[X] Plan securing the blue and yellow
Infra 0/4 0 R +2
HI 3/3 15 R +2
-[X] Blue Zone Power Grid Reconstruction (Phase 1) 0/200 2 dice 10 R
-[X] Fission Turbine Plants 38/100 1 dice 5 R
LC Ind 3/3 10 R +2
-[X] Prefabricated Shelter Plants 86/100 1 dice 10 R
-[X] security review 1 Dice 0R
Agri 3/3 30 R +2
-[X] Fungal Farms 75/150 2 dice 20 R
-[X] Pharmaceuticals greenhouses. 0/100 10R
Tiberium 4/4 + 2 Free 120 R +7
-[X] Blue Zone Tiberium Abatement (Phase 1) 0/200 4 dice 80 R
-[X] Yellow Zone Tiberium Harvesting (Phase 2) 2 Dice 40R
Orb 1/3 0 R +2
Services 3/3 15 R +12
-[X] Yellow Zone Refugee Camps (Phase 1) 139/300 3 dice 15 R
Military 1/3 0 R -3
-[X] Third Tiberium War Performance Review GDI Steel Talons 1 dice
Bureau 3/3 +2
-[X] Security Reviews: Light and Chemical Industry DC 60 3 dice+1 LCI 0R

195/200R

With the additional +2 we get to all dice I am willing to risk 4 dice on the blue zone project and spend 2 more on the yellow zone that will reduce both zones shrinking and we can go all in the glacier next turn for income.
only doing one security review as I think doing one good is better than two average investigations.
I went with Pharmaceuticals greenhouses instead of the solar taps as I think the lack of food and health is a bigger issue than a lack of energy.
 
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1. That probably won't happen. It is a good piece, and I will be calling it canon but Omakes are only going to be used to finish out whatever the plan rolls too low for. So if you are at 135-140 of Fungal Farms it will be, but above 140 there are semi and non canon Omake that I will be using instead.
2. Do you have a title for this?
1. Okay, in that case use it where it is applicable and thank you.
2. "A Relationship Renewed"
 
Adhoc vote count started by Ithillid on Mar 13, 2021 at 8:05 AM, finished with 50 posts and 17 votes.

  • [X] Plan Blue Zone
    -[x] Blue Zone Power Grid Reconstruction (Phase 1) 0/200 2 dice 10 R
    -[x] Fission Turbine Plants 38/100 1 dice 5 R
    -[x] Prefabricated Shelter Plants 86/100 1 dice 10 R
    -[x] Solar Tarp Systems 91/150 1 dice 10 R
    -[x] Fungal Farms 75/150 2 dice 20 R
    -[X] Blue Zone Tiberium Abatement (Phase 1) 0/200 4 dice 80 R
    -[X] Tiberium Glacier Mining (Phase 1) 0/200 1 dice 30 R
    -[x] Yellow Zone Refugee Camps (Phase 1) 139/300 3 dice 15 R
    -[x] Third Tiberium War Performance Review GDI Steel Talons 1 dice
    -[x] Security Reviews: Orb DC 60 2 dice+1 Orb
    -[x] Security Reviews: Agri DC 60 1 dice+1 free +1 Agri
    [x] Plan Yellow Zone
    -[x] Blue Zone Power Grid Reconstruction (Phase 1) 0/200 2 dice 10 R
    -[x] Fission Turbine Plants 38/100 1 dice 5 R
    -[x] Prefabricated Shelter Plants 86/100 1 dice 10 R
    -[x] Solar Tarp Systems 91/150 1 dice 10 R
    -[x] Fungal Farms 75/150 2 dice 20 R
    -[x] Yellow Zone Tiberium Harvesting (Phase 2) 0/100 3 dice 60 R
    -[x] Tiberium Glacier Mining (Phase 1) 0/200 2 dice 60 R
    -[x] Yellow Zone Refugee Camps (Phase 1) 139/300 3 dice 15 R
    -[x] Third Tiberium War Performance Review GDI Steel Talons 1 dice
    -[x] Security Reviews: Orb DC 60 2 dice+1 Orb
    -[x] Security Reviews: Agri DC 60 1 dice+1 free +1 Agri
    [X] Plan Shelter and Power
    -[X]Blue Zone Reconstruction (Phase 1) 145 / 400
    --[X] 5 dice, 50 Resources
    -[X]Fission Turbine Plants 38/100
    --[X] 2 dice, 10 Resources
    -[X] Blue Zone Power Grid Reconstruction (Phase 1)
    -[X]Yellow Zone Refugee Camps (Phase 1) 139 / 300
    --[X]3 dice, 15 Resources
    -[X]Prefabricated Shelter Plants 86 / 100
    --[X] 1 dice, 10 Resources)
    -[X]Blue Zone Tiberium Abatement (Phase 1) 0/200
    --[X] 4 dice, 80 Resources
    [X] Plan securing the blue and yellow
    -[x] Blue Zone Power Grid Reconstruction (Phase 1) 0/200 2 dice 10 R
    -[x] Fission Turbine Plants 38/100 1 dice 5 R
    -[x] Prefabricated Shelter Plants 86/100 1 dice 10 R
    -[X] security review 1 Dice 0R
    -[x] Fungal Farms 75/150 2 dice 20 R
    -[X] Pharmaceuticals greenhouses. 0/100 10R
    -[X] Blue Zone Tiberium Abatement (Phase 1) 0/200 4 dice 80 R
    -[X] Yellow Zone Tiberium Harvesting (Phase 2) 2 Dice 40R
    -[x] Yellow Zone Refugee Camps (Phase 1) 139/300 3 dice 15 R
    -[x] Third Tiberium War Performance Review GDI Steel Talons 1 dice
    -[X] Security Reviews: Light and Chemical Industry DC 60 3 dice+1 LCI 0R


I am going to call it a bit early, as Plan Blue Zones has a very convincing majority.
Ithillid threw 2 100-faced dice. Reason: Blue Zone Power Grid Total: 113
73 73 40 40
Ithillid threw 1 100-faced dice. Reason: Fission Turbines Total: 14
14 14
Ithillid threw 1 100-faced dice. Reason: Prefabricated Shelter Plants Total: 3
3 3
Ithillid threw 1 100-faced dice. Reason: Solar Tarp Systems Total: 35
35 35
Ithillid threw 2 100-faced dice. Reason: Fungal Farms Total: 154
85 85 69 69
Ithillid threw 4 100-faced dice. Reason: Blue Zone Tiberium Abatement Total: 282
81 81 70 70 95 95 36 36
Ithillid threw 1 100-faced dice. Reason: Tiberium Glacier Mining Total: 44
44 44
Ithillid threw 3 100-faced dice. Reason: yellow zone refugee camps Total: 69
10 10 6 6 53 53
Ithillid threw 2 100-faced dice. Reason: Peformance Review Total: 28
20 20 8 8
Ithillid threw 2 100-faced dice. Reason: Security Review: Orbital Total: 80
73 73 7 7
Ithillid threw 2 100-faced dice. Reason: Security Review: Agriculture Total: 83
16 16 67 67
 
Could have players roll for options when you call for them.

Still blue zone is pretty much done as is the fungal farm.
 
Think this is the end results, unless I made a mistake on the math.

Blue Zone Power Grid Reconstruction (Phase 1) 117/200
Fission Turbine Plants 54/100
Prefabricated Shelter Plants 91/100 +10 SemiCanon Omake = 101
Solar Tarp Systems 126/150
Fungal Farms 243/150
Blue Zone Tiberium Abatement (Phase 1) 310/200 4 dice 80

Tiberium Glacier Mining (Phase 1) 51/200 1 dice 30 R
Yellow Zone Refugee Camps (Phase 1) 244/300 3 dice 15 R
 
Engineering! (Canon)
Omake = Engineering!

The Crucis Alpha Power Plant was one of the many that were going up throughout the various Blue Zones worldwide. That meant it need engineering teams both working on set up then bringing them online was stretching already strained resources.

Harry Owens sighed as he wiped his brow and looked out over the job site of the main turbines as various GDI and civilian contractors worked to get the whole thing online. He was originally a Marine Engineer with a reserve commission with the GDI Engineering Corps. He'd been called to the colours so to speak, during the Third War and was now helping set up one of these new plants in Ireland.

He poped his back. He'd been in that cramped position for a while, and he was getting stiff as hell. Grunting, he shoved himself back into the crawl space as he moved through and got back to the area he was wiring up to get the internal electricity back going. Some idiot didn't record where the lines were going to that section, so they had to trace over a load of crap, and he'd drawn the short straw and had to go into this good awful space.

It was hard work, but it beat dodging Noddie militants as they took potshots at him while he tried to get a bridge set up or perform field repairs on an APC with nothing but spit and prayers.

"Harry," came the Boss voice over the com, "How's the electricity coming?"

Grumbling, he activated his helmet com, "Ok, boss," he said, "looks like the whole thing was poorly wired. Should have them back in five."

"Good," the Boss said, "sooner we get the power back, the better."

"Yes, Boss," He said, "Any ETA on the final touches to the Turbine?"

"Yeah, looks like we should be done with Primary Turbine in about two hours," Boss said, "won't have time to do a test startup though the Techs want to run a few checks on the transformers and the windings for the generator, so it will push us back to maybe some time tomorrow afternoon maybe the day after."

"That sucks," He said, "that will push us back from our timetable."

"Tell me about it," the boss said, "I'll let you get back to its radio when you are done."

"Sure, boss," he said.

Owens sighed as his dexterous hands continued to work; the whole program had run into delays still. At least, it kept what passed for food on the table. Though when his term was up, he really wasn't sure what to do, shipping was picking back up, which meant he could get a chiefs hat if he wanted, but he wasn't sure if he wanted to go back to sea.

Maybe look at going into Tiberium Abatement with GDI? They always needed technical specialists after, as he mused, he worked quickly and before long he had completed the job.

He looked back over the job doing the final checks. Then he hit the coms, "Ok boss," he said, "flip the switch."

"Ok, we got power back here," said the boss, "Come back down Harry and a good job."

"Thanks, Boss," he said, "heading back now."

As he moved out maybe he should stay with the Corps after all it was a pretty good job and it put food on the table at least.
 
I'm like 99% sure the SV dice roller is fine and multiple people have run the statistics before, the idea that it's bugged is just one of those community myths where confirmation bias makes people only remember when it does what they don't like.
 
Yep. Looking back(and accounting for bias), the roller seems fin. I've seen both sides. Honestly though, omakes are the key to stabilize rolls. In quests where things are going well, omake bonuses are the extra edge that keeps the snowball rolling. For quests that are struggling like this one here, omake are what keeps things moving.
 
SV dice roller is fine, we just had bad luck this turn as dice averaged to about 43 (50.5 is average).

At least blue zone abatment phase 1 finished and fungal farms got overkilled. Oh and both security reviews passed so there is that.

I also think we have a good surplus of omakes so we should be able to finish solar tarps next turn off 1d100+2

Edit also with the 110 overflow on blue zone abatement if the phase 2 of that is also out of 200 than we may want to do phase 2 next turn, if not yellow zone phase 2 next turn. Still nice as it means we can drop 2 dice on glacier mining. Also curious if we get 5 or 10 resources out of blue zone abatement.
 
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Blue Zone Tiberium Abatement will give us 5 or 10 more income and with 2 projects complete we can continue all of those we were working on this turn and spend about 45-55R on new projects if we put 3 dice on Tiberium glaciers. depending on how much progress is needed for the next blue harvesting phase i am thinking of the yellow harvesting and Lithium Battery Plants to help with logistics and make the military improvement we promised to do as part of this 4-year plan cheaper.
 
I would not want 3 dice on glacier mining as while it does help for resources we need to keep advancing the other 3 to work towards our plan goal as well as reduce the rate of tiberium spread in those areas.

As it is we are operating on 160 or 165 income with 20 in reserve

So we are looking at-
3 dice on yellow/blue tiberium phas 2 (blue if it is out of 200 as we have 110 overflow making it 110/???) 3d100+21 needing 100 or 90 points
2 dice on Glacier mining (not likely to finish but keeps on chipping away and putting us in range to finish the following turn unless we roll bad)
which is 120 out of 180/185
1 on Solar Tarp 126/150 and 10 R likely to finish at needing 24+ from a 1d100+2 plus omakes if it gets close
2 on yellow zone refugee at 244/300 2d100+24 should finish us of, 10 R spent
2 on blue zone power phase 1 for 10 R - average rolls or slightly below average finishes phase 1 for +++ energy to chip into that problem
1 on Fission turbine for 5 R - keep on chipping away at this because the + energy by itself is not that great and overflow goes no where
30/35 R left
2 dice on Lithium Battery for 20 R unlikely to get 200 with 2d100+4 but we can chip away on it and it makes other projects cheaper as well as +Logistics
probably bank the remaning 10/15 for the following turn so we can continue our tiberium push.

Security Review: HI, Light, Tiberium, Services, Military, Bureau still need to be cleared out so try and get 2 more out of the way (no costs)

Likely to finish:
tiberium phase 2 for +5/10 resources
Solar Tarp +Energy
Yellow zone Refugee phase 1 +++ Housing +Health
Blue Zone Power Phase 1 +++ Energy

That should be enough to move energy from ----- to ---- it might be enough to move housing down a step as well, Health will likely drop to - thanks to prefb sheleter finishing this turn and yellow zone refugee in q4 (outside of bad rolls)

This turn we had:
+ Housing, + Health, ++ Food so Food should be neutral, health is at a low --, housing is not really changing though when added to +++ next turn might be enough to drop a step
 
The Steel Talons, the nickname for one of GDI's Independent Combat Development Battalions, have had a troubled few decades. Originally formed in the aftermath of the 2nd Tiberium War, Founded in 2031, they soon became embroiled in the Australian Debacle, both from their failure to contain Brother Marcion's chapter of the Black Hand, and then from their failure to defend GDI's Liquid Tiberium research station. While they have had significant technical advances to their name, like pioneering the railguns that now equip many of the Initiatives tanks, and being one of the main developers of the Third Generation Juggernaut Heavy Artillery Walkers, their military failures have haunted them through the Third Tiberium War.
In the war, their tasks have left them effectively constrained to defending a series of isolated research centres, with few victories to their name. However, they also have a long list of expectations, ranging from funding for new Titan and Wolverine battle walkers, next generation Myomer Fiber plants, to a new form of Heavy Assault mech, the Mastodon. Armed with a pair of rapid fire chin mounted autoloading artillery pieces, and anti aircraft missile launchers, the Mastodon is marginally smaller and significantly cheaper than the Second Tiberium War era design, but will still be a substantial project.
Beyond that, they have a new concept, the Havoc class scout mech. Built for deep penetration raiding, and named after one of their greatest supporters, the Havoc is intended to be lightweight, and equipped primarily with railgun autocannon and jump jets to give it the same mobility as Zone Troopers.

First draft for the Steel Talons writeup since I am feeling productive today.
 
Current Economic Issues:
Housing: Critical Shortages (------)
Energy: Severe Shortages (-----)
Logistics: Significant shortages (---)
Food: Sufficient production, significant inefficiencies in distribution (+)
Health: Some areas overserviced, other areas critically underserviced, overall shortages (-)
Labor: Practically unlimited

Current Tiberium Mitigation
Yellow Zone (6 points)
Red Zone (1 point)
Ithillid threw 2 100-faced dice. Reason: Tiberium Spread Total: 147
99 99 48 48
 
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