Personally I'm down for it. Pragmatically I'd like to knock off at least Nuuks 3 before pivoting back to Boston, because we've got Wingmen, CVEs and Frigates to roll out and I'm not entirely convinced the reallocation was enough to do that and fill the reserves.
Real talk, we've got +4 Capital Goods from Nuuk Phase 2 coming down the pipeline in the Q1 results, and +4 more each from Reykjavik Phase 4 and Enterprise Phase 4, both of which should complete in the Q2 results, to the point where it's extremely unlikely that we'll fail to get at least one of the two. This is on top of our 20-point (and growing?) reserve.

We can only build so many deployment factories in a single turn. Even if each shipyard takes -2 Capital Goods and each major drone production line takes -1 (which sounds at least semi-realistic, though aircraft factories never needed Capital Goods before)...

Again, real talk, we just can't USE the Capital Goods that fast in Military.

It's not ideal, but we can manage with just the Capital Goods projects in the pipeline while we sprint for North Boston, though doing some spider cotton or something (if we can handle the current refugee waves on our current Food production as of 2060Q1 end) would be welcome, as reflected in my current draft plan.

One thing to also consider is that Boston 5 is the capstone level of that project which means other special rewards.
Yeah, but the AI bonuses may be the rewards. :p

Well, AEVA rewards are also possible, or maybe some other unlocks. Dunno.

Taken off because we were clearly never going to build it.
I mean. We talked about building it at the start of the current Plan because we didn't like having all our chip production in one megafactory.

But yeah, under current circumstances a chip fabricator that's basically "North Boston, but in a different place and more Consumer Goods oriented" isn't an easy sell.

Oh man, the MARV fleet got slammed. I really hope that nat 100 makes up for it somehow. Bad time to have things exploding with actual war on the horizon…

Erewhon too, dang…

Also, hey wait, isn't rail super inefficient now in comparison to other logistics options? Or am I missing something?
It's inefficient in terms of Logistics point return on investment, but it directly supports the ground forces as they launch their general offensive this turn, which is a big deal. Plus, we're now halfway to the next phase because the project overcompleted, which means that finishing the next phase objectively IS more efficient than other competing +Logistics projects.
 
Real talk, we've got +4 Capital Goods from Nuuk Phase 2 coming down the pipeline in the Q1 results, and +4 more each from Reykjavik Phase 4 and Enterprise Phase 4, both of which should complete in the Q2 results, to the point where it's extremely unlikely that we'll fail to get at least one of the two. This is on top of our 20-point (and growing?) reserve.

We can only build so many deployment factories in a single turn. Even if each shipyard takes -2 Capital Goods and each major drone production line takes -1 (which sounds at least semi-realistic, though aircraft factories never needed Capital Goods before)...

Again, real talk, we just can't USE the Capital Goods that fast in Military.

It's not ideal, but we can manage with just the Capital Goods projects in the pipeline while we sprint for North Boston, though doing some spider cotton or something (if we can handle the current refugee waves on our current Food production as of 2060Q1 end) would be welcome, as reflected in my current draft plan.
I suspect that next turn, we're going to do 1 Tiberium die to finish the Railgun Harvester factory, 2 on YZ Harvesting to complete Phase 7, and 4 into Vein Mines to slam out at least 1 phase there. And then just keep slamming out Vein Mines until we unlock boreholes. Because we finally have the CapGoods for them.
 
NOTE: This plan does not plan for battle damage. It would need to be revised if we sustain battle damage to our resource-gathering, energy, or industrial assets.

ESTIMATED RESOURCE BUDGET (PESSIMISTIC):
925 - 10 (economy stalls, tax income falls) + 5 (Maputo) + 5 (Green Zone Harvesting Stage 5) + 0 (no MARV RpT)
No Resources in reserve. +20 R from orbital cleanup. Assume a 945 RpT budget.



Thank you, @TripleTango ...

[] Draft Plan No AI Left Behind

870+(Service Budget)/945 R
7/7 Free dice

Infrastructure 6/6 Dice 110 R
-[] Yellow Zone Fortress Towns (Phase 4+5) 232/550 (4 Dice, 80 R) (72% chance of Phase 5)
-[] Rail Network Construction Campaigns (Phase 3) 159/300 (1 Die, 15 R) (84% chance; one die would not be enough)

Heavy Industry 5/5 Dice + 7 Free Dice 185 R
-[] Continuous Cycle Fusion Plant (Phase 5) 232/300 (1 Die, 20 R) (77% chance)
-[] North Boston Chip Fabricator (Phase 5) 36/2400 (11 Dice, 165 R) (11/29 median)

Light and Chemical Industry 5/5 Dice 110 R
-[] Reykjavik Myomer Macrospinner (Phase 4) 378/640 (4 Dice, 80 R) (81% chance)
-[] Bergen Superconductor Foundry (Phase 1) 0/95 (1 Die, 30 R) (45% chance)

Agriculture 4/4 Dice 70 R
-[] Freeze Dried Food Plants 73/200 (2 Dice, 40 R) (80% chance)
-[] Spider Cotton Plantations (Phase 1) 0/170 (2 Dice, 30R) (45% chance)

Tiberium 7/7 Dice 120 R
-[] Yellow Zone Tiberium Harvesting (Phase 7+8) 183/300 (4 Dice, 80 R) (Phase 7, 23% chance of Phase 8)
-[] Railgun Harvester Factory (Dandong) 0/70 (1 Die, 10 R) (~100% chance)
-[] Intensification of Green Zone Harvesting (Stage 5+6) 63/200 (2 Dice, 30 R) (91% chance of Stage 6)
--[] (Appears to give 16% chance of hitting Stage 7, which is contingent on Fortress Towns Phase 5)

Orbital 6/6 Dice 110 R
-[] GDSS Enterprise (Phase 4) 456/765 (5 Dice, 100 R) (96.5% chance, median outcome 114/1535 to Phase 5)
-[] Orbital Cleanup (Stage 9) 41/85 (1 Die, 10 R) (98% chance, 13% chance of Stage 10)

Services X/5 Dice ?? R
-[] Totally Unknown, up to a 75 R budget. May raid this budget for other projects.

Military 8/8 Dice 165 R
-[] Wingman Drone Deployment 0/??? (3 Dice, 60 R) (??% chance)
-[] Lasersnakes On A Plane 0/??? (1 Die, 20 R) (??% chance)
-[] Bigass Carrier Shipyard 0/??? (3 Dice, 60 R) (??% chance)
-[] Neural Interface System Refits (Talons) 77/105 (1 Die, 25 R) (~100% chance)

Bureaucracy 4/4 Dice
-[] Security Review (Bureaucracy) (3 Dice)
-[] Bureaucracy Pummeling Itself Hilariously (1 DIe)



No really it's been there for a decade and our QM has now removed it 'pretty much permanently'.
I find that kind of annoying because we were seriously talking about doing a few phases of it just a year or so of game-time ago.

Hm. Isolinear chip production might be a good alternative to massively throwing all the everything at North Boston. Because saving Erewhon isn't about a planet-transformative giant megafactory, it's about having a relative handful of really good computers.

I can't plan around it, but it's an option.

I suspect that next turn, we're going to do 1 Tiberium die to finish the Railgun Harvester factory, 2 on YZ Harvesting to complete Phase 7, and 4 into Vein Mines to slam out at least 1 phase there. And then just keep slamming out Vein Mines until we unlock boreholes. Because we finally have the CapGoods for them.
My own plan is to continue Yellow Zone Harvesting because I suspect that our general offensive will not have exhausted its momentum after a single turn of fighting, and securing more territory as Green Zones for our mitigation to turn into Blue Zones is important, as is denying that territory to Nod.

Don't expect this war to peter out in three months.

I could get behind pivoting to vein mining instead, though, mind you.
 
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There is a massive war going on right now. Our duty to serve the GDI cause and the overall population under its control is more important than any one individual. I am not sure how putting more eggs in the North Boston basket is effective at serving the GDI cause at this moment.
 
NOTE: This plan does not plan for battle damage. It would need to be revised if we sustain battle damage to our resource-gathering, energy, or industrial assets.

ESTIMATED RESOURCE BUDGET (PESSIMISTIC):
925 - 10 (economy stalls, tax income falls) + 5 (Maputo) + 5 (Green Zone Harvesting Stage 5) + 0 (no MARV RpT)
No Resources in reserve. +20 R from orbital cleanup. Assume a 945 RpT budget.



Thank you, @TripleTango ...

[] Draft Plan No AI Left Behind

870+(Service Budget)/945 R
7/7 Free dice

Infrastructure 6/6 Dice 110 R
-[] Yellow Zone Fortress Towns (Phase 4+5) 232/550 (4 Dice, 80 R) (72% chance of Phase 5)
-[] Rail Network Construction Campaigns (Phase 3) 159/300 (1 Die, 15 R) (84% chance; one die would not be enough)

Heavy Industry 5/5 Dice + 7 Free Dice 185 R
-[] Continuous Cycle Fusion Plant (Phase 5) 232/300 (1 Die, 20 R) (77% chance)
-[] North Boston Chip Fabricator (Phase 5) 36/2400 (11 Dice, 165 R) (11/29 median)

Light and Chemical Industry 5/5 Dice 110 R
-[] Reykjavik Myomer Macrospinner (Phase 4) 378/640 (4 Dice, 80 R) (81% chance)
-[] Bergen Superconductor Foundry (Phase 1) 0/95 (1 Die, 30 R) (45% chance)

Agriculture 4/4 Dice 70 R
-[] Freeze Dried Food Plants 73/200 (2 Dice, 40 R) (80% chance)
-[] Spider Cotton Plantations (Phase 1) 0/170 (2 Dice, 30R) (45% chance)

Tiberium 7/7 Dice 120 R
-[] Yellow Zone Tiberium Harvesting (Phase 7+8) 183/300 (4 Dice, 80 R) (Phase 7, 23% chance of Phase 8)
-[] Railgun Harvester Factory (Dandong) 0/70 (1 Die, 10 R) (~100% chance)
-[] Intensification of Green Zone Harvesting (Stage 5+6) 63/200 (2 Dice, 30 R) (91% chance of Stage 6)
--[] (Appears to give 16% chance of hitting Stage 7, which is contingent on Fortress Towns Phase 5)

Orbital 6/6 Dice 110 R
-[] GDSS Enterprise (Phase 4) 456/765 (5 Dice, 100 R) (96.5% chance, median outcome 114/1535 to Phase 5)
-[] Orbital Cleanup (Stage 9) 41/85 (1 Die, 10 R) (98% chance, 13% chance of Stage 10)

Services X/5 Dice ?? R
-[] Totally Unknown, up to a 75 R budget. May raid this budget for other projects.

Military 8/8 Dice 165 R
-[] Wingman Drone Deployment 0/??? (3 Dice, 60 R) (??% chance)
-[] Lasersnakes On A Plane 0/??? (1 Die, 20 R) (??% chance)
-[] Bigass Carrier Shipyard 0/??? (3 Dice, 60 R) (??% chance)
-[] Neural Interface System Refits (Talons) 77/105 (1 Die, 25 R) (~100% chance)

Bureaucracy 4/4 Dice
-[] Security Review (Bureaucracy) (3 Dice)
-[] Bureaucracy Pummeling Itself Hilariously (1 DIe)



I find that kind of annoying because we were seriously talking about doing a few phases of it just a year or so of game-time ago.

Hm. Isolinear chip production might be a good alternative to massively throwing all the everything at North Boston. Because saving Erewhon isn't about a planet-transformative giant megafactory, it's about having a relative handful of really good computers.

I can't plan around it, but it's an option.

My own plan is to continue Yellow Zone Harvesting because I suspect that our general offensive will not have exhausted its momentum after a single turn of fighting, and securing more territory as Green Zones for our mitigation to turn into Blue Zones is important, as is denying that territory to Nod.

Don't expect this war to peter out in three months.

I could get behind pivoting to vein mining instead, though, mind you.
Well, it's a Bostonplan, which I don't think we don't need quite so immediately, but one thing: barring war issues, we're going to be at 935 + 20 Resources.
 
Well, it's a Bostonplan, which I don't think we don't need quite so immediately...
I just wanted to write it so I could think a bit about what it would even look like to really try to do North Boston Phase 5 in a timely manner.

but one thing: barring war issues, we're going to be at 935 + 20 Resources.
Yeah. I'm pricing in -10 RpT of income loss because we were explicitly told that our emergency electronics confiscations were gonna disrupt the civilian economy. Plus, y'know, Nod shooting at harvesters more and so on, so I'll count us as lucky if we only lose -10 RpT of income overall anyway.

So more of a while things progressed new tech came out so we will get a new version of this later?

For the North Boston plans- given that we are in a global war is this the time to be sinking all of our free dice into it?
Not necessarily, but getting the project done in a timely manner kind of demands it. Because it's a thirty-die project. We can either bite the bullet and do it in three quarters of intense effort, or we can slow-walk it and realistically it ends up taking 4-5 quarters and we're not done until mid-2061.

I don't want to slow-walk it, because it's going to consume so much heavy industry effort that it strangles our options for a sixth phase of fusion plants, so getting it out of the way fast before the cumulative demands of all the Energy-hungry military factories can stack up too high is important.

There is a massive war going on right now. Our duty to serve the GDI cause and the overall population under its control is more important than any one individual. I am not sure how putting more eggs in the North Boston basket is effective at serving the GDI cause at this moment.
This is a respectable argument, and I'm sure other people can draft plans that take that into account.

(Selfishly, since those plans involve more planning for more Military deployment projects whose exact cost and scope I cannot predict, I'm just as happy to be leaving those alone).
 
For the North Boston plans- given that we are in a global war is this the time to be sinking all of our free dice into it?

We could start to slow roll it during the war. Our war rolls would have to go extremely poorly for this to be as big a deal as TW3 was.

Of course, as always HI has many MANY things that we really want/need. If we want to improve our shiny new fusion reactors we need to go into super conductors. If we want to help our AI then we need Boston. If we want to get ALL OF THE CAP GOODS (I mean holy crap is that 112 cap goods?! And the nat 100 made it cheaper too) then we need Nuuk.

Nuuk is going to take so many dice that another nat 100 is relatively likely too.
 
Here's the preliminary Probability Array for- *record scratch* Jeeeeez, y'all are impatient. You don't have to do the work of calculating the exact probabilities out when I'm doing it for you, y'know? I can't help you if you're putting in the same work I'm doing. (And what's with the rush to make 100% ready-to-vote plans ASAP anyways?)

-[] Yellow Zone Fortress Towns (Phase 4) 232/250 1 die 20R 100%
-[] Yellow Zone Fortress Towns (Phase 4+5) 232/550 3 dice 60R 17%, 4 dice 80R 72%, 5 dice 100R 97%
-[] Rail Network Construction Campaigns (Phase 3) 159/300 1 die 15R 9%, 2 dice 30R 84%, 3 dice 45R 99%

-[] Continuous Cycle Fusion Plants (Phase 5) (Updated) 232/300 1 die 20R 77%, 2 dice 40R 100%
-[] Continuous Cycle Fusion Plants (Phase 5+6) 232/600? 4 dice 80R 28%, 5 dice 100R 75%, 6 dice 120R 96%
-[] Nuuk Heavy Robotics Foundry (Phase 3) 118/640 5 dice 75R 5%, 6 dice 90R 34%, 7 dice 105R 74%, 8 dice 120R 94% (Nat 100, RpD discount)
-[] Nuuk Heavy Robotics Foundry (Phase 3+4) 118/1920 20 dice 300R 6%, 21 dice 315R 19%, 22 dice 330R 39%, 23 dice 345R 62%, 24 dice 360R 80%, 25 dice 375R 92%
-[] Emergency Electronic Resources Reallocation (Administrative Assistance) Done

-[] Reykjavik Myomer Macrospinner (Phase 4) 378/640 2 dice 40R 17%, 3 dice 60R 74%, 4 dice 80R 97%

-[] Blue Zone Aquaponics Bays (Phase 2) 3/140 1 die 10R 3%, 2 dice 20R 74%, 3 dice 30R 98%
-[] Blue Zone Aquaponics Bays (Phase 2+3) 3/280 3 dice 30R 23%, 4 dice 40R 73%, 5 dice 50R 96%
-[] Freeze Dried Food Plants 73/200 1 die 20R 13%, 2 dice 40R 80%, 3 dice 60R 99%

-[] Yellow Zone Tiberium Harvesting (Phase 7) 183/300 1 die 20R 38%, 2 dice 40R 97%
-[] Yellow Zone Tiberium Harvesting (Phase 7+8) 183/600? 4 dice 80R 23%, 5 dice 100R 76%, 6 dice 120R 97%
-[] Railgun Harvester Factory (Dandong) 45/70 1 die 10R 100%
--Alt 1 Admin Assistance die 90%

-[] GDSS Enterprise (Phase 4) 456/765 3 dice 60R 17%, 4 dice 80R 71%, 5 dice 100R 96%
-[] GDSS Enterprise (Phase 4+5) 456/2300 20 dice 400R 6%, 21 dice 420R 19%, 22 dice 440R 40%, 23 dice 460R 63%, 24 dice 480R 82%, 25 dice 500R 93%
-[] Orbital Cleanup (Stage 9) 41/85 1 die 10R 98%
-[] Orbital Cleanup (Stage 9+10) 41/170 1 die 10R 13%, 2 dice 20R 82%, 3 dice 30R 99%
-[] Orbital Cleanup (Stage 9+10+11) 41/255 2 dice 20R 15%, 3 dice 30R 72%, 4 dice 40R 97%
-[] Orbital Cleanup (Stage 9+10+11+12) 41/340 3 dice 30R 15%, 4 dice 40R 65%, 5 dice 50R 94%

-[] Neural Interfaced Operating Theater Development Done
-[] Prosthetics Deployment Initiatives (Phase 4) Done

-[] Advanced Laser System Development Done
-[] Prototype Plasma Weapons Development Done
-[] Super MARV Fleet YZ 10-South Done
(Nat 1, delayed for one turn)
-[] Wingman Drone Development Done
-[] Tactical Airborne Laser Development Done

-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 3 die 60R 28%, 4 dice 80R 81%, 5 dice 100R 98%
-[] Orbital Strike Regimental Combat Team Stations (Phase 3+4) 5/690 7 dice 140R 10%, 8 dice 160R 42%, 9 dice 180R 77%, 10 dice 200R 94%
-[] Escort Carrier Development Done
-[] Shark Class Frigate Development Done
-[] Havoc Scout Mech Deployment Seol Auotcompleted
-[] Tactical Plasma Weapon Development Done

-[] Neural Interface System Refits (Talons) 0/105 1 die 25R 100%
Infrastructure 6 dice +34
-[] Blue Zone Arcologies (Stage 4) 1/650 6 dice 90R 4%, 7 dice 105R 29%, 8 dice 120R 70%, 9 dice 135R 93%
-[] Yellow Zone Fortress Towns (Phase 4) 232/250 1 die 20R 100%
-[] Yellow Zone Fortress Towns (Phase 4+5) 232/550 3 dice 60R 17%, 4 dice 80R 72%, 5 dice 100R 97%
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 18%, 2 dice 20R 89%, 3 dice 30R 99%
-[] Blue Zone Apartment Complexes (Phase 2+3) 28/160 3 dice 30R 33%, 4 dice 40R 85%, 5 dice 50R 99%
-[] Rail Network Construction Campaigns (Phase 3) 159/300 1 die 15R 9%, 2 dice 30R 84%, 3 dice 45R 99%
-[] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 36%, 3 dice 90R 91%
-[] Suborbital Shuttle Service (Phase 1+2) 0/450 4 dice 110R+ 5%, 5 dice 135R+ 43%, 6 dice 160R+ 84%, 7 dice 185R+ 98%
-[] Suborbital Shuttle Service (Phase 1+2+3) 0/650 6 dice 160R+ 4%, 7 dice 185R 29%, 8 dice 210R+ 69%, 9 dice 235R 93%
-[] Chicago Planned City (Phase 4) 3/600 5 Tib dice 100R 2%, 6 Tib dice 120R 27%, 7 Tib dice 140R 72%, 8 Tib dice 160R 95%
--Note: Infra/Tib dice makes this complicated.
-[] Karachi Planned City (Phase 1) 0/65 1 Tib die 20R 90%, 2 Tib dice 40R 100%
-[] Karachi Planned City (Phase 1+2) 0/195 2 Tib dice 40R 50%, 3 Tib dice 60R 96%
-[] Karachi Planned City (Phase 1+2+3) 0/455 4 Tib dice 80R 8%, 5 Tib dice 100R 55%, 6 Tib dice 120R 91%, 7 Tib dice 140R 99%
--Alt: 6 Infra 1 Tib die 98%
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 9 Tib dice 180R 4%, 10 Tib dice 200R 24%, 11 Tib dice 220R 60%, 12 Tib dice 240R 87%, 13 Tib dice 260R 97%
--Alt: 6 Infra 3 Tib dice 180R 2%, 6 Infra 4 Tib dice 200R 15%, 6 Infra 5 Tib dice 220R 50%, 6 Infra 6 Tib dice 240R 80%, 6 Infra 7 Tib dice 260R 95%, 6 Infra 8 Tib dice 280R 99%
--Note: Infra/Tib dice makes this complicated.
--Note: Karachi Phase 5 is a PITA.
Heavy Industry 5 dice +29
-[] Continuous Cycle Fusion Plants (Phase 5) (Updated) 232/300 1 die 20R 77%, 2 dice 40R 100%
-[] Continuous Cycle Fusion Plants (Phase 5+6) 232/600? 4 dice 80R 28%, 5 dice 100R 75%, 6 dice 120R 96%
-[] North Boston Chip Fabricator (Phase 5) 36/2400 26 dice 390R 3%, 27 dice 405R 9%, 28 dice 420R 21%, 29 dice 435R 39%, 30 dice 450R 59%, 31 dice 465R 76%, 32 dice 480R 88%, 33 dice 495R 95%
-[] Nuuk Heavy Robotics Foundry (Phase 3) 118/640 5 dice 75R 5%, 6 dice 90R 34%, 7 dice 105R 74%, 8 dice 120R 94%
-[] Nuuk Heavy Robotics Foundry (Phase 3+4) 118/1920 20 dice 300R 6%, 21 dice 315R 19%, 22 dice 330R 39%, 23 dice 345R 62%, 24 dice 360R 80%, 25 dice 375R 92%
-[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%, 3 dice 60R 94%
Light and Chemical Industry 5 dice +24
-[] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 17%, 3 dice 45R 74%, 4 dice 60R 97%
-[] Johannesburg Myomer Macrospinner (Phase 4) 69/720 7 dice 140R 7%, 8 dice 160R 32%, 9 dice 180R 65%, 10 dice 200R 8%, 11 dice 220R 97%
-[] Reykjavik Myomer Macrospinner (Phase 4) 378/640 2 dice 40R 17%, 3 dice 60R 74%, 4 dice 80R 97%
-[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 45%, 2 dice 60R 95%
-[] Bergen Superconductor Foundry (Phase 1+2) 0/285 3 dice 90R 19%, 4 dice 120R 68%, 5 dice 150R 94%
-[] Bergen Superconductor Foundry (Phase 1+2+3) 0/665 7 dice 210R 5%, 8 dice 240R 26%, 9 dice 270R 59%, 10 dice 300R 85%, 11 dice 330R 96%
-[-] Civilian Ultralight Factories 0/190 2 dice 30R 28%, 3 dice 45R 83%, 4 dice 60R 99%
-[] Civilian Drone Factories 0/380 4 dice 40R 13%, 5 dice 50R 55%, 6 dice 60R 87%, 7 dice 70R 98%
-[] Medical Supplies Factories 0/225 2 dice 40R 8%, 3 dice 60R 60%, 4 dice 80R 94%
Agriculture 4 dice +24
-[] Agriculture Mechanization Projects (Phase 1) 0/150 2 dice 30R 63%, 3 dice 45R 96%
-[] Agriculture Mechanization Projects (Phase 1+2) 0/400 4 dice 60R 7%, 5 dice 75R 43%, 6 dice 90R 81%, 7 dice 105R 96%
-[] Blue Zone Aquaponics Bays (Phase 2) 3/140 1 die 10R 3%, 2 dice 20R 74%, 3 dice 30R 98%
-[] Blue Zone Aquaponics Bays (Phase 2+3) 3/280 3 dice 30R 23%, 4 dice 40R 73%, 5 dice 50R 96%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 40%, 3 dice 45R 89%, 4 dice 60R 99%
-[] Ranching Domes 0/250 3 dice 60R 42%, 4 dice 80R 86%, 5 dice 100R 99%
-[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 45%, 3 dice 45R 91%
-[] Spider Cotton Plantations (Phase 1+2) 0/350 4 dice 60R 27%, 5 dice 75R 72%, 6 dice 90R 94%
-[] Spider Cotton Plantations (Phase 1+2+3) 0/540 6 dice 90R 14%, 7 dice 105R 48%, 8 dice 120R 81%, 9 dice 135R 95%
-[] Wadmalaw Kudzu Plantations (Phase 2) 3/300 3 dice 30R 13%, 4 dice 40R 61%, 5 dice 50R 92%
-[] Wadmalaw Kudzu Plantations (Phase 2+3) 3/750 8 dice 80R 5%, 9 dice 90R 24%, 10 dice 100R 56%, 11 dice 110R 82%, 12 dice 120R 95%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Development 0/50 1 die 20R 95%
-[] Freeze Dried Food Plants 73/200 1 die 20R 13%, 2 dice 40R 80%, 3 dice 60R 99%
-[] Strategic Food Stockpile Construction (Phase 2) 38/150 1 die 10R 28%, 2 dice 20R 89%, 3 dice 30R 99%
-[] Strategic Food Stockpile Construction (Phase 2+3) 38/325 3 dice 30R 18%, 4 dice 40R 67%, 5 dice 50R 94%
-[] Strategic Food Stockpile Construction (Phase 2+3+4) 38/525 5 dice 50R 6%, 6 dice 60R 37%, 7 dice 70R 74%, 8 dice 80R 94%
-[] Extra Large Food Stockpiles 1 die auto
Tiberium 7 dice +39
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 2 dice 10R 47%, 3 dice 15R 96%
-[] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 54%, 3 dice 60R 97%
-[] Tiberium Vein Mines (Stage 2+3) 5/385? 3 dice 60R 3%, 4 dice 80R 46%, 5 dice 100R 90%
-[] Yellow Zone Tiberium Harvesting (Phase 7) 183/300 1 die 20R 38%, 2 dice 40R 97%
-[] Yellow Zone Tiberium Harvesting (Phase 7+8) 183/600? 4 dice 80R 23%, 5 dice 100R 76%, 6 dice 120R 97%
-[] Intensification of Green Zone Harvesting (Stage 5) 63/100 1 die 15R 100%
-[-] Intensification of Green Zone Harvesting (Stage 5+6?) 63/200 1 die 15R 18%, 2 dice 30R 91%
-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 1 die 25R 54%, 2 dice 50R 99%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/260 2 dice 50R 20%, 3 dice 75R 85%, 4 dice 100R 99%
-[-] Red Zone Containment Lines (Stage 6) 54/200 1 die 25R 9%, 2 dice 50R 87%, 3 dice 75R 99%
-[-] Red Zone Containment Lines (Stage 6+7) 54/400 3 dice 75R 11%, 4 dice 100R 68%, 5 dice 125R 97%
-[-] Red Zone Containment Lines (Stage 6+7+8) 54/600 5 dice 125R 7%, 6 dice 150R 43%, 7 dice 175R 83%, 8 dice 200R 97%
-[-] Tiberium Glacier Mining (Stage 13) 38/180 1 die 30R 13%, 2 dice 60R 89%, 3 dice 90R 99%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/360 3 dice 90R 18%, 4 dice 120R 75%, 5 dice 150R 98%
-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%, 3 dice 90R 98%
-[] Tiberium Processing Refits (Phase 5) (Updated) 6/100 1 die 20R 61%, 2 dice 40R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 52%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 32%, 2 dice 60R 95%
-[] Railgun Harvester Factories 0/70 1 die 10R 85%, 2 dice 20R 100%
-[] Railgun Harvester Factory (Dandong) 45/70 1 die 10R 100%
--Alt 1 Admin Assistance die 90%
-[] Improved Tiberium Containment Facilities Construction (Updated) 0/120 1 die 20R 35%, 2 dice 40R 97%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 die 20R 56%, 2 dice 40R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 1+2) 41/280 2 dice 40R 15%, 3 dice 60R 81%, 4 dice 80R 99%
-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 10PS 72%, 3 dice 60R 15PS 99%
-[] Visceroid Research Programs 0/120 1 die 15R 40%, 2 dice 30R 99%
Orbital Industry 6 dice +26
-[] GDSS Columbia (Phase 1) 0/80 1 die 20R 67%, 2 dice 40 R 99%
-[] GDSS Columbia (Phase 1+2) 0/245 2 dice 40R 6%, 3 dice 60R 61%, 4 dice 80R 95%
-[] GDSS Columbia (Phase 1+2+3) 0/580 6 dice 120R 15%, 7 dice 140R 53%, 8 dice 160R 86%, 9 dice 180R 98%
-[] GDSS Enterprise (Phase 4) 456/765 3 dice 60R 17%, 4 dice 80R 71%, 5 dice 100R 96%
-[] GDSS Enterprise (Phase 4+5) 456/2300 20 dice 400R 6%, 21 dice 420R 19%, 22 dice 440R 40%, 23 dice 460R 63%, 24 dice 480R 82%, 25 dice 500R 93%
-[] GDSS Shala - Same as Columbia
-[] Orbital Cleanup (Stage 9) 41/85 1 die 10R 98%
-[] Orbital Cleanup (Stage 9+10) 41/170 1 die 10R 13%, 2 dice 20R 82%, 3 dice 30R 99%
-[] Orbital Cleanup (Stage 9+10+11) 41/255 2 dice 20R 15%, 3 dice 30R 72%, 4 dice 40R 97%
-[] Orbital Cleanup (Stage 9+10+11+12) 41/340 3 dice 30R 15%, 4 dice 40R 65%, 5 dice 50R 94%
-[] Conestoga Class Development 0/60 1 die 30R 87%, 2 dice 60R 100%

-[] Outer System Survey Probes 0/190 2 dice 30R 31%, 3 dice 45R 86%, 4 dice 60R 99%

-[] Lunar Rare Metals Harvesting (Phase 1) 0/160 2 die 40R 58%, 3 dice 60R 95%
-[] Lunar Rare Metals Harvesting (Phase 1+2) 0/305 3 dice 60R 12%, 4 dice 80R 61%, 5 dice 100R 92%
-[] Lunar Regolith Harvesting (Phase 2) 50/330 3 dice 60R 25%, 4 dice 80R 76%, 5 dice 100R 97%
-[] Lunar Heavy Metals Mines (Phase 2) 145/385 2 dice 40R 4%, 3 dice 60R 54% 4 dice 80R 92%
-[] Lunar Heavy Metals Mines (Phase 2+3) 145/760 6 dice 120R 2%, 7 dice 140R 21%, 8 dice 160R 56%, 9 dice 180R 85%, 10 dice 200R 97%

-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting(Inactive)
Services 5 dice +27
-[] Automatic Medical Assistants 0/300 3 dice 60R 16%, 4 dice 80R 67%, 5 dice 100R 94%
-[] Professional Sports Programs 0/250 2 dice 20R 2%, 3 dice 30R 49%, 4 dice 40R 90%
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 25%, 3 dice 60R 82%, 4 dice 80R 99%
-[] Human Genetic Engineering Programs 0/120 1 die 25R 28%, 2 dice 50R 92%
-[] Hallucinogen Developmentx 0/60 1 die 15R 88%, 2 dice 30R 100%
Military 8 dice +26
-[] Advanced ECCM Development 0/40 1 die 20R 100%
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%, 3 dice 60R 93%
-[] ASAT Defense System (Phase 4+5) 36/715 7 dice 140R 11%, 8 dice 160R 45%, 9 dice 180R 79%, 10 dice 200R 95%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Ferro Aluminum Armor Refits 0/350 3 dice 15R 2%, 4 dice 20R 32%, 5 dice 25R 77%, 6 dice 30R 96%
-[] Strategic Area Defense Networks (Phase 1) 0/350 3 dice 60R 2%, 4 dice 80R 32%, 5 dice 100R 77%, 6 dice 120R 96%
-[] Strategic Area Defense Networks (Phase 1+2) 0/750 8 dice 160R 7%, 9 dice 180R 30%, 10 dice 200R 63%, 11 dice 220R 97%, 12 dice 240R 97%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/1150 13 dice 260R 9%, 14 dice 280R 28%, 15 dice 300R 55%, 16 dice 320R 78%, 17 dice 340R 92%

MARVs
-[] Reclaimator Hub 0/125 1 die 20R 17%, 2 dice 40R 84%, 3 dice 60R 99%
-[] Reclaimator Hub x2 0/250 2 dice 40R 2%, 3 dice 60R 46%, 4 dice 80R 89%, 5 dice 99%
--Alt: 2 Mil 1 Tib dice 60R 56%, 2 Mil 2 Tib dice 80R 95%
-[] Proto MARVs 0/110 1 die 20R 32%, 2 dice 40R 91% (but why tho)
-[] MARVs 0/160 2 dice 40R 58%, 3 dice 60R 95% (but why tho)
-[] Super MARVs 0/210 2 dice 40R 17%, 3 dice 60R 75%, 4 dice 80R 97%
--Alt: 2 Mil 1 Tib dice 60R 82%, 2 Mil 2 Tib dice 80R 99%
-[] Super MARVs x2 0/420 4 dice 80R 4%, 5 dice 100R 37%, 6 dice 120R 77%, 7 dice 140R 95%
--Alt: 2 Mil 2 Tib dice 80R 11%, 2 Mil 3 Tib dice 100R 60%, 2 Mil 4 Tib dice 120R 93%

MARVs-In-Progress
-[] Reclaimator Hub BZ-1 (Ye Olde Hub) 39/125 1 die 20R 56%, 2 dice 40R 98%
-[] Reclaimator Hub BZ-2 58/125 1 die 20R 75%, 2 dice 40R 100%
-[] Reclaimator Hub BZ-2 x2 58/250 2 dice 40R 29%, 3 dice 60R 85%, 4 dice 80R 99%
--Alt: 2 Mil 1 Tib dice 60R 90%

Zone Operations Command
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 97%,
-[] Zone Defender Revision 0/40 1 die 15R 100%

Air Force
-[] Apollo Fighter Factories 0/80 1 die 15R 62%, 2 dice 30R 99%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%

Space Force
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 3 die 60R 28%, 4 dice 80R 81%, 5 dice 100R 98%
-[] Orbital Strike Regimental Combat Team Stations (Phase 3+4) 5/690 7 dice 140R 10%, 8 dice 160R 42%, 9 dice 180R 77%, 10 dice 200R 94%
-[] Orbital Defense Laser Satellite Deployment 0/240 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 91%
-[] Skywatch Telescope System 0/95 1 die 10R 47%, 2 dice 20R 96%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 53%, 3 dice 60R 95%

Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 3) (Update) 0/200 2 dice 30R 23%, 3 dice 45R 81%, 4 dice 60R 98%
-[] Shell Plants (Phase 6) (Update) 7/150 2 dice 20R 72%, 3 dice 30R 98%
-[] Railgun Munitions Development 0/60 1 die 10R 87%, 2 dice 20R 100%
-[] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%, 3 dice 30R 98%
-[] Ablat Plating Deployment (Stage 5+6) 54/400 3 dice 30R 2%, 4 dice 40R 34%, 5 dice 50R 78%, 6 dice 60R 97%
-[] Guardian Mark 2 Development 0/40 1 die 15R 100%
-[] Armadillo HAPC Development 0/40 1 die 15R 100%
-[] Mammoth Block Four Development 0/40 1 die 10R 100%
-[] MBT-7 Paladin Development 0/40 1 die 15R 100%
-[] Ground Forces Zone Armor (Set 1) 0/200 2 dice 40R 23%, 3 dice 60R 81%, 4 dice 80R 98%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Hallucinogen Countermeasures Development 0/40 1 die 15R 100%

Navy
-[] Island Class Assault Ships 0/40 1 die 15R 100%
-[] Victory Class Monitor Development 0/40 1 die 15R 100%

Steel Talons
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 27%, 2 dice 40R 93%
-[] Neural Interface System Refits (Talons) 0/105 1 die 25R 100%
Bureaucracy 4 dice +24
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews: DC50 1 die 90%, 2 dice 100%
-[] Make Political Promises 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Conduct Economic Census DC 100/150/200/250, DC 250 3 dice 42%, 4 dice 86%, 5 dice 99%
-[] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 2 dice 36%, 3 dice 87%, 4 dice 99%
-[] Request Reduction in Plan Commitments DC 120/160/200/240, DC 240 2 dice 12 PS 3%, 3 dice 18 PS 49%, 4 dice 24 PS 89%, 5 dice 30 PS 99%
--Alt DC 200 2 dice 12 PS 21%, 3 dice 18 PS 77%, 4 dice 24 PS 98%
--Alt DC 160 2 dice 12 PS 54%, 3 dice 18 PS 94%
--Alt DC 120 1 die 6 PS 20%, 2 dice 12 PS 85%, 3 dice 18 PS 99%
Last Security Review
Services 1 turn ago 2060 Q1
Infrastructure 2 turns ago 2059 Q4
Tiberium 2 turn ago 2059 Q4
Military 4 turns ago 2059 Q1
Agriculture 5 turns ago 2058 Q4
Light/Chem 6 turns ago 2058 Q3
Orbital 9 turns ago 2057 Q4
Heavy Ind 10 turns ago 2057 Q3
Bureaucracy 12 turns ago 2057 Q1
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
--Note2: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note3: You can use this calculator to calculate the effects of the Admin Assistance dice on specific projects.
--Note4: The most recent version of the Array is most often the Informational threadmarked version.
 
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We could start to slow roll it during the war. Our war rolls would have to go extremely poorly for this to be as big a deal as TW3 was.
If we slow-roll North Boston, it defeats the nominal purpose of building Phase 5 right now at all, which is to accelerate our development of computing technology in hopes of stabilizing Erewhon and making our second attempt at an AI more viable in the near future.

On the other hand, developing isolinear chips in parallel with building Nuuk may be a better overall strategy here, depending on how that pans out.

Nuuk is going to take so many dice that another nat 100 is relatively likely too.
So is another Natural 1.

Here's the preliminary Probability Array for- *record scratch* Jeeeeez, y'all are impatient. You don't have to do the work of calculating the exact probabilities out when I'm doing it for you, y'know? I can't help you if you're putting in the same work I'm doing. (And what's with the rush to make 100% ready-to-vote plans ASAP anyways?)
In my case, I like the exercise and it was a nice way to spend a chunk of a quiet Saturday afternoon.
 
So more of a while things progressed new tech came out so we will get a new version of this later?


For the North Boston plans- given that we are in a global war is this the time to be sinking all of our free dice into it?

Depending on how the war goes we might be able to, since we kinda still need the capital goods, at least for after the war, a Boston plan aiming to finish it in four quarters instead of three is probably a more realistic one, though.
This said, I like the idea that we do try to save Erewhon, if nothing else we are setting our future AI policies now, and establishing that we do everything we can to save them and will not just let them die and build a new one in case of problems may have a very big payoff down the line - if we are loyal to our AI's, our AI's are far more likely to be loyal to us, after all.

Edit:
And returning to the necessity of having a much larger capital goods overflow - we were basically told last update that the cooperatives are having trouble acquiring capital goods, thus taxes rising this slowly and we are not ready to improve our fusion power plants design because of capital goods lack as well. So an overflow of 15+ capital goods is probably what we should aim for.
 
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If we one did intend to build a great tower of silicon in Boston then there's probably an argument to fund the SADNs as well in that case. Since that is oh so many eggs.
 
I note that you are perfectly alright with letting somebody suffer and die when you can just replace them for whatever purpose you want them.
Can you please not come across like you consider someone who (in-quest) is legally and morally as much a person as any human, as "too much work, better make another"?
Maximal efficiency is a valid opinion, but most humans tend to do things like display empathy, even for characters that don't actually exist.
Ah I see what's the problem. It's not that I lack empathy for human characters, it's that I never perceived the thing as a person to begin with. Because to me while mutated people, the Nod and even sapient animals are still living beings that should be treated like people, the A.I on the other hand is just a synthetic product to be made and used according to it's built specifications. If others wants to think otherwise then that's that I suppose.

Also, from a pragmatic point of view, having a history of putting heroic effort into trying to save Erewhon will likely have beneficial effects on future AI projects.
If you want to look at it from a purely mechanical viewpoint that actually yes there is still a point trying to fix it. The QM has come out and said that future AIs will take note of how we treated Erewhon so it will probably have benefits in the future even if we fail to save them.
Now THESE are arguments I can get. Even if the thing dies eventually there needs to be at least effort to care for it's wellbeing shown on record or else future generations of A.I might not be so loyal to humanity. Because I have little reasons to think they wouldn't try to access information on their past iterations even if they were forbidden, nor that the public would ever care to hide such things in the first place with their prior interactions on public forums.

Yes, that's a reason well worth investing time and effort into, because it's already too late to treat it any other way from the lack of info-sec they were developed with, which was probably inevitable given how the treasury never had such control over the details of A.I creation in the first place so long as it was funded and approved.
 
Not necessarily, but getting the project done in a timely manner kind of demands it. Because it's a thirty-die project. We can either bite the bullet and do it in three quarters of intense effort, or we can slow-walk it and realistically it ends up taking 4-5 quarters and we're not done until mid-2061.

I don't want to slow-walk it, because it's going to consume so much heavy industry effort that it strangles our options for a sixth phase of fusion plants, so getting it out of the way fast before the cumulative demands of all the Energy-hungry military factories can stack up too high is important.
It still strikes me as an odd choice given the 4th tib war just kicked off, I am far more interested in Nuuk 3 and 4 and fusion plants to power any needs we have to roll out war materials. This is even more so with new tech progressing in the background that will need a different plant from the current chips (Boston and the now gone Tokyo projects).
 
It still strikes me as an odd choice given the 4th tib war just kicked off, I am far more interested in Nuuk 3 and 4 and fusion plants to power any needs we have to roll out war materials. This is even more so with new tech progressing in the background that will need a different plant from the current chips (Boston and the now gone Tokyo projects).
I actually think we really should try out liquid tiberium energy plants - using tiberium dice to get energy and to have all our heavy industry dice free to build all the extensive and necessary capital goods projects is a huge boon.
 
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2060 Q1 assassinations
I have seen you all.
None of you, None, are without sin.

CAST IN THE NAME OF KANE, YE BE GUILTY
KnightDisciple threw 2 100-faced dice. Reason: First Assassination Roll Total: 145
60 60 85 85
KnightDisciple threw 2 100-faced dice. Reason: Second Assassination Roll Total: 179
87 87 92 92
KnightDisciple threw 2 100-faced dice. Reason: Third Assassination Roll Total: 31
18 18 13 13
KnightDisciple threw 2 100-faced dice. Reason: Fourth Assassination Roll Total: 136
74 74 62 62
 
Ah I see what's the problem. It's not that I lack empathy for human characters, it's that I never perceived the thing as a person to begin with. Because to me while mutated people, the Nod and even sapient animals are still living beings that should be treated like people, the A.I on the other hand is just a synthetic product to be made and used according to it's built specifications. If others wants to think otherwise then that's that I suppose.

... Definitely not letting you anywhere near artificial people projects. How you'd respond to genegineered clones is a concept that worries me greatly.

Seriously, Erewhon is sapient, that is the entire point of the AI project.
 
Quick thoughts.

-I feel for the electronic person, but I also feel for us fleshy and crystaly/fleshy types, and I think we can help more people by spending resources on them over Erewhon. Sorry buddy, but you're just one guy.
-Gib tib power. We always need more power and we've got a lot of energy hungry projects in the pipes while needing lots of cap goods. Let's get the ball rolling!
-We finished up 4 energy weapons projects all at once. That's going to be energy expensive yes, but I do wonder if there's some synergy for going in hard on those. Could be something neat.
-Since I want us to go into liquid T power, visaroid research is also something I'd like in the pipes.
-Mastodon please.
 
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What I have right now- so much is up in the air based on results, conflict results and new/updated actions come Q2 that filling in anything else when it is likely to be changed is off to me.

Infra 6/6 ???R +34
-[] Yellow Zone Fortress Towns (Phase 4) 232/250 1 die 20R 100%
-[] 5 dice on ????
HI 5/5+? free ???R +29
-[] Continuous Cycle Fusion Plants (Phase 5) (Updated) 232/300 ? dice ??R ??%
-[] Nuuk Heavy Robotics Foundry (Phase 3) 118/640 ? dice ??0R ??%
LCI 5/5 110R +24
-[] Reykjavik Myomer Macrospinner (Phase 4) 378/640 4 dice 80R 97%
-[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 45%
Agri 4/4 50R +24
-[] Wadmalaw Kudzu Plantations (Phase 2) 0/300 1 dice 10R 0%
-[] Freeze Dried Food Plants 73/200 1 die 20R 13%
-[] Strategic Food Stockpile Construction (Phase 2) 38/150 2 dice 20R 89%
Tiberium 7/7 ???R +39
-[] Yellow Zone Tiberium Harvesting (Phase 7) 181/300 ? dice ??0R 92%
-[] Intensification of Green Zone Harvesting (Stage 5&6) 63/200 2 dice 30R 91%
-[] ???
Orbital 6/6 110R +26
-[] GDSS Enterprise (Phase 4) 456/765 5 dice 100R 96%
-[] Orbital Cleanup (Stage 9) 41/85 1 die 10R 98%
Services ?/5 ??R +27
-[] Hallucinogen Development (New) 0/60 1 die 15R 88%
-[] ???
Military 8/8 ???R +26
-[] Advanced ECCM Development (New) 0/40 1 die 20R 100%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Escort Carrier Shipyard 3? dice
-[] Frigate Shipyard/Apollo factories/Other deployments/other dev ? dice
Bureau 4/4 +24
-[] Security Reviews (Bureau) 3+1 dice 100%
Free 7/7
HI and MIL most likely

2 Idle dice

???/945 (+?? reserve)


@Derpmind YZ Harvest is 181/300 not 2/300, we started the turn with 2 rollover so that may have not been updated in error, more so since the dice and percentages are based on the 181.


I actually think we really should try out liquid tiberium energy plants - using tiberium dice to get energy and to have all our heavy industry dice free to build all the extensive and necessary capital goods projects is a huge boon.
Except that we need tib dice to support the war effort with yz and gz harvest plus we need to keep mitigation rolling given tib is mutating harder (up to a d5 for mit loss each mutation instead of d4). And liquid tiberium is half the power of fusion.
 
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