[X] Plan: Broad Coalition for Futurism
[X] Plan: The Right Stuff

I'd rather pick up nuclear projects later on. Right now we have limited dice and people's memories of nuclear activity is still fresh. We should wait at least another year first, especially since that'll give us time to show we're worthy of trust with bigger successes than our basic progress so far.
 
[X] Plan: Broad Coalition for Futurism
[X] Plan: The Right Stuff
 
Vote closed
Scheduled vote count started by Shadows on Oct 20, 2022 at 12:27 AM, finished with 64 posts and 29 votes.
Shadows threw 2 10-faced dice. Reason: Int(M-L) Step Up Total: 9
6 6 3 3
Shadows threw 2 10-faced dice. Reason: Int(M-L) Down Total: 5
4 4 1 1
Shadows threw 2 10-faced dice. Reason: Int(D) Step Up Total: 13
7 7 6 6
Shadows threw 2 10-faced dice. Reason: Int(D) Step Down Total: 3
2 2 1 1
Shadows threw 2 10-faced dice. Reason: Int(C) Step Up Total: 11
10 10 1 1
Shadows threw 2 10-faced dice. Reason: Int(C) Step Down Total: 9
7 7 2 2
Shadows threw 1 10-faced dice. Reason: UWF Step Up Total: 5
5 5
Shadows threw 2 10-faced dice. Reason: UWF Step Down Total: 5
1 1 4 4
Shadows threw 2 10-faced dice. Reason: FWW Step Up Total: 5
1 1 4 4
Shadows threw 2 10-faced dice. Reason: FWW Step Down Total: 18
8 8 10 10
Shadows threw 4 10-faced dice. Reason: SDL Step Up Total: 35
10 10 10 10 5 5 10 10
Shadows threw 2 20-faced dice. Reason: SDL Step Down Total: 15
6 6 9 9
Shadows threw 4 10-faced dice. Reason: CPAL Step Up Total: 35
10 10 8 8 10 10 7 7
Shadows threw 2 5-faced dice. Reason: CPAL Step Up Total: 5
2 2 3 3
Shadows threw 2 20-faced dice. Reason: CPAL Step Down Total: 11
1 1 10 10
Shadows threw 2 10-faced dice. Reason: Minor Parties Step Up Total: 17
7 7 10 10
Shadows threw 2 10-faced dice. Reason: Minor Parties Step Down Total: 13
8 8 5 5
 
Int M-L 9 Up 5 Down = 4 Up
Int D 13 Up 3 Down = 10 Up
Int C 11 Up 9 Down = 2 Up
UWF 5 Up 5 Down = 0
FWW 5 Up 18 Down = 13 Down
SDL 35 Up 15 Down = 20 Up
CPAL 40 Up 11 Down = 31 Up
Minor Parties 17 Up 13 Down = 4 Up

Pretty good rolls despite going for the most hated option with nuclear stuff. We only really lost standing with the Free Workers of the World and made decent progress with the Social Democratic League and the Colonized People's Advancement League despite those two groups being the most against us having nuclear.
 
Carter is the equivalents of Valentin Glushko, but with politics instead of rocket engines.

Instead of communing with eldritch powers to build a full flow staged combustion hypergolic engine in the 60s, it's doing black witchcraft to to get the world government to give us taboo nuclear infrastructure and thank us for it. :V
 
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It's amusing that Carter has somehow managed to impress pretty much everyone... except the actual people who make rockets. Gotta wonder how she's specifically pissed off the people who would actually be working for her while also getting them a budget increase.
 
It's amusing that Carter has somehow managed to impress pretty much everyone... except the actual people who make rockets. Gotta wonder how she's specifically pissed off the people who would actually be working for her while also getting them a funding increase.

She suggested using aerospikes :V
 
She suggested using aerospikes :V
How DARE

We will make aerospikes and we will have fun doing it.

Edit: the actual reason, if you go through the rolls, is that FWW is seemingly much more against our nuclear program than anyone else - they had twice the negative hit of everyone else except the SDL and CPAL.

This suggests the workers in the nuclear facilities are strongly opposed to continuing to work in them which makes sense when you consider that most of them probably remember war-emergency crash programs where worker safety was distantly second to getting bombs ASAP. This world probably has a dozen Mayaks littering Europe and Asia; it might be a bit outside of our purview, but implementing high safety standards in our nuclear program should be a priority if we get the option.
 
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January 12th, 1952//Q1 1952
The World Council session ended with some serious victories on the part of the IEC. You'd managed to draw more funding and even some new capabilities from the body politic, though you'd had to make more than a few promises to do so. Chief amongst those was the promise to build a computer science facility, which you were certain would make Dr. Turing very happy. Other things had been almost a matter of course - the weather studies, rocket boxes and the like. It had been a shame that the FWW had been ruffled badly by the deal acquiring the nuclear facilities - you still weren't one hundred percent sure what it was that had set them off more than anyone else, but they had certainly had the worst reaction. You would have to do some reading and see what the cause might be.

The CPAL and (surprisingly) the SDL had come out as the IEC's biggest fans, with the Debsists trailing them. Between the three of them you'd been able to wrangle a tripling of your budget, staving off the impending budget crunch that had been looming in the first year of the IEC's existence, and now you could comfortably contemplate rapidly expanding the Cooperative to meet all these fancy new promises and capabilities you'd acquired for them.

Resources:
220 (+160R/turn)
30 Political Support

Facilities:
1 Launch Stand (0-5 tonne) (+1 Operations die)
1 Assembly Complex (+1 Build Capacity)
1 Engineer's Hall (+2 Engineering Dice)
1 University Affiliate (+2 Science Dice)
1 Materials Lab (+5 bonus to projects tagged [MATSCI])
1 Chemical Plant (+5 bonus to projects tagged [CHEM])
1 Electronics Cooperative (+5 bonus to projects tagged [AVIONICS])
1 Construction Union Hall (+1 Facilities die)
1 Publications Office (+1 to all science and engineering fields; coinflip each year to get an additional +1)
1 Hardened Tracking and Observation (T&O) Complex (+3 to Operations)
1 Engine Test Stand (+2 to PROP projects)
1 Isotope Separation and Nuclear Science Facility (Enables Nuclear Technology tree) (fully unlocks 1954Q1)

Scientific Advances (name TBD)
Improved Instrumentation (Gain +1d2 bonus to a random field every 2 launches. Gain +1 to AVIONICS immediately.)
Regenerative Cooling (Starts down the path to more powerful and advanced rocket engines
Second Stages - Can now build 2-Stage Sounding Rockets
Combustion Instability Research - Turns the initial success roll for a rocket from a >60 to >50.

Scientific/Engineering Specific Field Bonuses
AERO - +3
AVIONICS - +6
CHEM - +7
CREW - +0
COMP - +0
MATSCI - +5
PHYS - +0
PROP - +4

Penelope Carter [The Director] - [+10 to Politics rolls, +2 Politics die, +5R/turn in funding from Connections, reroll 1 failed politics roll per turn]

Sergei Korolev - [+5 to Science and Engineering rolls (unless researching [HGOL][FUEL] projects, then it becomes a -15), +1 Science dice, +1 Engineering Dice. Request: Build an Orbital Rocket within 5 years; build a Scientific Complex in former Ukraine within 10 years.]

Promises Made (Expires Q1 1953):
Complete Weather Studies (Phase 3) (+5 PS)
Build Computational Research Facility (+5 PS)
Complete Rocket Boxes (Phase 3)
Do not expand to more than 2 Facilities Dice
Do not pursue Spaceplane research

Operations (1 dice, +3 bonus)

[] Construct a Sounding Rocket - Standard Sounding rocket launches are now something of an old hat. Still perfectly useful, of course, and they're not actually that old, but the two stage rockets have stolen some of their thunder. (10R per dice, 0/40, costs 1 Build Capacity until complete)
-[] And launch it (free action for Sounding Rockets) (gains Scientific Data, launch experience, results to show the people funding you)

[] Construct a 2-Stage Sounding Rocket - The IEC's engineers and scientists have come up with a moderately reliable stage separation system for multi-stage rockets. Moderately as in "It worked the first time", anyway. It could use more development. (15R per dice, 0/50, costs 1 Build Capacity until complete)
-[] And launch it (free action for Sounding Rockets) (gains Scientific Data, launch experience, results to show the people funding you)

Facilities (1 dice, +0 bonus)

[ ] Construct a Hangar Complex - A group of pilots and engineers approached you with the idea of constructing a spaceplane. Such an endeavour would surely benefit the construction of normal aircraft as well, making it a potentially easy sell to the People's Forum. First, though, the IEC would need a place to actually, well, build them. (10R per die, 0/100, allows constructing spaceplane prototypes)

[ ] Construct a Runway - A 6 kilometer long strip of concrete and tarmac to launch and land air-and-spacecraft from, and the control towers and radars to supplement it. (10R per die, 0/150, allows for launching and landing air and spacecraft)

[ ] Construct a Heavy Sounding Rocket launch site - Your current launch stand isn't up to the task of launching a much bigger rocket than it currently does, being little more than a repurposed parking lot. The launch area could use reinforcement, thicker concrete and rebar and the like, maybe a flame trench to divert the rocket's exhaust away from it. Your engineers have enough guesstimates from the ones who want to make the Heavy Sounding Rocket that they feel confident enough to tell you they can make a pad that can handle it. (15R per die, 8/60, allows launch of the Heavy Sounding Rocket and theoretical derivatives up to 30 tons)

[ ] Construct a Wind Tunnel - In order to do advanced studies on the shape of air and spacecraft at various speeds, you'll need a safe space that you can push a lot of air into, quickly. You've been assured by literally everyone involved that this will be useful. Personally, you're half-convinced it's just the air/spaceplane research crowd looking for every possible excuse to acquire jet engines and jet engine parts. But… (10R per die, 0/80, +3 to projects labeled AERO)

[ ] Construct a Computational Research Facility - As you promised to build one for the WCC, your engineers and computer scientists have come to you with designs for a mainframe computing facility much like ENIAC, only far more powerful, utilizing magnetic tape to store programs that it would then execute. They promise that it will not only help the IEC improve computer technology, but it will also aid all the other research the IEC is doing. (20R per die, 0/180, +3 to all projects)

Engineering (3 dice, +6 Bonus to All)

[ ] Conduct Design Studies (Platform) (Heavy Sounding Rocket) [AERO] - Your small sounding rockets are, well, they work, but they're not as high-performing as you'd like. During the Third Great War, the Empire used a thirteen-tonne rocket as a terror weapon against civilians; that rocket is, approximately, thirteen times as large as the ones you are using, and able to fly at least three times as high, based on your people's calculations. They think they can recreate the design using notes seized from the ruins of the Empire's rocket complex. (5R per die, 49/80, unlocks Heavy Sounding Rocket (and a naming vote because that's unwieldy))

[ ] Conduct Design Studies (Platform) (Spaceplane Development) [AERO] - If you're going to be building spaceplanes, it would be a good idea to develop a working design to build in that hangar the spaceplane gang had wanted. Your engineers were talking about things like payload fraction and use cases and aerodynamic loading - all of which went more or less over your head but it certainly seemed they knew what they were about. (5R per die, 0/100, unlocks Prototype Spaceplane)

[ ] Conduct Design Studies (Alternative Launch Systems) [AERO, PHYS] - Still more of your engineers were talking about investigating different ways of potentially getting to space. Jules Verne stuff. Big guns and space towers and the like. You didn't think them likely to work, but having the knowledge wouldn't hurt. (5R per die, 0/300, ???)

[ ] Engine Cycles (Tech) [MATSCI, CHEM, PROP] - There are, apparently, a great many ways to power a rocket. The basic function of all rocket engines is fundamentally the same - combine something that burns well with an oxidizer and combust them in such a way as to generate a great deal of pressure, and then force that flaming pressure wave out of the combustion area in a manner that causes it to impart force in a direction you desire. However, the specifics of how that all happens is, apparently, a wide-open field for the IEC to play in, and the teams have ideas. (10R per die, 114/250, unlocks further engine development options)

[ ] Advanced Concepts Office - A group of scientists and engineers have come to you asking to staff an Advanced Concepts Office, whose entire function seems to be dreaming up things you could do in space. Space stations, giant spacecraft, the works. (5R and -5 PS per die, 51/150, will occasionally provide a new Program to pursue based on brainstorming and priorities)

Science (3 dice, +6 Bonus to All)

[ ] Exploratory Propellant Research (Phase 1) [CHEM] - A group of chemists attached to the IEC came to you with a proposal to conduct an exhaustive campaign characterizing just about as many propellants as they could come up with. While expensive, and dangerous, and potentially deadly, the knowledge gained could also be invaluable for nailing down mixtures and ratios of fuels that could help the IEC achieve its objectives. (15R per dice, 0/150, unlocks fuel mixtures and further fuel development)

[ ] Tracking Station Surveys - In order to support tracking and communication with long-range and orbital rocketry and experiments, you would need a network of tracking stations placed basically across the world. A survey would be conducted to find the most opportune locations for tracking station placement, prior to construction. This could give you some leverage in the People's Forum, too. (5R per dice, 0/150, unlocks Tracking Station Construction project for Facilities)

[ ] Conduct Materials Research (Phase 1) - Better alloys would lead to higher-performing engines and lighter rockets, you were told. All you had to do was authorize the resource expenditure to start testing materials. (15R per die, 0/150, provides access to aluminum structures)

[ ] Weather Studies (Phase 2) - With the weather observation program started, keeping it going is now almost a given. The returns have been very valuable for the meteorological community at large, and the PAO has received numerous calls from various localities across the globe asking for the IEC to put up instruments where they are, each hoping to reap the rewards of more accurate weather prediction. (10R per die, requires a Sounding Rocket, 67/160) (+5 PS on complete) (High Priority)

[ ] All-Sky Survey (Phase 1) - The Science Committee at the WCC put forward the proposal to perform an All-Sky Survey, mapping the entire night sky with telescopes across the world. The first such survey, the Carte du Ciel, had never actually finished, despite starting nearly three quarters of a century ago. With advancements in photography and optics, the science teams predict that they will be able to perform the task… in roughly a decade. First, though, you needed to wrangle observatories… (10R per die, 0/300) (+5 PS, ???)

[ ] Big Ear - The scientists working for the IEC have latched on to the opening the new broadcast regulations have given them, and are clamoring for funding to construct a radio telescope in a remote part of Africa. It might need a bit of infrastructure run out to it, and probably a security force of some sort to dissuade partisans, but it looked doable. Personally, you thought it was also a good excuse to help electrify somewhere that needed it. (20R per die; At least 1 dice must be Facilities, 0/300) (+1 Electrification and Infrastructure in Sub-Saharan Africa, +2 to PHYS)

[ ] Nuclear Power Studies - You now had a rather absurd amount of nuclear infrastructure making its way to Mogadishu. This included a number of nuclear physicists, some of whom had very big names, coming to join the IEC. While the world was still scarred by the horror of the atom's splitting, it was possible to use the technology for peaceful purposes - the IEC just had to show them. (15R per die, 0/400) (-15PS on completion) (Opens further nuclear research)

Politics (3 dice, +10 bonus, reroll 1 failure per turn)

Political

[ ] Bothering Councilors - The year's budget is set, but next year's is very much not. You can influence investment priorities if you want to apply enough political pressure to the right people to convince them to fund, say, better roads out of Mogadishu… elementary and secondary schools in Africa… that kind of thing. (-10 PS, roll a quality dice to give options for influencing infrastructure funding, triggers subvote)

[ ] There is Power in a Union - The PAO says you should expand your physical footprint so more people can interact with the IEC. It sounds like a great idea, but to do that you'll need to contract another construction worker's union. (0/100, 5R per dice, -5 PS on completion. Gain +1 Facilities dice, +5 to Facilities rolls)

Outreach

[ ] Rocket Boxes (Phase I) - The initial run of Rocket Boxes to the schools in Mogadishu has been enough of a success to merit further deployment of Rocket Boxes abroad. With a bit of investment of resources, you can get enough Rocket Boxes assembled to expand the net to the rest of Africa. (5R per die, 175/200. Gives Rocket Boxes to every middle-school, high-school and university or equivalent in Africa. Encourages future African scientists and engineers - some of whom will even come work with the IEC.)

[ ] Rocket Reels - The test footage the IEC produces for scientific value can be easily copied and turned into high-octane spectacle for the purposes of swaying the public's opinion and imagination. The best part is, the more rocket launches you do, the better your reels get. (5R per die, 0/120, gain a coinflip for 1 additional Political Support per quarter; successful rocket launches give you an additional coin flip for each launch.)

[ ] Space For All - The PAO survey revealed that most people just… don't think about space with any regularity, if at all. The best and most common way for people to get into it seems to be as children, getting their imaginations fired by comic books and science fiction and the occasional radio drama or movie. The PAO proposes developing a set of educational films and television shows aimed at all age groups to tell them about the amazing wonders of the universe and what we can accomplish in it. (5R, 0/120, +10PS on completion, ???)
 
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[ ] Council Liaison Office - Given the… hectic nature of truly democratic governance, keeping up with all the goings on in the World Communal Council is a bit much, even for you, and there's no guarantee your successor would have your exact same skills and savvy. Thus, a Liaison Office whose entire job was to keep up with goings-on in the Council and brief the Director and Assistant Director was probably a good idea. (5R, establishes a Council Liaison Office, provides details on the state of Council funding priorities, budget, infrastructure status, etc.)
Didn't we already do this?
 
So... I'm leaning toward prioritizing progress on our promises; get them out of the way early, then we can focus on other things. Past that, 'Space for All' looks interesting...
 
The PAO proposes developing a set of educational films and television shows aimed at all age groups to tell them about the amazing wonders of the universe and what we can accomplish in it.

So picturing a cross between Cosmos and Man Will Conquer Space for this.
 
Korolev wants an orbital rocket within a few years. I imagine that would require the "heavy sounding rocket" infrastructure at minimum.

Big Ear looks like a pretty good project to slowly work on. Gets us a good telescope, while furthering Africa's development.
 
[] Plan: Political Sausage-making

Operations (1 dice, +3 bonus)
-[] Construct a 2-Stage Sounding Rocket (20R per dice, 0/50, costs 1 Build Capacity until complete)
--[] And use it for Weather Studies

Facilities (1 dice, +0 bonus)
-[] Construct a Computational Research Facility (20R per die, 0/180, +3 to all projects)

On one hand, this will be very useful, on the other, it's going to stall our heavy sounding rocket because we'll probably need three dice on this, which means we won't be able to continue work on the heavy launch pad until Q3.

Engineering (3 dice, +6 Bonus to All)
-[] Conduct Design Studies (Platform) (Heavy Sounding Rocket) [AERO] (5R per die, 49/80, unlocks Heavy Sounding Rocket (and a naming vote because that's unwieldy))
-[] (3 Dice) Engine Cycles (Tech) [MATSCI, CHEM, PROP] (10R per die, 114/250, unlocks further engine development options)

I've put only 2 dice on Engine Cycles to hedge against a good roll. If we fall just short, we can always finish it off next turn.

The sounding rocket is a bit awkward because we won't be able to launch it right away, but we don't have many other options.
Spaceplanes and Alternatie Launch Concepts don't really give us any immediate payoff, and unfortunately with our PS so low, I think putting off APO is for the best. :cry:

edit 2: I've been convinced to do engine cycles first. We need 136 progress so three dice is probably not going to lead to excessive overruns, and this way we might build a better heavy rocket by incorporating some new cycle improvements?

Science (3 dice, +6 Bonus to All)
-[] (3 Dice) Weather Studies (Phase 2) (10R per die, requires a Sounding Rocket, 67/160) (+5 PS on complete) (High Priority)

A bit of a crash effort, which I normally eschew, but since there's another phase after this we need to get done and we don't know how big it is... I think going all in on this is a safe bet.

@Shadows, out +6 is per die, right?

Politics (3 dice, +10 bonus, reroll 1 failure per turn)
Political
[] There is Power in a Union (0/100, 5R per dice, -5 PS on completion. Gain +1 Facilities dice, +5 to Facilities rolls)
Outreach
-[] (2 Dice) Rocket Boxes (Phase I) - (5R per die, 175/200. Gives Rocket Boxes to every middle-school, high-school and university or equivalent in Africa. Encourages future African scientists and engineers - some of whom will even come work with the IEC.)

Again, I'm not sure how large phase 2 and 3 will be, and since it rolls over there's no harm in putting all our effort into it.

Edit: Used two dice on Rocket Boxes and one on getting a second facilities Dice. The more I think about it, the more of a problem our singular Facilities dice is now that our budget can activate all our dice. Launching the heavy rocket would be extremely delayed if we don't get a second die and that will in turn worsen our chances of making Korolev's mandate. It does cost 5 PS, but Weather Studies Phase 1 should complete this turn and cancel it out.

Total: 110/220 Resources Used
 
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Complete Weather Studies (Phase 3) (+5 PS)
Build Computational Research Facility (+5 PS)
Complete Rocket Boxes (Phase 3)
So, let's see how much each promise will cost.

Weather Studies :
Phase 1 : 80/80 (Complete)
Phase 2 : 67/160 (In Progress)
- 1 Launch
Phase 3 : 0/Unknown (I hope 240, but it could be 320).
- Unknown Launches
Total cost :
Available progress in 4 quarters : 670/333-413 Science Progress
50 -? Operations

Computational Facility :
Construction : 0/180
Available Progress : 200

Rocket Boxes :
Phase 1 : 175/200
Phase 2 : 0/?
Phase 3 : 0/?
Total Cost : ???
Available progress : 720

So, I'd say we are a in a spot of trouble here.
We have a good chance of failing construction on the computational facility unless we expand our infra team, but doing so risks failing the rocket boxes and it's big unknown.

On top of that, the possiblity exists that Weather Studies Tier 3 will require a heavy sounding rocket (which seems logical given that tier 2 required a normal one), but we can not complete construction on the launch platform without being certain that the compu-facility fails, unless we recruit the new infra team.
 
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It had been a shame that the FWW had been ruffled badly by the deal acquiring the nuclear facilities - you still weren't one hundred percent sure what it was that had set them off more than anyone else, but they had certainly had the worst reaction. You would have to do some reading and see what the cause might be.
To repeat the edit of my immediately preceding comment (lmao that timing), my rampant speculation is that the FWW representatives asked around to find the opinions of the actual nuclear workers and got a lot of horror stories about plutonium production facilities that were built fast instead of being built safe. Half of Poland has probably been Kyshtym'd.

A nuclear program, if we take our time with it, can be presumably done much more safely - hopefully they come around in the future (again, with the caveat that this is all my wild ass guessing).

Request: Build an Orbital Rocket within 5 years; build a Scientific Complex in former Ukraine within 10 years.]

A reminder, when we look at this year's tasks, that we have 4 years to put a payload in orbit. Outreach is good, but keeping Korolev happy is better :p

Also, Korolev was big on nuclear power in spacecraft IRL IIRC, and 1960 would be around the same time as when the Soviets stepped up research into nuclear-electric propulsion. Perhaps said Scientific Complex could be our nuclear propulsion development centre (now with 500% more safety features)?

IMO, we should be thinking of things as they relate to a 5-year and 10-year horizon. Some programs are interesting, but if they don't help us hit our 1955 objectives, then they're low priority.

Anyways, as for this turn's plans:
  • The Computational Research Facility is competing with the heavy launch pad. We're at 8/60 on the latter and 0/180 of the latter; odds are we won't be able to complete both this year. The CRF is a big promise we made, but if we get the heavy launch pad done this turn, it moves our orbital launch schedule an entire year - 30 tons is enough to start testing out orbital launchers. It's a shame we only have one die for this.
  • Ideally, we'd finish both Heavy Sounding Rockets and Engine Cycles this year. 13 tons is halfway to the rocket we need, and while a new engine may not be ready in time for our heavy sounding rocket, the delay as a result of the CRF possibly taking priority means we might have a chance to make a more powerful engine.
  • We need to finish Weather Studies Phase 3, which is probably 320 points if it follows the current pattern of doubling each time. If we try and complete that in two turns, the probability of it working is about 2/3 (by my quick napkin math), whereas with 3 turns it's almost certain to work. While odds are that if we spend three dice on Weather Studies Phase 2 this turn, one of them will be wasted, [edit: forgot the dice roll over, so this wouldn't be wasted] failing to complete it this turn would risk us not being able to complete Weather Studies Phase 3 this year. It'd also mean that we would need to commit all of our dice to WS(3) in Q4 1952, possibly resulting in wasteage then; as such, 3 dice to WS(2) is probably the most economical choice. If we get good rolls, then we can look at other options later this year.
  • We can't get facilities dice, so we can't risk Power in a Union - there's a 10% chance that it succeeds (19% if we use our reroll on that), which would in turn result in us failing our yearly promises. If dice roll over like they did for Weather Studies, then sinking everything we have into Rocket Boxes is almost a necessity - we're looking at something that, at the low end, would need 400 points of progress this year (if it follows the pattern of Weather Studies and doubles each time, then it'd be almost impossible to complete this year, so I hope not). Space for all seems the most appealing short-term boost if we roll well and finish Rocket Boxes early, though.
IMO, the big question is what we use our facility die for. If we want to get our promises done and WS(3) can be done with our current sounding rockets, then prioritizing the CRF makes sense. If WS(3) needs a heavy sounding rocket, then we should prioritize the launch pad. If we don't care about the promise of the computational research facility and would rather get to orbit sooner, then we should prioritize the launch pad.
 
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To repeat the edit of my immediately preceding comment (lmao that timing), my rampant speculation is that the FWW representatives asked around to find the opinions of the actual nuclear workers and got a lot of horror stories about plutonium production facilities that were built fast instead of being built safe. Half of Poland has probably been Kyshtym'd.

A nuclear program, if we take our time with it, can be presumably done much more safely - hopefully they come around in the future (again, with the caveat that this is all my wild ass guessing).



A reminder, when we look at this year's tasks, that we have 4 years to put a payload in orbit. Outreach is good, but keeping Korolev happy is better :p

Also, Korolev was big on nuclear power in spacecraft IRL IIRC, and 1960 would be around the same time as when the Soviets stepped up research into nuclear-electric propulsion. Perhaps said Scientific Complex could be our nuclear propulsion development centre (now with 500% more safety features)?

IMO, we should be thinking of things as they relate to a 5-year and 10-year horizon. Some programs are interesting, but if they don't help us hit our 1955 objectives, then they're low priority.

Anyways, as for this turn's plans:
  • The Computational Research Facility is competing with the heavy launch pad. We're at 8/60 on the latter and 0/180 of the latter; odds are we won't be able to complete both this year. The CRF is a big promise we made, but if we get the heavy launch pad done this turn, it moves our orbital launch schedule an entire year - 30 tons is enough to start testing out orbital launchers. It's a shame we only have one die for this.
  • Ideally, we'd finish both Heavy Sounding Rockets and Engine Cycles this year. 13 tons is halfway to the rocket we need, and while a new engine may not be ready in time for our heavy sounding rocket, the delay as a result of the CRF possibly taking priority means we might have a chance to make a more powerful engine.
  • We need to finish Weather Studies Phase 3, which is probably 320 points if it follows the current pattern of doubling each time. If we try and complete that in two turns, the probability of it working is about 2/3 (by my quick napkin math), whereas with 3 turns it's almost certain to work. While odds are that if we spend three dice on Weather Studies Phase 2 this turn, one of them will be wasted, [edit: forgot the dice roll over, so this wouldn't be wasted] failing to complete it this turn would risk us not being able to complete Weather Studies Phase 3 this year. It'd also mean that we would need to commit all of our dice to WS(3) in Q4 1952, possibly resulting in wasteage then; as such, 3 dice to WS(2) is probably the most economical choice. If we get good rolls, then we can look at other options later this year.
  • We can't get facilities dice, so we can't risk Power in a Union - there's a 10% chance that it succeeds (19% if we use our reroll on that), which would in turn result in us failing our yearly promises. If dice roll over like they did for Weather Studies, then sinking everything we have into Rocket Boxes is almost a necessity - we're looking at something that, at the low end, would need 400 points of progress this year (if it follows the pattern of Weather Studies and doubles each time, then it'd be almost impossible to complete this year, so I hope not). Space for all seems the most appealing short-term boost if we roll well and finish Rocket Boxes early, though.
IMO, the big question is what we use our facility die for. If we want to get our promises done and WS(3) can be done with our current sounding rockets, then prioritizing the CRF makes sense. If WS(3) needs a heavy sounding rocket, then we should prioritize the launch pad. If we don't care about the promise of the computational research facility and would rather get to orbit sooner, then we should prioritize the launch pad.

Our promise only has us limited to 2 Facilities Dice - if Power in a Union completes we're still meeting that promise.
 
Just a few notes I want to add to those analyses:

We can't go over 2 facilities dice - going up to 2 is fine.

The last stage of Weather Studies also said it required a sounding rocket but it worked even though our sounding rocket launch was for another purpose - so that may be a mistake, may mean later stages need a launch, or may mean that the cost of the rockets/launches is rolled into the project cost already.

I expect that Rocket Boxes isn't going to take much more progress in later stages because other continents probably won't be much harder, just maybe bigger.

We may also want to delay work on the rocket design until we're also building the launchpad, to poaaibly incorporate any developments we make in the meantime.

@Shadows , what does the Weather Studies description mean by "Requires a Sounding Rocket?" Also, are our engineers saying that the current Combustion Cycles project will let us use more combustion cycles in designs, or just open up new projects for specific cycles?
 
We may also want to delay work on the rocket design until we're also building the launchpad, to poaaibly incorporate any developments we make in the meantime.

I've definitely thought about it. There's higher risk of overruns that way... but realistically we still need 136 progress so three dice is probably not going to lead to excessive overruns. I'll change it.
 
Our promise only has us limited to 2 Facilities Dice - if Power in a Union completes we're still meeting that promise.

Just a few notes I want to add to those analyses:

We can't go over 2 facilities dice - going up to 2 is fine.
Yeah for some reason I thought it was "we can't expand at all", not "we can't expand more than once". My bad.

Regardless, I think Rocket Boxes is worth rushing to finish, just so we don't have it hanging over our head and can more efficiently use our dice in the later stages - if we're, say, 50 points off with 2 quarters left in the year, we can afford to spend one die on it and one die on something else, whereas if we only have 1 quarter left, we need to spend all the dice we have.
I expect that Rocket Boxes isn't going to take much more progress in later stages because other continents probably won't be much harder, just maybe bigger.
Same, but even then, it's likely eating more than half of our dice this year. We have an expected value of 720/year for Political, and if it's the same cost as RB(1), it'll be 400 points to finish it off.

We may also want to delay work on the rocket design until we're also building the launchpad, to poaaibly incorporate any developments we make in the meantime.

That's a reasonable thought, especially with Engine Cycles. We could spend 3 dice on that, spend all of our engineering dice from 1952 Q2 on a crash program to get a new engine working (since presumably there'll be a "develop this specific engine" project), in 1952 Q3 we finish off the heavy sounding rocket, and in 1952 Q4 we launch?
 
I'm not sure how much we want to rush Rocket Boxes- is shock effect a thing in this quest? Either way, perhaps put 3 dice this turn so we unlock the next stage and have a guess at how much work it needs, then on later turns split dice between the boxes and the union?
 
Facilities and Engineering I think is pretty straight forward. Finish the new launch site and designing the heavy sounding rocket and put the rest into engine cycles. Now I really wish we had taken that second facilities dice at the world council.

Science though has tons of stuff to pursue. Materials, fuels, big ear, and tracking all seem important. But we should probably focus on fulfilling our objectives and complete weather research.

For politics we need that second facilities dice. So get that immediatly and push rocket boxes until they're complete.
 
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