The one issue with that, is that said vampire's 'identity' didn't exist until the year before things started moving, implying something a bit different, ESPECIALLY the werewolves with strange DNA. It could be that there are humans on the other end somewhere, possibly... 🤷‍♂️
Identities can be manufactured, modified, created, etc. I would assume vampires would get use to doing that after 700 years or so.
 
Identities can be manufactured, modified, created, etc. I would assume vampires would get use to doing that after 700 years or so.
My question is honestly, how would mindless vampires have survived in the time between magic surges without becoming even somewhat known? 🤷‍♂️
It is implied that they needed to drink human blood to stay sapient and if they were in the non-magic world and our blood was not able to boost them, then that leaves the obvious question of how they survived, since they either needed to last the whole time without the magically active human blood, or survive being largely mindless as their prey gets more and more dangerous and observant.
 
Metal infrastructure or *Iron* infrastructure? Because so far the rules of the lore are stating that Iron is the problem and not metal. Unless we missed something? You can make a lot of infrastructure using substitute materials if you really wanted to(besides electrical wires so honestly lol good luck getting the rest of the infrastructure powered without electricity) phones can use copper, internet can use fiber optics, water pipes can be made out of lead, etc etc. Not saying we should do that good god that would be more expensive but I am asking about lore here mainly.
The forest spirits request that all metal be removed from their territory, and this is about resettling people from the national park the forest spirits live in, right?
 
My question is honestly, how would mindless vampires have survived in the time between magic surges without becoming even somewhat known? 🤷‍♂️
It is implied that they needed to drink human blood to stay sapient and if they were in the non-magic world and our blood was not able to boost them, then that leaves the obvious question of how they survived, since they either needed to last the whole time without the magically active human blood, or survive being largely mindless as their prey gets more and more dangerous and observant.
I wouldnt say it implies sapience, I think it implies that they would have enhanced thoughts and that coming down from a "high" of drinking blood and consuming the knowledge of someone would make them feel mindless/empty/etc. She was speaking cryptically and so I do not want to take everything she said at face value. They can still be fully sapient and human level intelligent, but with drinking blood they get super-smarts and super-strength/speed/etc. That is my line of thinking at least.
 
The forest spirits request that all metal be removed from their territory, and this is about resettling people from the national park the forest spirits live in, right?
Bardsley: "Let me think...Numbers...13?...22?...26?...what do they mean? Cold? Metal! Trees and roots of metal! Power lines, water pipes, reinforced concrete, rail, anything made of metal, make it go away and we will reverse the transmutation. This is our price."
Looking back yes that is what the random hiker fellow translated the thoughts and feelings that the spirits implanted into their mind says. I do wonder how accurate that is. I do know power lines are made of iron/steel, so is rebar in concrete, so are railroad rails, and so too are water pipes (unless scotland has lead pipes).

I did ask for clarification but I do realize now it would be information that our IC selves would not know. It has been stated before in other posts that *iron* is the material that messes with the magical stuff like werewolves, so that is what I am basing it off of.

Maybe we were dealing with a drama queen. But this seems to be a but steep for a simple drug high...
Could still be right, but I feel that the intelligence baseline may be lower than you think...
I wouldn't call superintelligence/superstrength as a simple drug high, these can be creatures that just operate on a whole other level above us once they drink the blood, giving them that superiority complex. But of course these are all theories and I am not BOT so meh I do not mind being wrong it will be fun to find out more once we research the vampires further! I especially want to know more about The Beast and how werewolves are just parts of the greater whole as implied by her as well. So much to speculate about!

edit: Periodic Table: 13: Aluminum 22: Titanium 26: Iron

If that is anything to go by then yes its more than just Iron we should worry about @Simon_Jester you were right to clarify that.
 
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[X] Plan Island Investment

@Oshha Just curious as to why you didn't include Promise Conservation in your plan. It's a free +1 to the plan Balance and doesn't cost us anything.

@BOTcommander The Balance for a plan to be valid has to be 1 or greater - do we get bonuses or benefits as the amount the Balance exceeds 1 increases?

Also, with the possibility of Military projects in Scotland, I'm wondering whether we could use one of those at the Rosyth shipyard to restore the nuclear submarine decommissioning facilities at Rosyth, where the Royal Navy's Queen Elizabeth class aircraft carriers are being assembled IOTL, which were decommissioned in 2010. Also we could look at the projected Type 31 frigate for the Royal Navy as a contender in our potential frigate designs.
 
Company of Heroes Wolf Night UNDC (Noncanon)
Company of Heroes Wolf Night
UNDC​
The UNDC was founded to both keep the Middle-east secure while looking into and dealing with the appearance of the Supernatural. They have a full modern air force, which proved to be critical in making up for the very lackluster kit of the ground forces and relative lack of infrastructure as they needed to secure the resources to function and build a framework for logistics all over the world, on top of dealing with the rising supernatural cases have left them strained even as the rare moon event put pressure to be prepared. When the GLA deployed supercharged werewolves on that night they really pushed back the defenders only to be stymied by both tanks, and urban fighting against forces with lots of explosives long enough for the scramble air force to deploy in force, marking the start of the conflict.

Advantages:
  • Professional Military: They recruit from a large pool of professional soldiers and veterans, ensuring that they always have a highly skilled force at their disposal.
  • Air Power: While other branches may be a bit under-equipped, the air force is fully equipped with modern plans, and they recently acquired enough ammo, fuel, and maintenance capacity to really start fielding them, giving lots of air power to call upon
  • TANKS!: Even outdated and small in number, the only thing that can threaten them are dedicated anti-tank equipment and explosives, allowing them to hold the line pretty well.
Disadvantages:
  • Military Surplus; Most of their ground forces are pretty much army surplus, outdated vehicles that are not as good as they could be.
  • Limited logistics nd supplies: They are very resource limited, meaning that they are only able to support a limited amount of forces, especially the armor core.
Style:
The UNDC is a tough, defensive oriented versatile faction. At the start aggressively expanding both for the resources and the ability to set up both defenses and traps are crucial as the GLA gets very early access to werewolves which are very powerful assault troops that regenerates health very fast, meaning that especially early on, positioning, explosives and traps are needed to both take them out and prevent taking enough losses to become unable to deal with their more mundane forces. The Tanks are especially important due to the fact that while they don't have an easy time aiming at the person sized creature, they only need one solid shot and werewolves, even in their special super mode are simply unable to take out the heavily armored tanks, forcing the GLA to use more mundane means to try and deal with it. The UNDC endgame endgame, should you survive long enough gives large access to cheap bombing missions that can be used to punish any force concentration, even werewolves which will make things a lot easier and be a massive help in bringing the fight to the enemy.
A/N: I decided to do a little faction sheet thing for our forces as of the moon incident. Essentially, the idea is that the UNDC has better ground forces, but in game they would be more pricey to reflect the logistical problems, and the enemy werewolves would be a massive early game problem due to the infantry answer being lots of explosives as, since werewolves are known for their regeneration, depleting it very quickly is necessary, and as the game goes on, eventually with vehicles starting to roll out, the tank would help hold the line due to their cannon being noted at being able to kill a werewolf easily, if it hit, and having the armor to shrug off the moon enhanced werewolves. And of course, the late-game would be the very powerful air-force being able to come out in force which would be great against any mass attack, especially by werewolves. And of course in a late-game vs late-game, the UNDC would have the edge due to even the super mode not really being able to keep up with the relatively cheap airpower it brings to the table.
Edit:...Got the acronym wrong. :oops: :facepalm: :lol:
Edit 2: Fixed the acronym to be UNDC instead of UNDF
 
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@BOTcommander What penalties will hit us for not spending all our Resources by the end of the year? I get that anything we don't spend by the end of the year will vanish into the bureaucratic Nevernever , but I think that when we asked about this at the end of the first year you mentioned that if we had lots of leftover Resources at the end of the year it would make future attempts to increase our budget more difficult. Can you clarify this please?
 
@BOTcommander What penalties will hit us for not spending all our Resources by the end of the year? I get that anything we don't spend by the end of the year will vanish into the bureaucratic Nevernever , but I think that when we asked about this at the end of the first year you mentioned that if we had lots of leftover Resources at the end of the year it would make future attempts to increase our budget more difficult. Can you clarify this please?
okay, say you are only using 90% of your budget on average over the course of a budget cycle. Of course your bosses will go "Damn, looks like you dont need that much money." unless the current situation is an emergency.
 
okay, say you are only using 90% of your budget on average over the course of a budget cycle. Of course your bosses will go "Damn, looks like you dont need that much money." unless the current situation is an emergency.

So it's how much we don't use overall throughout the planning cycle that will affect our chances of increasing our budget, correct? Well, we've had a pretty good run of spending all our available Resources per year, so hopefully not being able to spend everything on this huge chunk of Resources that was dropped on us at the last minutes won't it too hard on us for the future, except for losing out on those Resources we can't spend (sobs at the thought of all that lovely money flying out the door unspent)

Can we sneak some of those Resources off to other organisations in the UN to spend as they see fit in return for their support in the corridors of power when we need it? Basically trading Resources for CS?
 
So it's how much we don't use overall throughout the planning cycle that will affect our chances of increasing our budget, correct? Well, we've had a pretty good run of spending all our available Resources per year, so hopefully not being able to spend everything on this huge chunk of Resources that was dropped on us at the last minutes won't it too hard on us for the future, except for losing out on those Resources we can't spend (sobs at the thought of all that lovely money flying out the door unspent)

Can we sneak some of those Resources off to other organisations in the UN to spend as they see fit in return for their support in the corridors of power when we need it? Basically trading Resources for CS?
CS is Council Support and besides the UNDC there are not that many other organisations under the UN banner. Globalpol, United Nations Intelligence, World Development Investment Bureau and others, if I can think of more, will be created in the future.
 
Coming up with a tentative idea for a plan to use as much of our Resources as we can, because any we don't use will vanish into the depths of wherever never to be seen again.

[] Plan Use It or Lose It
Infrastructure (2/5 Dice (2 Admin Cap), 3 Org Dice (1 Admin Cap)): +15 (7 Admin, 125 Resources)
-[]Military Headquarters Construction (Stage 4) (65/400)
--[] 2 Dice (50 Resources)
-[]Logistical Port Construction
--[]Osaka (0/200)
---[]2 Org Dice (50 Resources)
--[]Boston (0/200 15 Resources per Die)(Increases Logistics from Cargo Ships)
---[] 1 Org Dice (25 Resources)
Industry (5/5 Dice (2 Admin Cap), 2/2 Org Dice (1 Admin Cap)): +10 (12 Admin, 440 Resources)
-[]Increase UNDC Auxiliary Fleet (Phase 1) (75/225)
--[] 2 Dice, 2 Org Dice (260 Resources)
-[]Increase UNDC Auxiliary Plane Fleet (Phase 1) (68/200)
--[] 3 dice (180 Resources)
Service (4/5 Die (2 Admin Cap), 1/1 Org Dice): +12 (9 Admin, 160 Resources)
[]Powered Exoskeleton Experiment Program(0/150)
--[] 1 Dice, 1 Org Dice (70 Resources)
-[]Magic Detection Research (88/275)
--[] 3 Dice (90 Resources)
Military (4/10 Dice (2 Admin Cap), 5/5 Org Dice (1 Admin Cap)): +32 (13 Admin, 275 Resources)
-[]Military Headquarters Construction (Stage 4) (65/400)
--[] 2 Dice (50 Resources)
-[]Patria APC Deployment (Stage 2 Force Expansion) (62/3000)
--[] 1 Org Dice (45 Resources)
-[]APC Factory
--[]Helsinki (0/100)
--[] 1 Org Dice (25 Resources per Die)
-[]Reactive Armor Development Program (0/60)
--[]1 Org Dice (30 Resources)
-[]Aircraft Gun Ammunition Production Factories (144/150)
--[] 1 Org Dice (25 Resources)
-[]UNDC Tower Blast Protection (80/100)
--[]1 Dice (40 Resources)
-[]Infantry Gear Deployment (Stage 1 Fighting Forces) (306/500)
--[] 1 Org Dice (30 Resources per Die)
-[]Bunker Buster Procurement Program (0/30)
--[]1 Dice (30 Resources)
Administration (4 Dice (2 Admin Cap)): +5 (2 Admin, 5 Resources)
-[]Subordinate Research and Development Management Bureau (87/125)
--[] 1 Dice (5 Resources)


Resources: 505 + 855 (900 given at beginning of quarter - 45 used in Cairngorm plan)
Expenditure: 1 005 (125+440+160+275+5)
Remaining: 355

Council Support: 46
Admin Capacity: 43
Admin Expenditure: 43 (7+12+9+12+2)

* Plenty of spending on Auxilary Fleet and Auxilary Air Fleet because we've been repeatedly pushed about Logistics and our Director has put a cap on spending on Road and Rail, and also because this is our most expensive option so it's the quickest way to use up the Resources we've been given. Sinking all our dice into the Auxilary Fleets will take up 12 Fuel and really put us into a deficit, but putting the same number of dice into Fuel Extraction and Refining next turn should give us 2 phases of fuel then and get us out of trouble.
* Logistical Ports being built to improve the logistics bonus we gain from Auxilary Fleet - hopefully Osaka will turn out better than last time, and a project in Japan should hopefully improve our relationship with our Director.
* Blast Protection on the UNDC Tower lets us finish the protection of the Tower, and also because it's expensive so that's fewer Resources going to waste.
* 1 Org Dice each into Patria APC and Infantry Gear to keep them rolling along with their increased dice
* Reactive Armour Development was chosen because in the fluff text for the completion of the rollout for the Patria APC mentioned that the troops were asking for it for extra protections.
* Powered Exoskeleton because its cost per dice is expensive and better to pay it now when we literally have more Resources than we can use, so now's good time to pay for it.
* Magic Detection Research because each dice is expensive so now is the time to pay for it, but also if we're negotiating with spirits and have confirmation of the existence of vampires we really should start doing some research into this ASAP.
* I was tempted to put 2 dice into Cruise Missile Factories to complete them and help our Ammo situation a bit more but I thought it better to complete Subordinate Research and Development Management Bureau because reducing the Admin cost of research, deployment and procurement programs will increase, meaning we can get more of them done more quickly.

All this with 470 Resources left over. 45 Resources was enough to buy out the Cairngorm National Park and solve the problems there, so who knows what we could solve with 470 Resources. If anyone has any ideas about how we can save them or spend more of the please tell me, because the idea of that much Resources going to waste really grinds me (in-character, that it).

EDIT: with the additional Org Dice Oshha pointed out to me I swapped out one of the standard dice spent on the Exoskeleton development project for an Org Dice, and used the freed up Admin point to use the additional Military Org dice to start building an APC factory at Helsinki to accelerate the rollout of our Patria APCs. Deficit is reduced to 355.
 
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@Oshha Just curious as to why you didn't include Promise Conservation in your plan. It's a free +1 to the plan Balance and doesn't cost us anything.
I don't want to tie our hands in the future, a concern I feel is relevant given it says this in the text.
This would only become a problem if in the future something along these lines may be required, somehow...
I would rather pay some Resources now, something we can easily afford at the moment, to get a more open hand in the future. We might not need that flexibility in the future, but we can afford to put it on the table right now and so I am.
 
Service (5 Die (2 Admin Cap)): +5 (10 Admin, 150 Resources)

Military (3/10 Dice (2 Admin Cap), 4/4 Org Dice (1 Admin Cap)): +25 (12 Admin, 250 Resources)
We are getting +1 Org Dice for both of these categories and their bonus is going up by 7 to reach +12 and +32 respectively.
 
We are getting +1 Org Dice for both of these categories and their bonus is going up by 7 to reach +12 and +32 respectively.

I'll update it ASAP. The dice for Services are still standard dice, not converted over to Org dice are they? And Org dice outside of the Military branch cost an extra 10 Resources, so I assume this applies to the extra Org dice for Services, correct - they don't get the Military freebie?

Also, even though we've cut the deal with the Russians to produce our anti-werewolf shotguns can we still invest dice into producing them ourselves? How much would such a dice cost in terms of Resources?
 
I'll update it ASAP. The dice for Services are still standard dice, not converted over to Org dice are they? And Org dice outside of the Military branch cost an extra 10 Resources, so I assume this applies to the extra Org dice for Services, correct - they don't get the Military freebie?

Also, even though we've cut the deal with the Russians to produce our anti-werewolf shotguns can we still invest dice into producing them ourselves? How much would such a dice cost in terms of Resources?
The new Org Dice are just new and not converted from existing dice. We got them as part of our Emergency Budget meeting.
[]Private Contractors (Write-in category)
(+1 Org dice for category)(Can be taken up to 2 times)(Requires one commitment each)
And yes, they will cost extra Resources to use, which is only 5 Resources per die not 10.

I don't know the exact numbers, but given we went for maximum factory investment, there is no point investing in the anti-werewolf shotguns any further. They are already set to fully complete in 4 Turns and we choose to make that happen so we could spend Military Dice on other projects.
 
Coming up with a tentative idea for a plan to use as much of our Resources as we can, because any we don't use will vanish into the depths of wherever, and the first time carrying over Resources from one year to another was discussed BOTcommander mentioned having a large amount left over is going to hurt our chances the next time we ask for increased funding.

[] Plan Use It or Lose It
Infrastructure (2/5 Dice (2 Admin Cap), 3 Org Dice (1 Admin Cap)): +15 (7 Admin, 125 Resources)
-[]Military Headquarters Construction (Stage 4) (65/400)
--[] 2 Dice (50 Resources)
-[]Logistical Port Construction
--[]Osaka (0/200)
---[]2 Org Dice (50 Resources)
--[]Boston (0/200 15 Resources per Die)(Increases Logistics from Cargo Ships)
---[] 1 Org Dice (25 Resources)
Industry (5/5 Dice (2 Admin Cap), 2/2 Org Dice (1 Admin Cap)): +10 (12 Admin, 440 Resources)
-[]Increase UNDC Auxiliary Fleet (Phase 1) (75/225)
--[] 2 Dice, 2 Org Dice (260 Resources)
-[]Increase UNDC Auxiliary Plane Fleet (Phase 1) (68/200)
--[] 3 dice (180 Resources)
Service (5 Die (2 Admin Cap)): +5 (10 Admin, 150 Resources)
[]Powered Exoskeleton Experiment Program(0/150)
--[] 2 Dice (60 Resources)
-[]Magic Detection Research (88/275)
--[] 3 Dice (90 Resources)
Military (4/10 Dice (2 Admin Cap), 4/4 Org Dice (1 Admin Cap)): +25 (12 Admin, 250 Resources)
-[]Military Headquarters Construction (Stage 4) (65/400)
--[] 2 Dice (50 Resources)
-[]Patria APC Deployment (Stage 2 Force Expansion) (62/3000)
--[] 1 Org Dice (45 Resources)
-[]Reactive Armor Development Program (0/60)
--[]1 Org Dice (30 Resources)
-[]Aircraft Gun Ammunition Production Factories (144/150)
--[] 1 Org Dice (25 Resources)
-[]UNDC Tower Blast Protection (80/100)
--[]1 Dice (40 Resources)
-[]Infantry Gear Deployment (Stage 1 Fighting Forces) (306/500)
--[] 1 Org Dice (30 Resources per Die)
-[]Bunker Buster Procurement Program (0/30)
--[]1 Dice (30 Resources)
Administration (4 Dice (2 Admin Cap)): +5 (2 Admin, 5 Resources)
-[]Subordinate Research and Development Management Bureau (87/125)
--[] 1 Dice (5 Resources)


Resources: 505 + 855 (900 given at beginning of quarter - 45 used in Cairngorm plan)
Expenditure: 985 (125+440+150+250+5)
Remaining: 470

Council Support: 46
Admin Capacity: 43
Admin Expenditure: 43 (7+12+10+12+2)

* Plenty of spending on Auxilary Fleet and Auxilary Air Fleet because we've been repeatedly pushed about Logistics and our Director has put a cap on spending on Road and Rail, and also because this is our most expensive option so it's the quickest way to use up the Resources we've been given. Sinking all our dice into the Auxilary Fleets will take up 12 Fuel and really put us into a deficit, but putting the same number of dice into Fuel Extraction and Refining next turn should give us 2 phases of fuel then and get us out of trouble.
* Logistical Ports being built to improve the logistics bonus we gain from Auxilary Fleet - hopefully Osaka will turn out better than last time, and a project in Japan should hopefully improve our relationship with our Director.
* Blast Protection on the UNDC Tower lets us finish the protection of the Tower, and also because it's expensive so that's fewer Resources going to waste.
* 1 Org Dice each into Patria APC and Infantry Gear to keep them rolling along with their increased dice
* Powered Exoskeleton because its cost per dice is expensive and better to pay it now when we literally have more Resources than we can use, so now's good time to pay for it.
* Magic Detection Research because each dice is expensive so now is the time to pay for it, but also if we're negotiating with spirits and have confirmation of the existence of vampires we really should start doing some research into this ASAP.
* I was tempted to put 2 dice into Cruise Missile Factories to complete them and help our Ammo situation a bit more but I thought it better to complete Subordinate Research and Development Management Bureau because reducing the Admin cost of research, deployment and procurement programs will increase, meaning we can get more of them done more quickly.

All this with 470 Resources left over. 45 Resources was enough to buy out the Cairngorm National Park and solve the problems there, so who knows what we could solve with 470 Resources. If anyone has any ideas about how we can save them or spend more of the please tell me, because the idea of that much Resources going to waste really grinds me.
So, thoughts.
Infrastructure:
Not doing anything in the middle east? Yeah, that's a hard pass from me, dude. Our boss may be somewhat corrupt, but he's right that building Railroads Through Africa is a bad, bad look when there's a war on. Do Tel Aviv airport, do Ad Dammam stage 2, something. Narrative trumps Number Go Up, getting a +1 logistics in theater is better than a +2 elsewhere. Also pretty sure some of our Org dice are Chinese, so sending them to the States might cause some friction.
Industry:
I get that finishing off both air and sea fleets is important, but putting us into - Fuel is going to sting, even for a turn. Might be worth it though.
Service:
Finish. The blasted. Tech schools. For the low, low price of one die, we can say "Well boys, we did it. Maintenance deficits are no more."
Military:
We should probably lay off the Patria rollout in favor of either more factories or the Utility Vehicle procurement. Given that the QM has stated that multiple cheap deployment options are gated behind the latter, that would be my preference. Definitely like the bunker-buster development though.
 
The new Org Dice are just new and not converted from existing dice. We got them as part of our Emergency Budget meeting.

Yep, I knew they were in addition to the ones we already had. I just wasn't sure if the Service dice would cost extra Resources to use (the Military ones don't)

And yes, they will cost extra Resources to use, which is only 5 Resources per die not 10.

Oh, bugger. I was sure they were 10 extra. Will go back and recalculate the Resource use on my plan.
 
So, thoughts.
Infrastructure:
Not doing anything in the middle east? Yeah, that's a hard pass from me, dude. Our boss may be somewhat corrupt, but he's right that building Railroads Through Africa is a bad, bad look when there's a war on. Do Tel Aviv airport, do Ad Dammam stage 2, something. Narrative trumps Number Go Up, getting a +1 logistics in theater is better than a +2 elsewhere. Also pretty sure some of our Org dice are Chinese, so sending them to the States might cause some friction.

Regarding Ad Damma, there is no Ad Dammam Stage 2 - the Logistical Ports do not have multiple phases like the gear procurements. I'll swap the dice from the seaport at Boston to the airport at Tel Aviv, though. I don't think the Chinese are pissy enough at the United States in this quest to kick up a fuss is we use our Org Dice to build stuff in America. On the other hand we all know how little love there is between China and Japan, so I might switch the Org Dice for the seaport from Osaka to somewhere else. There aren't any in the Middle East, so any other preferences?

Industry:
I get that finishing off both air and sea fleets is important, but putting us into - Fuel is going to sting, even for a turn. Might be worth it though.

When I was drawing my plan up I was monofocusing on using as much in the way of Resources as possible in order to minimise the backlash from the beancounters at us letting a quarter of our annual budget go to waste. With the numbers we could probably complete the Auxilary Fleet with 3 dice and the Air Fleet with 2 dice, leaving 2 dice for Fuel Extraction and Refining, giving us a really good chance of finishing the current phase and minimising our Fuel deficit. Again, we're running into beancounter backlash from the extra Resource wastage.

Service:
Finish. The blasted. Tech schools. For the low, low price of one die, we can say "Well boys, we did it. Maintenance deficits are no more."

Again, monofocusing on minimising our Resources deficit. The Tech Schools are cheap so we can finish them in Q1 when we're not under such pressure to spend.

Military:
We should probably lay off the Patria rollout in favor of either more factories or the Utility Vehicle procurement. Given that the QM has stated that multiple cheap deployment options are gated behind the latter, that would be my preference. Definitely like the bunker-buster development though.

Problem with abandoning the Patria is that we lose the improved dice we roll for progress, going back to a base 1d100 rather than the current 3d40. The factories don't give options as such - they reduce the amount of progress we need to roll to complete an equipment rollout, but it increases the Resources cost per dice, there's not really an option. Considering the amount of increased Resources we now have that is looking like a more palatable option, especially considering how much progress we need for the second stage of equipment rollouts.

Anyway I'll have a new plan up soon based on your advise. Look forward to it!
 
Okay, new plan updated from the original in light of feedback -

[] Plan Industrial AdVice
Infrastructure (2/5 Dice (2 Admin Cap), 3/3 Org Dice (1 Admin Cap)): +15 (7 Admin, 105 Resources)
-[]Military Headquarters Construction (Stage 4) (65/400)
--[] 2 Dice (50 Resources)
-[]Logistical Port Construction
--[]Hamburg (0/200)
---[]2 Org Dice (40 Resources)
-[]Logistical Airport Constructions
--[]Tel Aviv (0/100)
---[] 1 Org Dice (25 Resources)
Industry (5/5 Dice (2 Admin Cap), 2/2 Org Dice (1 Admin Cap)): +10 (12 Admin, 360 Resources)
-[]Increase UNDC Auxiliary Fleet (Phase 1) (75/225)
--[] 1 Dice, 2 Org Dice (200 Resources)
-[]Increase UNDC Auxiliary Plane Fleet (Phase 1) (68/200)
--[] 2 dice (120 Resources)
-[]Fuel Extraction and Refining Expansion (Phase 3) (198/300)
--[]2 Dice (40 Resources)
Service (4/5 Die (3 Admin Cap), 1/1 Org Dice): +12 (7 Admin, 105 Resources)
-[]Establish Technical Schools(273/300)
--[] 1 Org Dice (15 Resources)
-[]Magic Detection Research (88/275)
--[] 3 Dice (90 Resources)
Military (4/10 Dice (2 Admin Cap), 5/5 Org Dice (1 Admin Cap)): +32 (13 Admin, 225 Resources)
-[]Military Headquarters Construction (Stage 4) (65/400)
--[] 2 Dice (50 Resources)
-[]APC Factory
--[]Helsinki (0/100)
--[] 1 Org Dice (25 Resources per Die)
-[]Reactive Armor Development Program (0/60)
--[]1 Org Dice (30 Resources)
-[]Rifle Factory
--[]Haifa (49/100)
---[] 1 Org Dice (25 Resources)
-[]Aircraft Gun Ammunition Production Factories (144/150)
--[] 1 Org Dice (25 Resources)
-[]UNDC Tower Blast Protection (80/100)
--[]1 Dice (40 Resources)
-[]Infantry Gear Deployment (Stage 1 Fighting Forces) (306/500)
--[] 1 Org Dice (30 Resources per Die)
-[]Bunker Buster Procurement Program (0/30)
--[]1 Dice (30 Resources)
Administration (4 Dice (2 Admin Cap)): +5 (2 Admin, 5 Resources)
-[]Subordinate Research and Development Management Bureau (87/125)
--[] 1 Dice (5 Resources)


Resources: 505 + 855 (900 given at beginning of quarter - 45 used in Cairngorm plan)
Expenditure: 800 (105+360+105+225+5)
Remaining: 560

Council Support: 46
Admin Capacity: 43
Admin Expenditure: 43 (7+12+7+13+2)

* Dropped one dice each from Auxilary Fleet and Auxilary Air Fleet, allocated to Fuel Extraction and Refining so we should complete the next stage and hopefully our Fuel deficit won't be as bad
* Logistical Ports being built to improve the logistics bonus we gain from Auxilary Fleet - hopefully Osaka will turn out better than last time, and a project in Japan should hopefully improve our relationship with our Director. Swapped Osaka to Hamburg, replaced Logistical Port at Boston with Logistical Airport at Tel Aviv as it is in the Middle East where most of our action is.
* Blast Protection on the UNDC Tower lets us finish the protection of the Tower, and also because it's expensive so that's fewer Resources going to waste.
* 1 Org Dice each into Infantry Gear to keep it rolling along with increased dice as it's pretty close to completing its current stage.
* Dropped the rollout of the Patria APC as it will take ages to complete its current stage of rollout. Instead I'm allocating the Org Dice which was previously on Patria rollout to start construction of a Patria APC factory to accelerate that rollout by reducing progress required for each stage. The Resources cost per dice will increase but with our increased budget we should be able to handle it - that's what the increased budget is for, after all.
* Reactive Armour Development was chosen because in the fluff text for the completion of the rollout for the Patria APC mentioned that the troops were asking for it for extra protections.
* Dropped Powered Exoskeleton, used the new Org Dice for Services to finish our Technical Schools.
* Used the additional Org Dice for Military to invest in the Galil factory at Haifa, which should complete it this turn.


Amount of Resources left over is 560, more than a quarter of our annual budget for this year, so we'll see what the accountants have to say about that.
 
@Chaeronea The only issue I see is when it comes to new projects like starting APC Factories and Logistical Port Construction outside the Middle East is that there might be options in UK/Scotland. If there will be factories in the United Kingdom we will need more logistics there. The Military Headquarters will help but with 8 projects over the next year that need to be concentrated there logistics will become a pain. At least one dedicated Logistical Airport and Logistical Port will be needed in addition to our HQ in Scotland.
Also I would consider moving the 1 dice in UNDC Tower Blast Protection into Security Review since if I understand it correctly that option will allow to put 4 dice for the price of 2 Admin Cap.
 
I would like to remind any planmakers that we are looking at getting some new projects from the current vote.

In general, I have a couple of things I went to do. Also in general, I'm not going to worry about as spending as much as possible. It is beyond us to spend all of our increased budget and I would do things we need doing over going for the most expensive options. For starters, I want to keep our current investments in Military Phase 1 Deployments and Subordinate Research and Development Management Bureau, preferably just giving each one a single die. Second, I want to focus on Industry next turn with my preferred spread of dice being three dice on getting more fuel, one dice on finishing Kure, two dice on getting more cargo ships and one dice on getting more cargo planes. This should finish Kure, ensure we get enough fuel for additional cargo boats and give us a decent chance of finishing cargo shipping this turn while also getting some more progress on cargo planes. This in turn leads us into the following turn with being in a position to finish one or both of the cargo projects and get enough fuel for them to ensure we don't go into the negatives.

I also want to try and get Utility Vehicle Procurement Program because the QM has said we have some Fuel + hidden in there and I want to put our Infrastructure Dice towards the new Infrastructure projects for Scotland/United Kingdom because I want to get started on them. I also want to do Strategic Air Defense System Development so we can get started on it as it and its follow ups are one of our plan goals. And speaking of plan goals, I want to the other three Procurement programs so we can unlock their Deployment projects and get access to additional procurement programs that we'll need to get done in order to meet our plan goals unless Utility Vehicles Procurement has multiple Deployment projects.
 
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