Attempting To Fulfil Your Contract: A Noveria Planquest [Mass Effect]

[X] Plan Currying Favor
HI 3/3 +3 Free 70R +5
-[X] Spaceport Expansion Program 211/500 1 dice 20 R 0%
-[X] Destructive Testing Range (Peak 18) 0/150 3 dice 30 R 63%
-[X] Destructive Testing Range (Peak 41) 101/150 2 die 20 R 93%
AI 3/3 40R +15
-[X] Network Isolation Lab 93/150 2 dice 30 R 97%
-[X] Prototyping Workshop (Peak 28) 0/150 1 die 10 R 0%
Infra 3/3 60R +25
-[X] Breaking Ground: Peak 12 69/200 3 dice 60 R 97%
Security 4/4 25R +7
-[X] Mountain Monsters 22/100 3 dice 15 R 97%
-[X] Enhanced Border Security 122/150 1 die 10 R 80%
Admin 3/3 0R +5
-[X] Internal Sweeping (Admin) DC 40 3 dice 96%
Free 3/3
3 HI

195/287


Spaceport: +16 Cargo -2 Housing, (Narhu Combine: +1P, +1F)
Peak 18: (Nezo Aerospace: +1P, +1F)
Peak 41: (Korten Machines: +1P, +1F)
Network Isolation Lab: -1 Power (Synthetic Insights: +1P, +1F)
Peak 28: (Long Winter Studios: +1P, +1F)
Peak 12: Future options
Mountain Monsters: Future options
Enhanced Border Security: +5 ES
Internal Sweeping: (Remove corruption, other consequences unclear)


Corps at Negative Favor (so dropping our income)
Itavan Skyworks
Long Winter Studios (Peak 28)- started
Nezo Aerospace (Peak 18)-63%
 
[X] Plan No overkill
HI 3/3 +3 Free
-[X] Spaceport Expansion Program 211/500 3 dice
-[X] Destructive Testing Range (Peak 18) 0/150 2 dice
-[X] Destructive Testing Range (Peak 41) 101/150 1 die
AI 3/3
-[X] Network Isolation Lab 93/150 1 dice
-[X] Prototyping Workshop (Peak 28) 0/150 2 die
Infra 3/3
-[X] Breaking Ground: Peak 12 69/200 2 dice
-[X] Ground-Orbit Uplink Site 26/300 1 die
Security 4/4
-[X] Mountain Monsters 22/100 1 die
-[X] Enhanced Border Security 122/150 1die
-[X] Emergency Drills 0/100 2 dice
Admin 3/3
-[X] Internal Sweeping (Admin) DC 40 3dice


Haven't we learned from all the plan games that overcommitment and rush dice are bad. We have time to execute this plan. There's no point, no benefit, in overcomitting dice.

All it does is waste resources and delay other projects.
 
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[X] Plan Diverse Investments
-[X] Spaceport Expansion Program (Progress: 211/500 - 20 Resources per die) (+16 Cargo, -2 Housing) (Narhu Combine: +1P, +1F) 3 dice
-[X] Destructive Testing Range (Progress: 101/150 - 10 Resources per die) (Korten Machines: +1P, +1F) 1 free dice
-[X] Network Isolation Lab (Progress: 93/150 - 15 Resources per die) (-1 Power) (Synthetic Insights: +1P, +1F) 1 free dice
-[X] Holoaugmented Design Space (Progress: 0:150 - 10 Resources per die) (-2 Power) (Itavan Skyworks: +1P, +1F) 3 dice
-[X] Breaking Ground: Peak 12 (Progress: 69/200 - 20 Resources per die) 2 dice
-[X] Ground-Orbit Uplink Site (Progress: 26/300 - 20 Resources per die) (+16 Network) 1 dice + 1 free dice
-[X] Mountain Monsters (Progress: 22/100 - 5 Resources per die) 1 dice
-[X] Enhanced Border Security (Progress:122/150 - 10 Resources per die) (+5 ES) 1 dice
-[X] Emergency Drills (Progress: 0/100 - 5 Resources per die) 2 dice
-[X] Internal Sweeping (Administration) 2 dice + 1 locked in

[X] Plan Currying Favor
 
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[X] Plan No overkill

1 dice less and they are around 50% finish chance
I fail to see the problem. 50/50 chance the project finishes and you're free to get the other die on something else. 50/50 chance it doesn't and you have to spend a second die next turn.

Keep that pattern up and you end up wasting a large fraction of your total dice budget on overkill, because projects that should take on average 1.5 or 2.5 dice to complete always wind up taking on average two or three, and 1/4 to 1/6th of the dice are just wasted.
 
[X] Plan Future Proof

Remember that overflow does good things, so it can be good to have on the right projects.
 
[X] Plan No overkill

I'd still much rather have more work being done than trying to get overkill bonuses that are more uncertain.
 
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