bonus points if you can name the game where the plan title comes from; it's a little obscure but on topic.

[] New-Gen MTB Development

Pretty sure that should be "MBT".
 
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I'm actually thinking of skipping the IFV development to save resources; nobody's said we need it (other than some military guys and what do they know, lol), and we're going to be resource-capped if we have to keep throwing these monster resource amounts at alien research.
 
It's not -1 Salvage per dice. It's -1 Salvage per project.
Really? Got it

Also I think we should do either Charlie or Echo. Echo because it will give us more resources, Charlie because Africa and the Middle East are fucked without our help.
Changed Alpha to Echo, then Alpha and Charlie next turn

I'm actually thinking of skipping the IFV development to save resources; nobody's said we need it (other than some military guys and what do they know, lol), and we're going to be resource-capped if we have to keep throwing these monster resource amounts at alien research.
I do believe that we are at an near equilibrium with dice and Resources so better use it all to make the most amount of progress
 
[X] Plan Blahblahblah PLASMA RIFLE

So normally when playing XCOM I go for armor first but honestly guns are also a really high priority.
 
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[X]Plan: First alien research and first responders

The way I see it, better materials make basically every kind of tech development easier, so it's probably something we should do ASAP.
 
...We might actually want to go with their materials first. Because, well, it is best to know what our weapons need to defeat, instead of trying to derive from alien weaponry improvements that may not be as effective as it may seem due to the aliens' materials...
Weapons exist to defeat defences, defences exist to defeat weapons. So both are likely important beyond merely finding improvements in materials and weapons.
 
Personally, I think that any projects involving ground vehicles are unnecessary at this moment because we don't have a logistical network to efficiently transport them.
 
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So normally when playing XCOM I go for armor first but honestly guns are also a really high priority.
I do want to note that this is NOT an XCOM quest while there are similarities we have more freedom and resources than XCOM

and while the groundtroops are important they will get slaughtered if the UFOs A and C classes are moving freely and the troops held against the aliens that attacked Enigma base with modern gear so it is not a priority in my eyes
 
Personally, I think we should research Alien Materials so our new weapons won't melt themself after the first shots.
 
Doctrine wise, I'm not sure why we would be investing in ships or AFVs at this stage. It's one of those things that feels like it's going to be very rapidly superseded by improvements in materials and energy.

[X]Plan: First alien research and first responders
 
Doctrine wise, I'm not sure why we would be investing in ships or AFVs at this stage. It's one of those things that feels like it's going to be very rapidly superseded by improvements in materials and energy.
Well for the ships they'll be useful for escorting the carriers which are useful for transporting the interceptors quickly to UFO sightings. As for the AFV they for the cases where infatry weapon aren't enough (for example a run in with this universe version of a Sectopod) and we could upgrade the ifv with the alien material we garthed.
 
Adhoc vote count started by GAWR on Dec 14, 2021 at 7:44 PM, finished with 22 posts and 10 votes.

  • [X]Plan: First alien research and first responders
    -[X] Echo Base (Phase 1) 2d 20R
    -[X] Foxtrot Base (Phase 1) 2d 20R
    -[X] Acquiring Factories 3d 30R
    -[X] PR Campaigns
    --[X] North America (0/150, 10 Resources per Die) (+1 PS, Potential Increased Council Support) 4d 40R
    -[X] Alien Materials 4d160R -1 Salvage
    -[X] Anti-UFO Interceptor Development 1d 25R
    -[X] Rapid Global Transport Development 3d60R
    -[X] Destroyer Development 2d 50R
    -[X] Strategic Planning 3d 15R
    [X] Plan Blahblahblah PLASMA RIFLE
    -[X] Echo Base - 2D, 20R
    -[X] Enigma Site - 1D, 1 FreeD, 40R
    -[X] Acquiring Factories - 2D, 20R
    -[X] PR Campaigns
    --[X] North America - 3D, 30R
    --[X] Europe - 1D, 10R
    -[X] Alien Weapons - 4D, 160R
    -[X] Next-Gen IFV Development - 3D, 60R
    -[X] Anti-UFO Interceptor Development 1d 25R
    -[X] Rapid Global Transport Development - 2D, 40R
    -[X] Strategic Planning 3d 15R


Here are the current votes.
 
Man three dice on rapid global transport is total overkill. Average die is 50, so, on average we're gonna get to 200 progress whereas we only need 120.

I think our character has a cousin that runs a company that makes fast, heavy lift choppers and you can slap armor on them too. Very reliable guy, high quality work.
 
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