SCED Mathpost:

Enterprise Orbital Assembler (Phase 2 of 4)(Updated) 65+15 = 80/80 +30 IP
Craterscope Structure (Phase 1) 0+15 = 15/30
Ore Electrolysis Test Facility Foundations (Phase 1) 0+3 = 3/3 (Phase 2) 0+98+12+92+38 = 240/85
Initial Martian SCED Research Base (Northern polar region) 0+8 = 8/8 -1 Astronaut Team

Venus Research Station 0+1 = 1/20
Craterscope Imaging Sensor(NEW) 0+46 = 46/120
G-Drive Improvement Program 114+54+30 = 198/400
Ore Electrolysis Smelter Development 0+9+95+60 = 164/200
Atmospheric Containment Shimmer Optimization 0+32+55+60 = 147/400

Tick Tank Dig Experiments 102+5+30 = 137/150
Craterscope Atmospheric Analyzer Development 89+89+30 = 208/200
Craterscope Asteroid Belt Detector 0+82+42+60 = 184/200
Craterscope Tiberium Detector 0+25+30 = 55/125

Craterscope Moon Detector 0+80+30 = 110/125
Mission: Orbital Scan (Uranus) Autosuccess
Mission: Orbital Scan (Titan) Autosuccess

Voyager Visitation 102 131+36+5 = 143 172/150
Mission: Research Base Mercury 124+68+5 = 197/150
Mars particle collection mission 65 DC 80 FAIL
Mars particle collection mission 27 DC 75 FAIL
Mars particle collection mission 10 DC 70 FAIL

Mars particle collection mission 0+3 = 3/6

Budget: 411, income: 125 Capital per turn
Industrial Capacity: 200+30 = 230 IP
Pathfinder Time: 90 Days
Astronaut Teams: 3-1 = 2 (+5 per Plan)
Edit: Astrotech Teams: 4+1 = 5 (+1 per turn, +5 per year)

I'll reply to you some time later @Simon_Jester.
 
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What happens if all attempts fail? "Come back in a few years with better equipment and more idea where to look?"
There be an option to build a mining base at the place where the rolls were the highest but the base will produce less resulting in a longer time till the next action in the chain appears. There is one action that can provide more attempts that can be done now more might unlock later.
 
Enterprise Bay Debate
Enterprise Bay Debate
Bays will substantially inform the progress of GDI's orbital infrastructure and system development. While functions that are not met by bays are likely to see other projects to address them later on, bays are jump starts and some bay combinations offer significant legs up on future projects.


-[ ] Military Bay
Converting the open slot to military production offers significant developmental potential due to the ability to do large amounts of manufacturing without the stresses of gravity interfering with the process. While not everything will be aided by such a construction, this will make the OSRCT significantly less dependent on massed fusion launches from ground support facilities.
(Progress 0/450: 20 resources per die)

  • Significantly improved OSRCT forces
  • Orbital drop Mammoth and Predator
  • Focus on conventional manufacturing in orbit.
  • Will require importing significant numbers of parts.
  • Militarists, Initiative First, Homeland all strongly support.

-[ ] Advanced Materials Bay
Across a wide selection of fields within materials science, the ability to make objects in microgravity has significant implications, ranging from optics and large-scale crystals, to alloys and composites. While small-scale production as done in such a bay will be of limited overall use, it is likely to heavily inform future projects.
(Progress 0/400: 20 resources per die) (+8 Capital Goods)

  • Synergizes with all other bays, but not as well as some other combinations.
  • Improves performance of high tech systems.
  • Will marginally increase STU consumption. See Jevons Paradox.
  • Few strong political opinions.


-[ ] Satellite Bay
Most satellites are very low-density constructions, with much of their bulk composed of materials such as foamed aluminum or layers of foil. By specializing the Enterprise towards building these units, there are significant cost savings due to being able to haul up materials by the ton, rather than having to figure out how to fit them into a launch. Additionally the satellites themselves will be significantly more refined, as they do not need to undergo the difficulties of a chemical or fusion launch.
(Progress 0/400: 20 resources per die) (Discounts Satellites by 20 points)

  • Helps probes, ion cannons, laser satellites.
  • Can work for sending various small scale orbital assets to other worlds.
  • Is built with large scale satellite constellations in mind.
  • Supported by the Militarists

-[ ] Station Bay
The largest limitations on the size of a station are the dimensions of the Leopards and Unions doing the construction. For example, there is significant use of ten meter struts on both stations, rather than longer ones that can take greater loads per kilogram. This in turn means that there are thousands upon thousands of joins, adding hundreds of tons of material that do not need to be there. Building a dedicated bay for building large scale station components will both increase the strength of the stations, and substantially decrease their costs.
(Progress 0/400: 20 resources per die) (-1 Capital Goods) (Discounts stations by 10 points)

  • Makes stations cheaper. Is kind of it. Relatively limited synergies.
  • Supported by Starbound and Developmentalists
  • 10+20+40+80+160 for 310 points of discount for from scratch five stage stations.


-[ ] Gravitic Shipyard
With the exception of GDIS Pathfinder, GDI cannot effectively reach beyond the Moon in a reasonable amount of time. While the throughput of a fusion craft is higher within that boundary, attempts to exploit Martian and Belt resources – let alone materials beyond the Belt – require the construction and maintenance of dozens of gravitic drive ships capable of long range transits. While still too limited in acceleration to move people and materials off earth, the same problem certainly does not apply to many of the other areas of interest in the solar system.
(Progress 0/450: 30 resources per die) (-2 STU, -1 Capital Goods)

  • Focus on long range exploration
  • Ships are very fast over long distances, more limited over short ones. Pretty much anything that requires multiple significant transfers is going to be faster.
  • Currently manage half a gravity of acceleration, likely future redesigns to get more acceleration.
  • Starbound and Militarist interests.

-[ ] Fusion Shipyard
Currently, all GDI fusion craft are designed with the ability to climb out of the Earth's gravity well as a core function. However, with the Moon and beyond as goals of GDI's space program, the need for substantial numbers of heavy transit vessels is critical. Large fusion tenders, either in short-legged manned, or long-legged unmanned designs, can serve to fill key niches as part of a set of transport solutions across the solar system.
(Progress 0/500: 20 resources per die)

  • I like big ships and I cannot lie.
  • Container ships in space.
  • Mostly orbiter only designs
  • Best for Lunar operations.
  • Can do Mars.
  • Transmartian operations become increasingly difficult.
  • Developmentalist core interest.

Vote for as many as you would like, top three vote winners will be selected.
Four hours moratorium for discussion
 
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[] Station Bay
[] Gravitic Shipyard
[] Fusion Shipyard

Though I could be tempted by the military bay in lieu of the station bay.
 
Honestly, I don't think we need yet another small station discount, especially one with very little utility.

Edited to remove early vote.
 
Personally I'd like

-[ ] Advanced Materials Bay
-[ ] Gravitic Shipyard
-[ ] Fusion Shipyard

So with these the two shipyards have obvious Synergy, making better ships
I also think that the AMat bay will help push G-drive development a lot
 
-[ ] Military Bay
Converting the open slot to military production offers significant developmental potential due to the ability to do large amounts of manufacturing without the stresses of gravity interfering with the process. While not everything will be aided by such a construction, this will make the OSRCT significantly less dependent on massed fusion launches from ground support facilities.
(Progress 0/450: 20 resources per die)

  • Significantly improved OSRCT forces
  • Orbital drop Mammoth and Predator
  • Focus on conventional manufacturing in orbit.
  • Will require importing significant numbers of parts.
  • Militarists, Initiative First, Homeland all strongly support.

How close are we to Titan Fall, Comrade Squid?
 
[] Station Bay
This bay is essential to reducing the cost of the major stations we are going to be building to reasonable levels.
[] Gravitic Shipyard
with our need to deal with the scrin sometime relatively soon and our commitment to give sced a new ship, this station is almost a requirement imo.
[] Advanced Materials Bay
This bay provides a lot of general science stuff. perhaps most importantly, it will provide a speed increase to the grav ships earlier
 
-[ ] Station Bay
The largest limitations on the size of a station are the dimensions of the Leopards and Unions doing the construction. For example, there is significant use of ten meter struts on both stations, rather than longer ones that can take greater loads per kilogram. This in turn means that there are thousands upon thousands of joins, adding hundreds of tons of material that do not need to be there. Building a dedicated bay for building large scale station components will both increase the strength of the stations, and substantially decrease their costs.
(Progress 0/400: 20 resources per die) (-1 Capital Goods) (Discounts stations by 10 points)
these are kind of worthless , like a 400 progress station bay that only reduces how much progress we need to get a station done by 10 points , that is a massive loss , we would be better off spending the dice needed to make that 400 point station discount bay on the stations themselves , like even if its for every phase that is still 50 points of progress less needed out of close to 2000 plus points needed to complete a station and all its phases , at the up front cost of a 400 progress station bay as well
 
So. Discussion.

My thinking is simple. Military Bay. Satellite Bay. And Gravitic Shipyard.

There's possibly other ways to Up military power in space. Such as getting gravitic and fusion shipyards. But, yeah. Ion cannons, laser satellites, kinetic rods. Space ships and orbital drop troops and military production.
 
  • Orbital drop Mammoth and Predator
:o what the hell kind of drop pod tech does GDI have to drop f***ing Mammoth tanks from orbit? Because that sounds more like magic than even fusion rockets.

-[ ] Station Bay
The largest limitations on the size of a station are the dimensions of the Leopards and Unions doing the construction. For example, there is significant use of ten meter struts on both stations, rather than longer ones that can take greater loads per kilogram. This in turn means that there are thousands upon thousands of joins, adding hundreds of tons of material that do not need to be there. Building a dedicated bay for building large scale station components will both increase the strength of the stations, and substantially decrease their costs.
(Progress 0/400: 20 resources per die) (-1 Capital Goods) (Discounts stations by 10 points)

  • Makes stations cheaper. Is kind of it. Relatively limited synergies.
  • Supported by Starbound and Developmentalists
I don't get it. Wouldn't this start paying off after forty phases of stations? Because that sounds pretty much completely useless so I must be missing something surely. But what?
 
Should this really be a top 3 when there are significant concerns about synergy?

Anyways, I'm pretty favorable towards Mats, Grav-ships, and Stations. Maybe substituting stations for fusion, but honestly I think we just really need to get ourselves in gear with the actual major space developments.

Sats instead of mats is tempting in that we've historically done a shitton of sattelite work, but I also feel it's questionable whether more focus on that is helpful to our end-goals right now. More sats isn't going to help with Kane negotiations or with raids on the visitors, after all.

I don't get it. Wouldn't this start paying off after forty phases of stations? Because that sounds pretty much completely useless so I must be missing something surely. But what?
Maybe it compounds? EG, phase 1 is 20 off, then phase 2 only goes up by so much but also gets 20 off for an effective 40 off phase 2, and then effective 60 off phase 3, and so on.

A lot of other station discounts work that way, but ithillid should probably be explicit that's how it works.
 
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