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I didn't notice that. Thought I was already using all 5 dice, but there's budget to activate the last die.I'm not especially thrilled to be leaving an infrastructure die de-activated. It may not be possible to dig up the resources, of course...
Fair enough, but the chance of both YZ Industrial completing and Bulk Plastics failing is only an about 3% chance. At worst we'd only have one quarter with just one Capital Goods short; easy enough to fix then. And we still have a 97% chance to not hit that scenario.Note that one potential drawback of this plan is a ~4.5% risk of falling into Capital Goods deficit if Yellow Zone Light Industrial Sectors completes and Bulk Plastics does not. My plan spends more on Chemical Precursors for precisely this reason, to make sure that we're not in danger of a Capital Goods shortfall when we finish the Yellow Zone factories next quarter.
If the thread thinks that's too risky, we could just take a die off YZ Light Industrial this turn so it'll have to finish next turn. I can put that free die elsewhere for more consumer goods, maybe on Fashion development houses. But I'd much rather get one of our plan goals and its +8 consumer goods completed this turn.
I left it blank because I'm not sure if any new projects are going to show up now that we completed BZ fences. It's still most likely going to be at least some dice on Chicago though.
I'm not going all-in on Consumer Goods. This isn't a meme plan; I'm trying to shift our focus for a quarter, not put everything on hold. Yes, it's not very likely to reach over +20 Consumer Goods, but the point is to frontload most of our growth here in this quarter so that the effects on the election are maximized. Next turn we'd still want to do some more Consumer Goods just to follow through, and the unfinished projects from this turn are a good candidate for that.I acknowledge that your plan has a very good chance of filling us up on Energy, but the downside is, um. That "total possible" reflects a lot of stuff that is far from certain to succeed. A more realistic expectation value for your Consumer Goods output is...
(.74*4)+(.55*4)+(.74*8)+(.94*2)+(.10*4)+(.68*4)
...Sixteen consumer goods. Still impressive, not exactly chopped liver, but not quite the "Wow!" effect of +26. Because odds are at least some of those projects won't complete, and indeed Fashion Development is so unlikely to complete for you that you really shouldn't count it at all.
Also. Unlike this last turn, nearly every project in this plan (so far) has a coinflip or greater chance to complete. Only Perennial Aquaponics Bays and Fashion development houses are unlikely to finish this turn, but they'll be easy enough to complete on the next.
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