The rule of thumb I recall is that the assassin has to roll double or more than the target after mods in order to secure a kill. The raw rolls came close even if they didn't quite get all the way, so it appears our transhuman technologies are about to get a celebrity test drive.
So they do! I may have confused it and lightwhsipers' plan earlier...
[ ] Xenotech Tiberium Processing Plants (Stage 1) (New)
While refits are impossible, building a wave of new Tiberium processing plants, built with lessons learned from reverse engineered xenotechnology and Brotherhood elements will substantially increase GDI's ability to produce STUs.
(Progress 300/300: 40 resources per die) (+500 processing capacity) (-6 Energy, -3 Logistics, -1 Labor)
(Progress 16/300: 40 resources per die) (+500 processing capacity) (-6 Energy, -3 Logistics, -1 Labor) [40, 33, 18, 45, 27, 36]
Teething issues were certainly expected. The first wave of new plants, a design that is utterly revolutionary, and trying to do more than any previous Tiberium plant designed by human hands. Producing substantial quantities of STUs, safely, and without massive environmental impacts is one of those challenges that might be typically relegated to the realms of science fiction, not practical design work. However, that is what GDI's scientists and engineers have been able to produce, and push into the field at a rapid pace. Many of the engineers lived, breathed, and slept on the project, with the average shift pushing ten hours, and many going beyond that.
While managers have done their best to reduce working hours, ensure people are taking proper breaks, and maintain workflow, the fact of the matter is that there are very few people who know how to handle these kinds of materials. It is a newborn, extremely specialist field within an already specialist field, and while there are already efforts to expand and revamp educational curricula to make this the new standard, it is slow going compared to the Initiative's need for the materials in an immediate sense.
Care and Feeding of your Engineers:
Notice boards in the staff quarters, Xenotech Processing Facility Project.
- Please remember that your engineers are living beings and cannot be left to sleep at their desks and workstations, they have much more comfortable beds.
- Please remember that your engineers need to be fed and watered regularly.
- Please remember that your engineers need regular exercise.
- Please remember that your engineers need to be exposed to sunlight and fresh air on a regular basis.
- Please remember that your engineers need regular breaks to maintain their mental health.
Er no sorry I forgot to remove the admin die from the section header I'll fix that in a moment.Correct me if I'm wrong, but you're putting five Heavy Industry dice, two Free dice, and an AA die on this one project, right?
Am I the only one who remembers the results of the previous turn:
@Derpmind, @Simon_Jester, @Shadows, @Lightwhispers, @Strunkriidiisk, @Aerrow Shadow, @ramdomperson, @BoSPaladin I'm sorry for the mention spam, but Xenotech Tiberium Processing Plants are off the table for this turn unless you want to have penalties on the next turn.
We have been told that this is a specialist field in an already specialist field and that we have to wait a few turns for people to be retrained to be able to work on this project. And that was on already just 3 Dice which is less Dice than everyone other than @F0lkL0re put on their plans.
That was a red light last turn, if you run it this turn expect a car crash.
Autodoc and Forgotten experiment also use up some of our Political Support and right now we are not over the cap so we lose nothing if those dont finish this turn and with the leading plan if they dont finish this turn they should finish next turnLiquid Tib Power would be great, more Power and Recourses for no Labor. Make use of some of that extra Political Support too.
Am I the only one who remembers the results of the previous turn:
@Derpmind, @Simon_Jester, @Shadows, @Lightwhispers, @Strunkriidiisk, @Aerrow Shadow, @ramdomperson, @BoSPaladin I'm sorry for the mention spam, but Xenotech Tiberium Processing Plants are off the table for this turn unless you want to have penalties on the next turn.
We have been told that this is a specialist field in an already specialist field and that we have to wait a few turns for people to be retrained to be able to work on this project. And that was on already just 3 Dice which is less Dice than everyone other than @F0lkL0re put on their plans.
That was a red light last turn, if you run it this turn expect a car crash.
No, but as is often the case, you're interpreting what happened differently. It's not a matter of "I'm the only one who remembers this fact, which puts the xenotech refineries off the table "unless you want penalties." " It's a matter of "these plants are tricky to run." If Ithillid wanted to tell us that the entire supply of available plant workers is already employed at these plants and we cannot build more, he would have said so more directly.Am I the only one who remembers the results of the previous turn:
It's probably a bad idea to do more than one or at most two phases of that in a turn, and that's a real problem with spending heavily on liquid tiberium power.Liquid Tib Power would be great, more Power and Recourses for no Labor. Make use of some of that extra Political Support too.
I'm not going to tell you you're wrong, but I think Dmol may be overreacting.I did genuinely forget about that. Thank you for bringing that up. That said, please do not tag me in a mass ping.
I'm thinking of cutting down to 2 dice on Xenotech Refineries, which should get us progress without causing overwork problems...
There are ways to raise an issue without coming off as deliberately insulting. This is not it.Am I the only one who remembers the results of the previous turn:
@Derpmind, @Simon_Jester, @Shadows, @Lightwhispers, @Strunkriidiisk, @Aerrow Shadow, @ramdomperson, @BoSPaladin I'm sorry for the mention spam, but Xenotech Tiberium Processing Plants are off the table for this turn unless you want to have penalties on the next turn.
We have been told that this is a specialist field in an already specialist field and that we have to wait a few turns for people to be retrained to be able to work on this project. And that was on already just 3 Dice which is less Dice than everyone other than @F0lkL0re put on their plans.
That was a red light last turn, if you run it this turn expect a car crash.
I did genuinely forget about that. Thank you for bringing that up. That said, please do not tag me in a mass ping.
I'm thinking of cutting down to 2 dice on Xenotech Refineries, which should get us progress without causing overwork problems. As for where to put those two dice, I'm thinking of doing Inhibitors, or maybe Containment Lines? Maybe a 3rd die on Forgotten Experimentaton and a die on an inhibitor? I'm cool with doing Liquid Tib instead, since we've got the PS to burn and it gives really good benefits. But I'm not sure if people would object to me doing so or not.
The 2nd should also help us with spending PS over cap since that and auto doc are both -5. I would lean towards adding another dice to the experimentation and maybe mix in 3 with a die on containment lines
- Put them on Liquid Tiberium Power Cells. Mainly, this is because we're over 100 PS right now, and this project would help spend that extra PS. It also gives nearly as much +Energy as a Fusion plant and a bit of additional income. However, I know in the past a lot of people, myself included, would rather wait on continuing this project or not do it at all.
- Put a third die on Forgotten Experimentation, and put a die on a Tiberium Inhibitor. This probably gets us the bioscience done a turn sooner, and gets us another Inhibitor for more abatement. I'm not sure where to put the Inhibitor, though.
- Put the dice on Red Zone Containment Lines. This gets us +3 points of progress on our RZ abatement goal, and also gets us more income and a point of Energy. It also probably won't stretch ZOCOM, with only one die on the Glaciers and two dice here.