I'd describe most of those rolls as good enough. Boston is done, most of the rail work is done, Lab Meat finishes with bonuses, tarberries are done, Spidercotton finished a phase, reforestation is cursed. Both Transhuman Technology Deployment and Autodocs are finished, which is great.

Military didn't do so great. Fast Twitch Myomers and the Novahawk are done, but the next set of Zone Armor isn't done and neither did the particle beams. NGAV also didn't finish, but it couldn't with one die so that's not worth pointing out.

So yeah, a pretty okay turn with mostly expected results.

Edit: Actually Lab Meat finishes right on the nose, which is always amusing to me.
 
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Quick mathpost, please let me know if there are any mistakes:

Infrastructure:
-
Rail Network Construction Campaigns (Phase 6): 221 + 84 = 305/245, 60/???
-
Trans-American Railroad: 68 + 50 + (27*1) = 145/120
- Construction Drone Centralization: 0 + 92 + (27*2) = 146/120
- Drone Logistical Integration: 0 + 91 + (27*2) = 145/240
Heavy Industry:
-
North Boston Chip Fabricator (Phase 5): 1265 + 373 + (34*7) = 1876/1805
Light and Chemical Industry:
- Bergen Superconductor Foundry (Phase 5): 425 + 29 + (29*1) = 483/1140
- Factory Automation Programs: 0 + 46 + (29*1) = 75/280
-
Civilian Drone Systems: 0 + 87 + (29*2) = 145/150 finishes with omake
Agriculture:
- Reforestation Campaign Preparations (Phase 2): 447 + 74 + (29*2) = 579/790
-
Spider Cotton Plantations (Phase 2): 136 + 90 + (29*1) + (5*1) = 260/160, 100/165
-
Tarberry Plantations (Phase 4): 21 + 60 + (29*1) + (5*1) = 115/65
- Laboratory Meat Deployment (Phase 1): 0 + 112 + (29*2) = 170/170
Tiberium:
-
Deep Red Zone Tiberium Glacier Mining (Stage 4): 168 + 30 + (39*1) = 237/190, 47/190
-
Xenotech Tiberium Processing Plants (Stage 2): 16 + 189 + (39*4) = 361/300, 61/300
- Forgotten Experimentation: 0 + 110 + (39*2) = 188/260
Orbital:
-
High Density Housing: 255 + 26 + 1 + (5*1) = 287/295 finishes with omake
- Species Restoration Bay (Stage 2): 32 + 131 + (34*2) + (5*2) = 241/255 finishes with omake
- Lunar Homesteading (Phase 2): 5 + 292 + (34*5) = 467/250, 217/250?
Services:
-
Autodoc Systems Deployment: 0 + 245 + (35*4) = 385/280
- Transhuman Technology Deployment: 0 + 202 + (35*4) = 342/300
Military:
- Military Particle Beam Development: 0 + 45 + (31*1) + (5*1) = 81/100
-
NovaHawk Development: 0 + 59 = 59/40
- Next-Generation Armored Vehicles: 0 + 41 + (31*1) + (5*1) = 77/160
- Ground Forces Zone Armor (Set 2) (Phase 1): 16 + 151 + (31*3) = 260/285
-
Fast Twitch Myomers Development: 0 + 72 + (31*1) + (5*1) = 108/60
- Electronic Countermeasures Improvements: 60 + 30 = 90/500
- Ferro-Aluminum Armor Refits: 199 + 30 = 229/295
- Ultralight Glide Munitions Deployment (Phase 2): 135 + 50 = 185/150, 35/150
- GD-3 Deployment (Phase 2): 65 + 30 = 95/180
- Governor-A Deployment: 96 + 30 = 126/350

CHANGELOG:
- fixed Particle Beams, accidentally double-applied a bonus so now they don't finish (thanks to Vehrec for pointing this out)
- accidentally applied dice bonus to Erewhon, HDH now finishes with omake (thanks to
MrRageQuit for pointing this out)
- forgot Erewhon's +1 bonus (thanks to Rakuhn and Prime 2.0 for pointing this out)
- added Refits and Munitions projects (thanks to MrRageQuit for pointing this out)
- accidentally applied an extra +5 bonus to Forgotten Experimentation and Novahawk Development
 
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My own mathpost.
Rail Network Construction Campaigns (Phase 6) 221+84=305/245
Trans-American Railroad: 68+27+50=145/120
Construction Drone Centralization (New) 0+54+92=146/120
Drone Logistical Integration (New) 0+54+91=145/240

North Boston Chip Fabricator (Phase 5) 1265+238+373=1876/1805

Bergen Superconductor Foundry (Phase 5) 425+29+29=483/1140
Factory Automation Programs (New) 0+29+46=75/280
Civilian Drone Systems (New) 0+58+87=145+5/150 Omake Completes

Reforestation Campaign Preparations (Phase 2) 447+58+74=579/790
Spider Cotton Plantations (Phase 2) 136+34+90=260/160
Tarberry Plantations (Phase 4) 21+34+60=115/65
Laboratory Meat Deployment (Phase 1) 0+58+112=170/170

Deep Red Zone Tiberium Glacier Mining (Stage 4) 168+39+30=237/190
Xenotech Tiberium Processing Plants (Stage 2) 0+156+189=345/300
Forgotten Experimentation 0+88+110=198/260

High Density Housing 255+26=281+15/295 Omake Completes
Species Restoration Bay (Stage 2) 32+78+131=241+15/255 Omake Competes
Lunar Homesteading (Phase 2) 5+170+292=467/250

Autodoc Systems Deployment 0+140+245+=385/280
Transhuman Technology Deployment (New) 0+140+202=342/300

Military Particle Beam Development (Tech) 0+36+45=81/100
NovaHawk Development 0+59=59/40
Next-Generation Armored Vehicles 0+36+41=77/160
Ground Forces Zone Armor (Set 2) (Phase 1) 16+93+151=260/285

Fast Twitch Myomers Development (Tech) 0+36+72=108/60

+0 logistics
+7 labor -1 per turn net, +6 total
+25 capital goods+2 from distributed industry +27 total
+26 consumer goods -2 per turn net, +24 total
-16 energy +5 from sub-departments, total -11
-1 food
+14 Health (+6 Emergency Healthcare)
+5 PS
+500 Xenotech processing capacity
+2200 Permanant Space Residents
+Unionoid Bivalves and Pandas

+1 housing
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2895/4800)‌ ‌(545/2450 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 95, IHG: 1 per 85, X: 1 per 50)

ETA department/ticking indicators.
 
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Might need to go 4 dice on zone armor moving forward, we have 3 phases after this to get done with 5 quarters to do that and would not want to rush the last turn to tyr and finish it. Lots of nice completion though
 
Not a terrible turn unless your military research. Honestly thought the space industry stuff was chef's kiss in a way. Requiring bonuses to get the two station modules done with the lunar townships almost getting two done. Considering we are going to probably keep investing in that for at least 3 more levels? Yeah it feels good that we have a shot at double progress next turn.
 
I think it would be worth doing another round of Lunar Mining to feed into lunar industry and bolster the digging equipment up there.
Not much point sending people to the Moon with no jobs for them to do. We could use a lot more local production for the inevitable cities. 100R per turn is very little.
 
Mathpost:
Rail Network Construction Campaigns (Phase 6) 221 + 84 = 305/245 Phase 6 60/245 Phase 7
Trans-American Railroad: 68 + 27 + 50 = 145/120
Construction Drone Centralization 0 + 54 + 92 = 146/120

Drone Logistical Integration (New) 0 + 54 + 91 = 145/240
North Boston Chip Fabricator (Phase 5) 1265 + 238 + 373 = 1876/1805
Bergen Superconductor Foundry (Phase 5) 425 + 29 + 29 = 483/1140
Factory Automation Programs (New) 0 + 29 + 46 = 75/280

Civilian Drone Systems (New) 0/150 2 dice 30R 80% 0 + 58 + 87 = 145+5 = 150/150
Reforestation Campaign Preparations (Phase 2) 447 + 58 + 74 = 579/790
Spider Cotton Plantations (Phase 2) 136 + 34 + 90 = 260/160 Phase 2 100/165 Phase 3
Tarberry Plantations (Phase 4) 21 + 34 + 60 = 115/65
Laboratory Meat Deployment (Phase 1) 0 + 58 + 112 = 170/170
Deep Red Zone Tiberium Glacier Mining (Stage 4) 168 + 39 + 30 = 237/190 Stage 4
47/190 Stage 5
Xenotech Tiberium Processing Plants (Stage 2) 16 + 156 + 189 = 361/300 Stage 2 61/300 Stage 3
Forgotten Experimentation 0 + 78 + 110 = 188/260

High Density Housing 255/295 255 + 1 + 26 = 282 + 15 = 297/295
Species Restoration Bay (Stage 2) 32 + 78 + 131 = 241 + 15 = 256/255
Lunar Homesteading (Phase 2) 5 + 170 + 292 = 467/250 Phase 2
217/250 Phase 3
Autodoc Systems Deployment 0/280 0 + 140 + 245 = 385/280
Transhuman Technology Deployment (New) 0 + 140 + 202 = 342/300

Military Particle Beam Development (Tech) 0 + 36 + 45 = 81/100
NovaHawk Development 0 + 59 = 59/40
Next-Generation Armored Vehicles 0 + 36 + 41 = 77/160
Ground Forces Zone Armor (Set 2) (Phase 1) 16 + 93 + 151 = 260/285

Fast Twitch Myomers Development (Tech) 0 + 36 + 72 = 108/60

Due to Departments of Refits (+30) and Munitions (+50):
Electronic Countermeasures Improvements (Refit) 60 + 30 = 90/500
Ferro Aluminum Armor Refits (Refit) 199 + 30 = 229/295

Ultralight Glide Munitions Deployment (Phase 2) (Munitions) 135 + 50 = 185/150 Phase 2 35/150 Phase 3
GD-3 Deployment (Phase 2)(Refits) 65 + 30 = 95/180
Governor-A Deployment (Refits) 96 + 30 = 126/350


Net results from projects, before standing modifiers:
-17 Energy
-1 Food
+14 Health, +6 Emergency Health
+25 Capital Goods
+26 Consumer Goods
+7 Labor
+500 X processing capacity
+5 Political Support, -5 Political Support (from overflow)
(Market Benefits)
+75 Resources/turn, +50 increased refining Resources/Turn
2 points of Red Zone Mitigation
+2.2k Permanent Residents in SPAAACE
AI benefits
Moar Species Saved
New Fighter-Bomber Designs
Quick Myomers
Glide Bombs
+7 STU

Resources: 1360+225 in reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-10 Division of Alternative Energy) (-20 Department of Munitions)(-30 Department of Refits) (-240 InOps) (-60 General Pool) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 105
SCIENCE Meter: 3/4

Tiberium Spread
25.405 (+0.285) Blue Zone
0.00 (-0.04) Green Zone
0.07 (+0.01) Cyan Zone
23.375 (+.235) Yellow Zone (99 points of mitigation)
51.15 (-.49) Red Zone (87 points of mitigation)

New Tiberium Spread
25.755 (+0.35) Blue Zone
0.00 (-0.04) Green Zone
0.07 (+0.00) Cyan Zone
23.725 (+.35) Yellow Zone (96 points of mitigation)
50.45 (-.70) Red Zone (86 points of mitigation)

Current Economic Issues:
Housing: +88 (+85 LQ, +3 HQ) (1 high-quality housing per turn)
Energy: +45 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +35 (-4 from military activity)
Food: +46 (+26 backed reserve, +5 unbacked reserve)
Health: +41 (+6 Emergency Health) (-8 from refugees)
Capital Goods: +42 (+2 per turn from Distributed Industrial Authority) (+405 in reserve)
Consumer Goods: +45 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +22 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-2 per turn from private industry) (-3 per turn from other government) (-1 from graying population) (Net -1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2895/4800)‌ ‌(545/2450 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 95, IHG: 1 per 85, X: 1 per 45)
Tiberium Reserve (0/500)
STUs: +14
Taxation Per Turn: +225 (+20 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +100


STU Production and Consumption
Net: +14 per turn
Production: +43 per turn (5.7 HG, 15.9 IHG, 22.2X)
Consumption: -29 per turn
22 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-16 Other (8 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard)
7 Military
-4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])
-1 Strategic Air Defense Networks
-1 Navy (Lasers)
 
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Was it not time too go start a war again or am I miss remembering the start date in that?

Also is that a 3 point hit now and an other in 3 turn I see coming up?

Minor slowing of the reconquest campaign v Tib.
 
I think it would be worth doing another round of Lunar Mining to feed into lunar industry and bolster the digging equipment up there.
Not much point sending people to the Moon with no jobs for them to do. We could use a lot more local production for the inevitable cities. 100R per turn is very little.

We have that covered. We have so much mining going on up there already.
 
A so after basically the entire quest we have finally finished Boston. Whileit took a Long Time, I have More Than A Feeling it will be a great aid to our Peace of Mind.
 
would it be possible to get more orbital defenses built for when the scrin invade,
maybe even a verson of the super mac from halo reach in a couple places around the planet
 
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