Mathpost the second:
Blue Zone Arcologies (Stage 4) 494/465 Stage 5 29/450
Rail Network Construction Campaigns (Phase 6) 108/245
Suborbital Shuttle Service (Phase 3) 154/150
Second Generation Repulsorplate Factories 365/525
North Boston Chip Fabricator (Phase 5) 406/1805

Second Generation Continuous Cycle Fusion Plants (Phase 3) 392/275 Phase 4 117/270
Bergen Superconductor Foundry (Phase 4) 523/610
Reforestation Campaign Preparations (Phase 1) 737/805

Agriculture Mechanization Projects (Phase 2) 300/230
Improved Hewlett Gardener Refits (Phase 2) 212/210
NAT 1
Coordinated Abatement Programs (Phase 2) 273/180 Phase 3 93/175
Tiberium Vein Mines (Stage 10) 149+5=154/150 Phase 11 4/165

Enhanced Harvest Tiberium Spikes 145/180
GDSS Columbia (Phase 5) 1017/1015
GDSS Shala (Phase 5) 868/975
Hospital Bay 355/300
Primitive Prototype Portal Construction 279/400
Library Enhancement Programs 241/180
University Program Updates 310/250

Cosmetic Biosculpting 194/345
Governor A Development 127/40
Island Class Assault Ship Deployment 70/135
Shark Class Frigate Shipyards (Seattle) 251/230
Modular Rapid Assembly Prototype Factory 102/265
Transorbital Fighter Development 74/60
Orca Wingmen Drone Deployment (Phase 2) 196/215
Munitions projects:
Anti-radiation Munitions Deployment (Munitions) 200/265
Ultralight Glide Munitions Deployment (Munitions) (Phase 1) 200/165 Phase 2 35/150
Railgun Munitions Factories (Phase 3) (Munitions) 150/160


Net results from projects:
+8 High Quality Housing
+9 Energy
+1 Energy Reserve
+8 Logistics
+12 Food
+1 Health
-6 Capital Goods
+4 Consumer Goods
-1 Labor
+30 Rpt
Converts 450 processing capacity to IHG ???
+3 Red Zone Abatement
2k Permanent residents in SPAAAACE
+3 available Bays on Columbia
+5 Political Support
Increases Labor outputs
Design for SPAAAACE-capable fighters
Cruiser design for refits
Shaaaaaark


Economic Indicators:
Housing: 72 + 1 (BoA) + 8 (BZ Arcologies) = 81
Population In Low Quality Housing: 9 - 1 (BoA) - 8 (BZ Arcologies) = 0
Energy: 34 + 5 (DEA) - 2 (BZ Arcologies) + 19 (2CCF) - 1 (Agri Mech) - 6 (Sharks) -1 (Ultralight Glide Munitions) = 48
Energy Reserve: 5 + 1 (BZ Arcologies) = 6
Logistics: 26 + 8 (Shuttles) = 34
Food: 29 + 12 (Agri Mech) = 41
Reserve: 24 backed reserve, 5 unbacked reserve
Health: 23 + 1 (Hospital Bay) = 24
Capital Goods: 25 + 2 (DIA) - 1 (Agri Mech) - 2 (Vein Mines) - 1 (Universities) - 2 (Sharks) = 21
Capital Goods Reserve: 304 + 21 = 325
Consumer Goods: 242 + 10 (Private Industry) + 3 (Sub-Departments) + 1 (Perennials) + 4 (BZ Arcologies) = 260
Labor: 28 + 0 (Net Growth) - 1 (2CCF) = 27
Tiberium Processing: 2760 + 30= 2790/3800 (900? IHG)
STU Generation: 6
STUs: 6
Tiberium Reserve: 0/500
Taxation Per Turn: 140 + 20 (Private Industry) = 160
Space Mining Per Turn: 100
Maintenance Reductions: 50
Total Income: 1265 + 20 (Private Industry) + 30 = 1315 RpT
Income Reserve: 25 + 1265 (Q3 Income) - 1225 (Q3 Plan Cost) = 65 R
Green Zone Water: 5
Political Support: 94 - 10 (Tib Spikes) + 10 (Columbia) + 5 (Libraries) = 99
YZ Mitigation: 104
RZ Mitigation: 86 + 3 (Coordinated Abatement) = 89
Space Population: 3.15k + 2k (Columbia) = 5.15k

I'm waiting to see what the critfail on IHG refits does before putting anything up regarding that.

Edit: adding Tib Spread
New Tiberium Spread
25.01 (+0.02) Blue Zone
0.06 (+0) Cyan Zone
23.03 (+.02) Yellow Zone (104 points of mitigation)
51.86 (-.04) Red Zone (86 89 points of mitigation)
 
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Alright. Live reaction.

Below average on Arcologies but not to bad.

Rails did well.

95 on shuttles! I think that completes it? Very nice.

Even with the 4 repulsorplates did above average. Great start.

North Boston did even better.

Powerplants did incredible.

Below average on Bergen.

Reforestation did... quite badly. Unfortunate.

Mechanization did well.

Refits did badly and a nat 1. Crap.

Abatement did average.

Mining did great.

Low rolls on tib spike...

Low on Columbia...

Really bad rolls on Shala. The gamble did not pay off.

Hospital bay did well.

All services did above average.

The new governors did wonderful. As did sharks and Modular assembly.

And Islands, orbital fighters, and wingmen did poorly.

Some definite highs and lows. I don't think any of the things we wanted to try and get done before elections completed.
 
Also, please note:

Munitions projects:
Anti-radiation Munitions Deployment (Munitions) 200/265
Ultralight Glide Munitions Deployment (Munitions) (Phase 1) 200/165 Phase 2 35/150
Railgun Munitions Factories (Phase 3) (Munitions) 150/160

I'm waiting for an answer on whether omake bonuses apply to projects where no dice were rolled but a subdepartment added progress. I expect probably not.

Edit: the omake completion bonus does not apply. Railgun Munitions Phase 3 completes next turn.
 
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So will this be enough to get people to vote for predictive modelling now?
My only objection to PMM in the past was needing additional additional Cap Goods, more then 20 is fine, so I'm fine with it.

Railgun Munitions Factories (Phase 3) (Munitions) 150?/160

I'm waiting for an answer on whether omake bonuses apply to projects where no dice were rolled but a subdepartment added progress. I expect probably not.

Given that it was not the case for Ultralight Glide Munitions last turn when that finished at 150/165 I'd assume not.
 
Well the nat 1 sucks for the refits, but I'm more upset at the rolls for Reforestation. Two single digit rolls and only one was above fifty. That's some major suckage. It's the return of the Dry Freezers! And I'm pretty sure Shala isn't done, so that's going to suck with how many die it used.
Eh, the difference between Freeze Dried Food Plants and Reforestation is that Restoration is a much bigger project. Ironically, that makes this run of low dice much less of a headache. What made the bad luck on Freeze Dried Food Plants so frustrating was that the bad luck was never to a degree where it was worthwhile to throw extra dice at the problem. So we just kept trying and failing to cherry tap it in. Reforestation has another huge phase to eat up any overkill, so we shouldn't have that problem.

Shala definitely stings, but we'll be in a good position to finish it with two dice next turn. That softens the blow somewhat.
 
And a 20 surplus would have helped out heaps when we had our industrial zones attacked in the past.
Just because we've had bad rolls recently doesn't mean we should ignore the other risks in this game.
 
North Boston Chip Fabricator (Phase 5) 36 + 4 * 27 + 234 = 378/1805
Hi has a die bonus of +34, not +27.
Enhanced Harvest Tiberium Spikes 0 + 2 * 39 + 57 = 135/180
This is missing the +5 for tech development.
Primitive Prototype Portal Construction 73 + 2 * 35 + 116 = 259/400
I believe Ithillid has said that this project gets both the +5 for tech development and the +5 for station building bonuses.
Library Enhancement Programs 149 + 1 * 34 + 57 = 240/180
This isn't important here, but the Services bonus should be +35, not +34.
Cosmetic Biosculpting 87 + 1 * 34 + = /345
This one isn't finished yet, and the bonus is off by one.
Governor A Development 0 + 1 * (34 + 5) + 91 = 130/40
Also not important, but the Military (base) bonus is +31, not +34.
And a 20 surplus would have helped out heaps when we had our industrial zones attacked in the past.
Just because we've had bad rolls recently doesn't mean we should ignore the other risks in this game.
That's what the over 300 CG Reserve is for.
 
Hi has a die bonus of +34, not +27.

This is missing the +5 for tech development.

I believe Ithillid has said that this project gets both the +5 for tech development and the +5 for station building bonuses.

This isn't important here, but the Services bonus should be +35, not +34.

This one isn't finished yet, and the bonus is off by one.

Also not important, but the Military (base) bonus is +31, not +34.

This is what I get for rushing through it at the last second. Thanks, fixed.
 
Housing: 72 + 1 (BoA) + 8 (BZ Arcologies) = 81
Population In Low Quality Housing: 9 - 1 (BoA) - 8 (BZ Arcologies) = 0
Energy: 34 + 5 (DEA) - 2 (BZ Arcologies) + 19 (2CCF) - 1 (Agri Mech) - 6 (Sharks) - 1 (Ultralight Munitions) = 48
Energy Reserve: 5 + 1 (BZ Arcologies) = 6
Logistics: 26 + 8 (Shuttles) = 34
Food: 29 + 12 (Agri Mech) = 41
Reserve: 24 backed reserve, 5 unbacked reserve
Health: 23 + 1 (Hospital Bay) = 24
Gotta say. Our indicators are looking pretty great.
Capital Goods: 25 + 2 (DIA) - 1 (Agri Mech) - 2 (Vein Mines) - 1 (Universities) - 2 (Sharks) = 21
Except this one if we want ppm. Going down to 1? With the ten we need to give to private industry? And whatever our other projects need?

I dunno...
This is missing the +5 for tech development.
But that's a platform not a tech, right?
 
Well at least the civilian population is either moved into nice arcologies or apartments. Anyone living in the available low quality stuff is either doing it for a job or just wants to live there for some reason.

So that's a nice win. At least until the next refugee crisis. Which will probably kick off when Karachi happens.
 
Hmm...

Now that mechanization is done and the window for elections has closed (they are this turn, right?) I'm thinking we should slow down a bit on reforestation.

Like 3 dice on that, 2 on spider cotton, 1 on tarberries.

Working on a plan goal. Capitol goods. Energy. And starting up whatever finishing up the modified plants gets us.
 
That's what the over 300 CG Reserve is for.
Here are some other things a +20 surplus helps with:
When someone needs a new computer for something, they consult a catalogue and get something tailored to their task; rather than looking up where the last available computer is running off a production line.
Replacement parts are available locally, not having to be tetris managed across the whole planet.
We are allowed to hand out Goods for private enterprise, which is now generating enough income to activate ~7 dice and growing.

Being at +0 just means that our production of capital goods somewhere inside the orbit of the moon is equal to our consumption.
That doesn't mean that everyone is getting the parts need in a reasonable time frame. (Although our large Logistics surplus would help there.)
Being at +20 means that hardware is abundant and that we can use the best parts for the job at hand, not just the bare minimum of whatever is available.
It means that supply chains can be optimised to not require raw materials to be shipped three times around the planet before they become deployed hardware.

And this is all rather pointless when we can generate another +12 Capital Goods next turn to cover the costs of PMM.
I never said don't do the PMM.
I just said that I don't think we exchange one good thing for another. (Especially not when we use a die to do so.)
Build the Capital Goods to cover PMM, and we lose nothing.
 
Plan Goals:
Provide 27 20 Consumer Goods points from the Treasury: In Progress
Provide 1 Consumer Goods from Agriculture
Increase Income by 480 : In Progress
We got +8 Consumer Goods from the Treasury, counting subdepartments and perennials. Did you leave out the Perennials? I think that should be 19 left on line 1, Line 2 complete, and Line 3 should be 450. (As taxes don't count.)
Except this one if we want ppm. Going down to 1? With the ten we need to give to private industry? And whatever our other projects need?

I dunno...
But that's a platform not a tech, right?
We don't need to give Capital Goods to private industry at the same time we do PMM.

And platform developments also get Seo's +5 bonus. Deployments don't.

Also, Probability Array has been updated.
 
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