[] Plan Advances Ho!
Pretty good plan. My only issue is that I think we probably should add a second die to upgrading the labs. We really don't want to fall behind our benefactors with regards to magic research.
 
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This plan uses up 42 of our 43 Administrative Capacity and 670 Resources, which is little over half of our remaining budget, but without any more procurement programs left to do, we don't need to worry about getting options that will cut into next turn's budget. If people do want to spend less, I can shift Utility Vehicle Production Complexes (Glasgow) to a second die on Rail and Road Expansion or something like that if enough people want the change to be made.
You might consider shifting one of the Industry dice from Auxiliary Shipping to the Services project Medical Support Ships and activate the Services Org dice on it. That will lower the plan cost by 15 resources and allow to use the full Admin Capacity. It will also get some progress on Medical Support Ships which we might need as there might be outbreaks of magical caused diseases. There is also the fact that even with the Military HQ and our yearly increase it will still take a considerable time to get our Medical Capacity up. And we might want the Bio Verification Unit to help with Security whi8ch needs Medical Capacity. Our logistic situation isn't critical and we don't need to rush.
 
[X] Plan Advances + Cairngorms Spirits
Infrastructure (4/5 Dice, 1/3 Org Dice, 70R)
-[X] Fridge Outpost (Stage 3), 1 Die, (25R & 0.00%)
-[X] Rail and Road Expansion (Phase 4), 1 Org Die (15R & 0.00%)
-[X] Logistical Port Construction (Grangemouth), 1 Die, (15R & 60.00%)
-[X] Logistical Port Construction (Southampton), 1 Die, (15R & 93.00%)
Industry (3/5 Dice, 0/2 Org Dice, 125R)
-[X] Industrial Exoskeleton Development Program, 1 Die, (35R & 0.00%)
-[X] UNDC Auxiliary Fleet (Phase 2), 1 Die, (60R & 25.00%)
-[X] Utility Vehicle Production Complexes (Glasgow), 1 Military Org Die (30R & 0.00%)
Service (3/5 Dice, 0/1 Org Die, 100R)
-[X] Ongstrean-Detector UNDC Site Deployment, 1 Die, (30R & 0.00%)
-[X] Upgrade Laboratories with Ongstrean-Detectors, 1 Die, (30R & 15.00%)
-[X] Medical Support Ships (Phase 1), 1 Industry Die, 1 Service Die, (40R & 0.00%)
Military (10/10 Dice, 5/5 Org Dice, 360R)
-[X] Military Headquarters Construction (Stage 4), 1 Infrastructure Die, 1 Military Die (50R & 69.19%)
-[X] Passive Exoskeleton Development Program, 1 Die (20R & 55.00%)
-[X] MRK Deployment (Stage 1 Active Military), 1 Org Die (40R & 39.00%)
-[X] Galil Ace Deployment (Stage 1 Fighting Forces), 1 Org Die, (25R & 0.00%)
-[X] Bradley Deployment (Stage 1 Active Military), 1 Org Die, (60R & 0.00%)
-[X] Arbalète Deployment (Stage 1 Active Military), 1 Org Die, (45R & 0.00%)
-[X] Helo Deployment, 1 Die, (05R & 0.00%)
-[X] Railgun Experiment Program, 1 DARPA Die, (0R & 65.00%)
-[X] Laser Point Defence Experiment Program, 1 DARPA Die, (0R & 85.00%)
-[X] Cairngorm Security Perimeter, 1 Die, (15R & 86.00%)
-[X] Bio Verification Unit, 1 Die, (20R & 35.00%)
-[X] Incendiary Weapon Experimental Program, 1 Die (25R & 69.00%)
-[X] Security Review (Military), 4 Dice (0R & 100.00%)
Administration (4/4 Dice, 0R)
-[X] Convene with Cairngorms Spirits for assistance (0R, auto)
--[X] Topic: Information on magical/otherworld factions, why they're here and what they want. (The Spirits included.)

-[X] Make friends with the Director, 3 Dice (0R & 96.91%)
Total: 43/43 Capacity, 655 Resources

Plan variant to ask some basic questions of the Cairngorms Spirits. Doesn't make any changes but switching a die off making friends with the Director, which still leaves us with a massive 97% success chance on that action.

We really should ask them something. There's more going on here than just making our numbers go up, and we're being very negligent if we don't try at even a basic attempt at diplomacy.

E: Removed needless insult.
 
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[X] Plan Advances + Cairngorms Spirits

That time when you think you have gotten all that you reasonably can, and then someone offers you the same with something you never knew you wanted. :grin:😌
 
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[X] Plan Advances Ho!

I think I'll pass on communicating with the spirits. They're disturbing and alien enough that I don't actually believe diplomacy has any hope of becoming the long term solution.
 
We have saudi arabia and israel strong support

We only need iran strong support (surprised it isnt mentioned as one of the factions given they are one of the 3 powers of central and middle east)

And we could move and act freely on middle east
 
We have saudi arabia and israel strong support

We only need iran strong support (surprised it isnt mentioned as one of the factions given they are one of the 3 powers of central and middle east)

And we could move and act freely on middle east
You have to remember that here we're fighting the GLA, which I suspect is roughly as drawn from Command and Conquer: Generals with some modification. Think of them as gigantic super-ISIS on steroids; they're powerful enough that they represent a major power in their own right.

Also, I gather, they occupy large fractions of Iran maybe?
 
You have to remember that here we're fighting the GLA, which I suspect is roughly as drawn from Command and Conquer: Generals with some modification. Think of them as gigantic super-ISIS on steroids; they're powerful enough that they represent a major power in their own right.

Also, I gather, they occupy large fractions of Iran maybe?
Yeah, Iran is a hot mess right now, and given that there was a substantial UN presence there before quest start, I gather it suffered from the Great Offscreen Crisis that lead to the UN having a for-realsies military to begin with.
 
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