As far as as can I can see the vast amount of projects have more than 150 progress, yet you 1Die/turn them anyway. Second, by Halfing your dice the plans would turn into a size again where I dont hit my head against the desk halfway through writing it. Third there is overflow to other similar projects in the same location.
Or you can just combine all the related projects into one mega-project like how Flank Speed and Damn the Torpedoes! (An Azur Lane PlanQuest) Do it with Storage. For example, all logistics projects in Europe (seaports and airports) is combined into a megaproject called General logistics build-up Europe
 
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[X]Plan Cadaceus and Cartridges
Infrastructure ( /5 Dice, 6/6 Org Dice) +19 [ 8 Admin, 200 Resources]
-[X]Ellsworth Port (South Atlantic) (0/240)
--[X] 3 Org Dice (105 Resources) (3 Admin)
-[X]Logistical Port Construction
--[X]Kuwait (0/160)
---[X] 2 Org Dice (50 Resources) (2 Admin)
--[X]Beirut (0/160)
---[X] 1 Org Dice, 1 Dice (45 Resources) (3 Admin)
Industry (0/5 Dice , 7/7 Org Dice ) +21 [7 Admin, 190 Resources]
-[X]Fuel Extraction and Refining Expansion (Phase 6) (199/300)
--[X] 4 Org Dice (100 Resources) (4 Admin)
-[X]Replacement Part Factories (Stage 2) (8/300)
--[X] 2 Org Dice (60 Resources) (2 Admin)
-[X]Frigate Yard Construction
--[X]Osaka (161/200)
---[X]1 Org Dice (30 Resources) (1 Admin)
Service ( 4/4 Dice, 5/5 Org Die) +16 [ 13 Admin, 135 Resources]
-[X]Medical Air Transport Network (0/200)
--[X] 3 Org Dice (45 Resources) (3 Admin)
-[X]Psychological Health Service (0/200)
--[X] 2 Dice (20 Resources) (4 Admin)
-[X]Lycanthropy Curing Program (0/100)
--[X]2 Dice (30 Resources) ( 4 Admin)
-[X]UNDC Linguistics Team (0/150)
--[X] 2 Org Dice (40 Resources) (2 Admin)
Orbital ( 2/4 Org Dice) +15 [ 2 Admin, 100 Resources]
-[X]UNDC Global Positioning Constellation (0/150)
--[X] 2 Org Dice (100 Resources) (2 Admin)
Military (8/8 Dice, 9/9 Org Dice ) +33 [ 19 Admin, 470 Resources]
-[X]Tank Factory
--[X]Frankfurt (70/100)
---[X] 1 Dice (25 Resources) (2 Admin)
-[X]Defense Command Secure Hospitals (161/200)
--[X] 1 Dice (20 Resources) (2 Admin)
-[X]B-3 Bomber Codevelopment Program
--[X]Conventional (0/150)
---[X] 2 DARPA Dice
-[X]Multi Role Jet Codevelopment Program (ASDEU)
--[X]VTOL capable (0/200 )
---[X] 2 Dice (80 Resources) (2 Admin)
-[X]Air-to-Air Missile Factories (120/200)
--[X]1 Org Dice (25 Resources) (1 Admin)
-[X]ASM/AGM Missile Factories (Phase 1) (0/250)
--[X] 3 Org Dice (75 Resources) (3 Admin)
-[X]Aerial Bomb Factories (Phase 2) (0/250)
--[X] 3 Org Dice (75 Resources) (3 Admin)
-[X]HE Shell Factory Plants (Phase 1) (0/150)
--[X] 2 Org Dice (50 Resources) (2 Dice)
-[X]Lycain Weaponization Experimental Program (0/200)
--[X] 2 Dice (80 Resources) (2 Admin)
-[X]Passive Exoskeleton Deployment (0/200)
--[X] 2 Dice (40 Resources) (4 Admin)
Administration ( 3/5 Dice) +9 [ 6 Admin]
-[X]Organise immediate Emergency Aid for the Refugees
--[X] 1 Dice ( 2 Admin)
-[X]Suggest a rework of the UNDCs command structure (0/100)
--[X]2 Dice (4 Admin)

Resources: 2270
Expenditure: 1095
Remaining: 1175

Admin Capacity: 55
Expenditure: 55
Remaining: 0


Okay, an explanation of my plan -

As the title implies, I'm focusing on raising our Health and Ammo statistics. Medical Air Transport Network (hey, I'm Aussie so I had to choose this option! ), Defence Command Secure Hospitals and even the Passive Exoskeleton Deployment all raise our Health stat, giving better medical care for our troops and opening up for the Psychological Health Service, one of our goals, as is Veteran Care, which we can get to work on as soon as we have some spare dice next turn.

HE Shell Factory Plants, Aerial Bomb Factories, ASM/AGM Factories and Air-to-Air Missile Factories are all to improve our Ammo deficit, which is pretty urgent. Developing the B-3 lets us access a couple of additional Ammo points (or it will once we get it deployed) and with all the air ordnance factories it seems the perfect time to develop the Multi-Role Jet.

With fixing our Ammo shortage it seems that fixing our Fuel deficit should let us go back on the offensive against the GLA in the Middle East, so I've sunk enough dice into Fuel to have a good chance of not only completing the current stage to take us out of deficit, but also to give us a start on the following stage. I've also allocated 2 dice each to the ports at Beirut and Kuwait to avoid losing Council Support and also to support our efforts in the Middle East. Even the dice to finishing the Tank Factory in Frankfurt plays into improving our Ammo situation, reducing the progress needed for the next stage of Leopard deployment, which will improve our Ammo and Fuel situations.

I've allocated a dice to Aiding the Refugees, and also some dice to get the Linguistics Team up and working.

Finally, I held off on the Antarctic Anomaly investigation because I want to complete Ellsworth Port first just in case the investigation finds something interesting and large that needs to be hauled back to more advanced facilities for further study.
 
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As far as as can I can see the vast amount of projects have more than 150 progress, yet you 1Die/turn them anyway. Second, by Halfing your dice the plans would turn into a size again where I dont hit my head against the desk halfway through writing it. Third there is overflow to other similar projects in the same location.

One possibility would be to allow overflow from one project to another in the same region or country in the same category. For example one of the goals is to complete Ushaias Airbase in Argentina, but as also have the goal to build a Logistics Seaport in Argentina, Both are Infrastructure projects in South America so maybe the overflow points for Ushaias could go to the Argentine seaport at full efficiency.

Another idea is that some of the projects that get a single dice allocated do so because they are so close to completion that extra dice would be wasted. Some of them are close enough to completion that the bonus for that category is enough to finish it off, like the Military bonus for the APC and Tank factories in Frankfurt. Maybe an option that close to completion could just be paid for with Resources rather than requiring expenditure of a dice?
 
Allright I can also archive this otherwise. I will cut Admin Cap, Dice, per Die bonus and progress cost in half and double per Die cost.
I'm pretty sure that makes things worse, if your objection is to plans that spend single dice on a ton of different things. As @Oshha pointed out, part of the reason you're getting plans like that is that there are tons and tons of 100 and 200-point projects with no overflow, so spending more than 1-2 dice per turn on any single project in any single turn is wasteful.

If you want to get dice consolidation, you need to reverse the trends that gave you dice fragmentation. Such as:
As far as as can I can see the vast amount of projects have more than 150 progress, yet you 1Die/turn them anyway. Second, by Halfing your dice the plans would turn into a size again where I dont hit my head against the desk halfway through writing it. Third there is overflow to other similar projects in the same location.
One possibility would be to allow overflow from one project to another in the same region or country in the same category. For example one of the goals is to complete Ushaias Airbase in Argentina, but as also have the goal to build a Logistics Seaport in Argentina, Both are Infrastructure projects in South America so maybe the overflow points for Ushaias could go to the Argentine seaport at full efficiency.

Another idea is that some of the projects that get a single dice allocated do so because they are so close to completion that extra dice would be wasted. Some of them are close enough to completion that the bonus for that category is enough to finish it off, like the Military bonus for the APC and Tank factories in Frankfurt. Maybe an option that close to completion could just be paid for with Resources rather than requiring expenditure of a dice?

So to give my thoughts on the situation and the best way to resolve it, my understanding of the situation is that the QM wants less dice being rolled each turn and to focus more writing the cool stuff over just writing "this project has made a bit more progress this turn".

Personally, if the issue is that the QM wants more dice being used each turn, then halving our dice, Admin Cap, dice bonuses and project progress while doubling the resource cost is doable through I personally not half the dice bonus as halving project progress seems an acceptable substitute for doubling the resource costs. If the QM wants less dice being used, this is an effective way to do so as it changes the plans from spending 40-50 dice to 20-25, which is closer to what we had earlier in the quest.

That said, I have three ideas that I think could be used to encourage the players to spend multiple dice on a project rather than spreading them out. The first is more overflow as while we do have some already, it doesn't feel like there is much of it and to be honest, I'm not entirely sure how the current overflow setup works. I know that leftover progress Logistical Ports/Airports give a boost to the more advanced Infrastructure projects in that location and the experimental programs sometimes give their excess progress to the following development programs. The lack of overflow or at least the apparent lack of overflow means I am very hesitant to commit more dice than needed because if a project can be completed with a good roll or two, then we risk wasting progress and therefore resources on the project. Overflow changes this as instead of that progress and the resources spent to get it being wasted, it is carried over to a different project where it is still useful to us.

To give an example of having more overflow being useful, instead of sticking one dice on six different Logistical Airports last turn, I could have stuck two or three dice on one to guarantee its success, knowing that the excess progress would be wasted would be carried to a related project such as a Logistical Port in the same location or another Logistical Airport. Ideally, the voters should have some say in where it goes overflow going to Maintenance and Supply Bases isn't helpful when we are trying to build a bunch of Logistical Ports/Airports. Personally, I don't think it is too much of a burden to go "-[] Logistical Airport Construction (Cape Town/Sidney/Rio de Janeiro), 4 Org Dice", but I admit I am biased from my own perspective as the primary plan maker and calculator of Math Posts in this quest as while I feel it is an easy thing to do, other people might find this harder to get their heads around then I do.

Personally, I think more overflow is needed if the QM wants us to spread out our dice so much and especially if they intend to cut how many dice we are spending without cutting the number of available projects in half. If I didn't have to worry about progress and the resources spent to get that progress being wasted due to an apparent lack of overflow, I would definitely be okay with stacking up multiple dice on a single project as the excess progress doesn't get wasted and it has a higher chance of ensuring that the project completes that turn.

The second is to give culminative bonuses for stacking dice on a project. Similar to what we do with the deployments at the moment except the deployment bonuses encourage spreading out the dice over multiple turns over stacking them up on a single turn. To me, doing something like giving a dice bonus that increases with each additional die used on a project that turn would definitely incentivise stacking dice instead of spreading them out through not as much as more overflow. For example, putting a single dice gives no bonus, but putting two dice on a project gives an +5 bonus to each die for a total of an +10 bonus progress. With three dice, this bonus increases to +10 for a total bonus of +30 progress and with four dice, it is upped to +15 bonus to each die for a total +60. The exact numbers can change, especially since the bonus gets ridiculous with higher numbers of dice, but at the same time, Sokolov's trait limits us to four dice so it shouldn't get too large so long as we have Sokolov as our character. I hope that the idea I am getting at is clear.

Personally I think that more overflow and culminative bonuses solve different problems. More overflow helps with us spreading out our dice across multiple low-progress projects as it avoids inefficiency as progress and resources aren't wasted. Meanwhile culminative bonuses help get us to stack dice on high-progress projects instead of whittling them down as it makes it more efficient to stick multiple dice on the project over whittling them down.

The third is not every action blurb needs to be written up with detail. Like with the ongoing deployment projects, just being a sentence or two to say that this is ongoing or this is now done can sufficient for the projects that the QM finds more boring to write.
 
[X] Plan Helping Refugees & Other Stuff Too

I think @Oshha has articulated things pretty well. The Players/Voters are not doing this as an arbitrary measure of meanness, it's a reaction to the mechanics and options presented to us.

Also, to be honest, if part of the issue with your motivation to writing the updates is how "fiddly" all the various individual projects feel @BOTcommander , then my off-the-cuff suggestion would be abstraction.

Right now, not counting write-ins, we have:
-14 Infrastructure options
-7 Industry options
-14 Services options
-4 Orbital options
-4 Military (general) options
-18 Military (ground forces) options, and that's not counting the sub-options for Factory locations
-6 Military (air force) options, with 2 sub-options apiece on 2 actions
-8 Military (navy) options, not counting the sub-options for Factory locations
-5 Military (security forces) options
-14 Administrative options.

And of all of those, 4 Infra, 4 Industry, 4 Services, 1 Orbital, 7 Ground Forces, 3 Air Force (4 if one of the VTOL sub-options is chosen), 1 Navy (3 if counting each sub-option), all require more than 200 progress. Probably close to half of those require less than 300, though.

So out of 100 options (rough estimate once you look at the sub-options for individual factory sites), only 23 require more than 200 Progress. Let's round up and say 25.

So 25% of our options require more than 200 Progress.

I'm going to be honest, looking at the list, and seeing your comments both here and in Discord, I think that your QM/GM experience would be happier if you tried to consolidate and abstract a lot of this stuff. Don't get more specific (in the options themselves) than Continent, and have a few bigger projects that are things like the Rail+Road construction. If our Dice, Resources, and Bonuses stayed as-is, but the list of options was condensed down to 50% or even 30% of what we have now (at least in the categories with more than 4 Options), I think we the player base would have to engage in the classic Plan-quest-angst of "we need to do 5 things but can maybe do 2 and will crash and burn on the other 3), but you would be writing fewer, larger entries focused on higher-level things.

I'm not telling you how to run things, but I am trying to take what comments I've seen from your side, and give some thoughts from our side on what could be done.
 
cough cough
Alright guys, I owe you an apology, especially @Oshha. My prescription for my ADHD meds had been empty for the last few days and I just got around to my doctor to refill them. Medicated me sees no problems with the scope of Oshha's plan and I know want to tell my unmedicated me to eat a snickers and go away from the internet for a few hours and play some Stellaris or some shit. So if I was whiny, easily irritated or attention seeking in the last few hours I am sorry. Some of the irritation I felt had a valid core and that is making the quest a little more accessible for people, since with org dice, factories, contractors and dice capacity it has more sub-mechanics than the other popular planquests. So at the moment I am gravitating towards to the "cutting your dice in half"-approach, and make a few of the low progress items turn into "requires one die", since that would effectively cut down the complexity.
 
Magical Geometry Testing Log [Canon]
Magical Geometry Testing Log

Entry #341

Testing Personnel: Specialist Markuss Odhner, Lab Assistant Jennifer Decker

Lab Assistant Decker: "Alright, magical geometry test number 341. With me is a specialist on magical symbolism in the 14th century AD. Today we are experimenting with some new symbols. Our first expected result will be to try and increase the magical level in the testing area by at least 1 Ongstrean. Specialist Odhner will be using a robotic arm to draw the symbols. I will be monitoring the Ongstrean detector. Odhner you may begin."

Specialist Odhner: "Thank you Decker. Now, To begin I will drawn a Octagon in the middle of the first drawing area. While close to a circle, the multiple wide angles should help increase the magical level. "

*Sounds of chalk being used to draw.*

LAD: "Negligible change in ambient magical levels."

SO: "Alright, Now, to augment this I will draw four other Octagons at its 'corners'."

*More chalk drawing sounds.*

LAD: "Still no noticeable change in ambient magical levels."

SO: "Alright, and to finish off the drawing I will add four lines to connect all the symbols. The lines have wide angles."

*Chalky braod stroke sounds.*



LAD: "Ambient Magical levels have jumped from 1 Ongstrean to 1.01 Ongstrean. This supports previous theories about various shapes and angles. Now to keep the symbol there, but to attempt to negate its effect with another symbol. Odhner."

SO: "Right. In the second drawing area I will draw a triangle in the center."

*Chalk noises.*

LAD: "No change in Ambient Magic Levels."

SO: "Alright, Now to draw four triangles at its 'corners'."

*Chalk on concrete sounds.*

LAD: "No change in Ambient Magic."

SO: "And finally, connecting lines with sharp angles in them."

*Quick determined chalk sounds.*



LAD: "Ambient Magic Levels have returned to baseline. 1 Ongstrean detected. This supports previous theories. Test complete."
 
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[X] Plan Helping Refugees & Other Stuff Too

Animal peoples from the animations! What an interesting development!
 
...Now I can't help but wonder what it was a roll for...
Considering we are now stuck with a refugee crisis that the Cairngorm spirits hoisted of onto us...
And how their abilities stacks up to standard humans.
it was literally a kemonomimi roll.
And given I am the best QM I had to deliver.

Edit: Had to censor everyone who is not me.
 
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Lead is large enough, I will roll.
[] Plan Helping Refugees & Other Stuff Too
Infrastructure (2/5 Dice, 6/6 Org Dice, 200R)
-[] Logistical Airport Construction (Cape Town), 1 Org Die, (30R & 70.00%)
-[] Logistical Airport Construction (Sidney), 1 Org Die, (30R & 59.00%)
-[] Logistical Airport Construction (Rio de Janeiro), 1 Org Die, (30R & 88.00%)
-[] Logistical Port Construction (Kuwait), 1 Org Die, (25R & 0.00%)
-[] Logistical Port Construction (Beirut), 1 Org Die, (25R & 0.00%)
-[] Rail and Road Expansion (Phase 6), 1 Die (15R & 0.00%)
-[] Maintenance and Supply Naval Base Expansion (Hong Kong), 1 Die, 1 Org Die, (45R & 29.26%)
Industry (2/5 Dice, 6/7 Org Dice, 185R)
-[] Replacement Part Factories (Stage 2), 2 Org Dice, (60R & 0.00%)
-[] Fuel Extraction and Refining Expansion (Phase 6), 1 Die, 4 Org Dice, (125R & 100.00% & 25.83%)
Service (4/4 Dice, 5/5 Org Dice, 225R)
-[] Magic Metallurgy Basic Research, 1 Die, 2 Org Dice, (100R & 80.71%)
-[] Antarctica Anomaly Research Expedition, 1 Org Die, (40R & 59.00%)
-[] Lycanthropy Curing Program, 2 Dice, (30R & 77.89%)
-[] UNDC Linguistics Team, 1 Die, 2 Org Dice, (55R & 83.33%)
Orbital (3/4 Org Dice, 55R)
-[] UNDC Global Positioning Constellation, 2 Org Dice, (0R & 33.21%)
-[] Orbital Communications Constellation (Phase 1), 1 Org Die (55R & 0.00%)
Military (8/8 Dice, 9/9 Org Dice, 415R)
-[] Passive Exoskeleton Deployment, 1 Die, (20R & 0.00%)
-[] Reactive Armor Deployment Refit, 1 Die, (20R & 0.00%)
-[] Galil Ace Deployment (Stage 2 Fighting Forces), 1 Org Die, (30R & 0.00%)
-[] Tank Factories (Frankfurt), 1 Org Die, (30R & 100.00%)
-[] APC Factory (Frankfurt), 1 Org Die, (30R & 100.00%)
-[] Infantry Gear Complexes (Lorraine), 1 Die, 1 Org Die, (55R & 22.78%)
-[] Air-to-Air Missile Factories, 1 Org Die, (30R & 54.00%)
-[] B-3 Bomber Codevelopment Program (USAA) (Conventional), 1 Org Die, 1 DARPA Die, (45R & 80.47%)
-[]Multi Role Jet Codevelopment Program (ASDEU) (VTOL Capable), 1 Org Die, 1 DARPA Die, (45R & 38.28%)
-[] Vertical Launch Munitions Assembly Plants (Phase 1), 2 Org Die, (60R & 21.45%)
-[] Frigate Yard Construction (Osaka), 1 Industry Die, (30R & 83.00%)
-[] Defence Command Security Hospitals, 1 Die, (20R & 95.00%)
-[] Security Review (Infrastructure), 4 Dice, (0R & 100.00%)
Administration (4/5 Dice, 0R)
-[] Convene with Cairngorms Spirits for assistance (Is there a way to simplify communication between us?), 1 Die, (0R & Autopass)
-[] Organise immediate Emergency Aid for the Refugees, 1 Die, (0R & Autopass)
-[] Military Priority Communication, 2 Dice, (0R & 67.60%)
Total: 55/55 Admin Cap, 1,080/1,110 Resources
BOTcommander threw 1 100-faced dice. Reason: Airport (Cape Town) Total: 86
86 86
BOTcommander threw 1 100-faced dice. Reason: Airport (Sydney) Total: 70
70 70
BOTcommander threw 1 100-faced dice. Reason: Airport (Rio) Total: 39
39 39
BOTcommander threw 1 100-faced dice. Reason: Port (Kuwait) Total: 70
70 70
BOTcommander threw 1 100-faced dice. Reason: Port (Beirut) Total: 38
38 38
BOTcommander threw 1 100-faced dice. Reason: Rail and Road Expansion Total: 18
18 18
BOTcommander threw 2 100-faced dice. Reason: Naval Base (Hong Kong) Total: 90
66 66 24 24
BOTcommander threw 2 100-faced dice. Reason: Replacement Part Factories Total: 62
28 28 34 34
BOTcommander threw 6 100-faced dice. Reason: Fuel Extraction and Refining Total: 298
30 30 6 6 59 59 93 93 79 79 31 31
BOTcommander threw 3 100-faced dice. Reason: Magic Metallurgy Total: 143
7 7 78 78 58 58
BOTcommander threw 1 100-faced dice. Reason: Antarctica Anomaly Total: 41
41 41
BOTcommander threw 2 100-faced dice. Reason: Lycanthropy Curing Program Total: 101
80 80 21 21
BOTcommander threw 3 100-faced dice. Reason: UNDC Linguistics Team Total: 169
24 24 71 71 74 74
BOTcommander threw 2 100-faced dice. Reason: Global Positioning Constellati Total: 194
97 97 97 97
BOTcommander threw 1 100-faced dice. Reason: Communications Constellation Total: 83
83 83
BOTcommander threw 1 100-faced dice. Reason: Passive Exoskeleton Total: 54
54 54
BOTcommander threw 1 100-faced dice. Reason: Reactive Armor Total: 85
85 85
BOTcommander threw 3 40-faced dice. Reason: Galil Ace Deployment Total: 55
16 16 1 1 38 38
BOTcommander threw 1 100-faced dice. Reason: Tank Factories (Frankfurt) Total: 2
2 2
BOTcommander threw 1 100-faced dice. Reason: APC Factory (Frankfurt) Total: 78
78 78
BOTcommander threw 2 100-faced dice. Reason: Gear Complexes (Lorraine) Total: 32
22 22 10 10
BOTcommander threw 1 100-faced dice. Reason: Air-to-Air Missile Total: 43
43 43
BOTcommander threw 2 100-faced dice. Reason: B-3 Bomber Total: 110
100 100 10 10
BOTcommander threw 2 100-faced dice. Reason: Multi Role Jet Total: 64
27 27 37 37
BOTcommander threw 2 100-faced dice. Reason: Vertical Launch Munitions Total: 111
44 44 67 67
BOTcommander threw 1 100-faced dice. Reason: Frigate Yard Total: 70
70 70
BOTcommander threw 1 100-faced dice. Reason: Security Hospitals Total: 59
59 59
BOTcommander threw 4 100-faced dice. Reason: Security Review Total: 221
53 53 43 43 58 58 67 67
BOTcommander threw 2 100-faced dice. Reason: Military Priority Communicatio Total: 132
72 72 60 60
 
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