And you are awesome. Well at least the Red Zones are still shrinking. How is our mutation roll doing?:
*crickets* Well I'm sure it will be done when HousePet wakes up we will get the mutation rolls.
Pacifier Mobile Artillery Vehicle Deployment 95/120
How did you get that +5 when the other two Mathposts don't have it?:
-[X] Pacifier Mobile Artillery Vehicle Deployment, 90/120
Pacifier Mobile Artillery Vehicle Deployment (New) 0/120 +14 +76 = 90/120
Anyways new preliminary plan:
Political Support: 75
SCIENCE Meter: 0?/4
Free Dice: 7
Housing: +15 (24 Low Quality)
Energy: +13 (+3 Reserve)
Logistics: +5
Food: +21 (+8 Reserve)
Health: +11 (3 Consumed)
Capital Goods: +4
Consumer Goods: +28
Labor: +30
Tiberium Processing Capacity (1670/2320)
Yellow Zone:
Water: +6
Abatement: 89
Red Zone:
Abatement: 70
Infrastructure: +26
Heavy Industry: +21
Light and Chemical Industry: +16
Agriculture: +16
Tiberium: +29
Orbital Industry: +16
Services: +21
Military: +18
Bureaucracy: +16
Security Reviews:
Agriculture 1 turn ago 2058 Q4
Light/Chem 2 turn ago 2058 Q3
Services 3 turns ago 2058 Q2
Orbital 5 turns ago 2057 Q4
Heavy Ind 6 turns ago 2057 Q3
Tiberium 7 turns ago 2057 Q2
Bureaucracy 8 turns ago 2057 Q1
Infrastructure 9 turns ago 2056 Q4
Military 12 turns ago 2056 Q1
[ ]Plan Stocking the Piles 1.0:
Infrastructure 5/5 Dice 70 Resources
-[ ] Blue Zone Arcologies (Stage 3) (Updated) 302/650 15 Resources per Die -2 E on Completion, 2 Die = 30 Resources
-[ ] Communal Housing Experiments (New) 72/140 10 Resources per Die -5 PS on Completion, 1 Die = 10 Resources
-[ ] Integrated Cargo System 0/800 15 Resources per Die -2 Lab - 2 E -2 CapG on Completion, 2 Die = 30 Resources
Heavy Industry 4/4 Dice + 2 Free Die 120 Resources
-[ ] Continuous Cycle Fusion Plants (Phase 3) 125/300 20 Resources per Die, 3 Dice = 60 Resources
-[ ] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 20 Resources per Die -1 Lab on Completion, 3 Dice = 60 Resources
Light and Chemical Industry 4/4 Dice 80 Resources
-[ ] Reykjavik Myomer Macrospinner 4/320 20 Resources per Die, 4 Dice = 80 Resources
Agriculture 3/3 Dice 30 Resources
-[ ] Perennial Aquaponics Bays (Stage 2) 291/350 10 Resources per Die, 3 Dice = 30 Resources
Tiberium 6/6 Dice 150 Resources -10 PS
-[ ] Red Zone Containment Lines (Stage 5) 74/180 25 Resources per Die, 1 Die = 25 Resources
-[ ] Tiberium Processing Plants (Stage 2) 20/200 30 Resources per Die -4 E -2 Log on Completion, 2 Die = 60 Resources
-[ ] Offshore Tiberium Harvester Stations 0/200 20 Resources -5 PS per Die, 2 Die = 40 Resources -10 PS
-[ ] Improved Tiberium Containment Facilities Development 0/40 25 Resources per Die, 1 Die = 25 Resources
Orbital 5/5 Dice + 3 Free Dice 160 Resources
-[ ] GDSS Philadelphia II (Phase 5) 32/1425 20 Resources per Die, 8 Dice = 160 Resources
Services 4/4 Dice 50 Resources -15 PS
-[ ] Green Zone Teacher Colleges 149/200 5 Resources per Die, 1 Die = 5 Resources
-[ ] Emergency Tiberium Infusion Deployment 0/??? 15? Resources -5? PS per Die, 3 Dice = 45 Resources -15 PS
Military 6/6 Dice + 2 Free Dice 80 Resources:
-[ ] Pacifier Mobile Artillery Vehicle Deployment 95/120 10 Resources per Die -2 E on Completion, 1 Die = 10 Resources
-[ ] Tube Artillery Deployment 184/200 15 Resources per Die, 1 Die = 15 Resources
-[ ] Shell Plants (Phase 4) 3/300 10 Resources per Die -2 E on Completion, 4 Dice = 40 Resources
-[ ] Naval Defense Laser Refits 270/330 15 Resources per Die, 1 Die = 15 Resources
-[ ] Security Reviews Military 1 Die
Bureaucracy 3/3 Dice:
-[ ] Security Reviews Military 3 Dice DC 50
70+120+80+30+150+160+50+80 = 740/740
So here is what this plan does:
- 2 Die on Blue Zone Arcologies to keep them rolling and get another Stage done next turn.
- 1 Die on Communal Housing Experiments to finish it off. 74% chance and a DC of 27
- 2 Die on Integrated Cargo System to get started on that to patch one of our strategic weaknesses.
- 3 Dice on Continuous Cycle Fusion Plants for a 86% chance and an Average DC of 28 to complete Phase 3. We will need Phase 4 soon.
- 3 Dice on Nuuk to get started on that. Higher than 87% chance and an Average DC of 33 to complete.
- 4 Dice on Reykjavik to continue hardening our Myomer supply. 28% chance and an Average DC of 63 to complete.
- 3 Dice on Perennial Aquaponics Bays to finish a Stage of it and roll over to the next which is a plan goal. 100% chance and an Average DC of 2 to complete Stage 2. Rollover is key to how much of Stage 3 we'll need to do next turn.
- 1 Die on Red Zone Containment Lines as we need those done for the long term goal of Tiberium Abatement. More than 35% chance and a DC of 62 to complete.
- 2 Die on Tiberium Processing Plants Stage 2 as that is working towards removing one of our strategic weaknesses. More than 22% chance and an Average DC of 59 to complete.
- 2 Die on Offshore Tiberium Harvest Station to slow roll it. More than 22% chance and an Average DC of 69 to complete.
- 1 Die on Improved Tiberium Containment Facilities Development for a 100% chance and a DC of 2 to complete.
- 8 Dice on GDSS Philadelphia II to get Phase 5 Rolling.
- 1 Die on Green Zone Teacher's Colleges to get Litvinov her goals done. More than 85% chance and a DC of 15 to complete.
- 3 Dice on Emergency Tiberium Infusion Deployment at 15 Resources and -5 Political Support per Die because I'm assuming it will need at least 3 Dice. Going to do Tissue Replacement Therapy Development instead if not the case.
- 1 Die on Pacifier Mobile Artillery Deployment to complete it. 100% chance and a DC of 2 to complete.
- 1 Die on Tube Artillery Deployment to complete it. 100% chance and a DC of 2 to complete.
- 4 Dice on Shell Plants to try and complete Phase 4. More than 35% chance and an Average DC of 57 to complete. This will start on removing another of our strategic weaknesses.
- 1 Die on Naval Defense Laser Refits for a 74% chance and a DC of 27 to complete.
- 1 Die from Military and 3 Dice from Bureaucracy to do Security Reviews Military. 100% chance and a DC of 2 to complete. DC is 50 for Security Reviews since Q4 2058. Yeah this turn we just completed was the first one with a DC of 50 on Security Reviews.
We have 3 Strategic Weaknesses right now:
- Our Logistics supply needs to be much higher so it can handle the strain of war movement.
- Our Tiberium Processing is in bad need of retrofits. We need 2 Stages of Tiberium Processing Plants to unlock a Tiberium Processing Retrofit Action and we should do a round of Improved Tibrium Containment Facilites on top of that before the end of this plan.
- Our consumables stockpiles are lacking in stocked piles. We need to build up ammunition, ablatives and sensors for our Military to be able to function on a full war standing and also get them newer arms to work with so they can kick ass better.
The Tiberium Processing weakness can be plugged by the end of 2059. The Consumables weakness we will work on plugging troughout 2059. And the Logistics weakness can be plugged by doing Integrated Cargo Systems and then Railways (we need those for better evacuation of civilians during the incoming war) and Yellow Zone Fortress Towns.