F0lkL0re
Officially not an Inquisitor
- Location
- Shetland
One is better then none though.Investing a one die per turn trickle in something "just to keep the ball rolling" may not actually work as intended in a relevant way.
One is better then none though.Investing a one die per turn trickle in something "just to keep the ball rolling" may not actually work as intended in a relevant way.
If it diverts effort between different projects and makes it harder to finish either in a timely manner, it may not be.
I mean, is it? Is it really?holding up a giant banner that says "our government sucks but its still better than the Kel-Moiran Combine!"
Only 8-9 though if you take a turn to get phase three SCVs which is actually a pretty nice pickup in terms of discounts.It'll take roughly an average of 11 dice to complete the Shipyards, it's basically going to be our main project in HI until it's done, and we'd be pretty foolish to leave a bunch of dice progress needed in Q4 considering failing it would be something of a disaster. I'm investing 5 dice in it this turn, and six (SALOME, thanks) next turn, and maybe tossing some free-dice on the Mines to get those done to leave Q4 for NIM and other stuff.
Probably depends on if you ask a Dominion farmer or a Kel-Morian worker.
[] Plan Readying the SCVs for Reconstruction
-[] Infrastructure (6/6 dice, 35R)
--[] Korhal: Capital City Augustgrad (Phase 1) 51/400 (1 dice, 10R)
--[] Nephor II: Planetary Reconstruction (Phase 3) 114/400 (1 dice, 10R)
--[] Tyrador IX: Planetary Reconstruction (Phase 2) 66/200 (3 dice, 15R)
-[] Heavy Industry (5/5+4 free dice, 90R)
--[] Dylar IV: Dylarian Shipyards (Phase 2) 22/600 (4 dice, 40R)
--[] Vardona: Ardonin Heavy Vehicle Factory (Phase 3) 73/300 (5 dice, 50R)
-[] Light Industry (5/5 dice, 50R)
--[] Korhal: Canis Chemical Refinery (Phase 1) 0/200 (1 die, 10R)
--[] Mar Sara: Endureum Extraction Operations (Phase 1) 67/300 (4 dice, 40R)
-[] Environmental (5/5 dice, 35R)
--[] Korhal: Regreening Effort (Phase 2) [NEW] 11/100 (2 dice, 20R)
--[] Dylar IV: Shipyard Amenities 22/250 (3 dice, 15R)
-[] Services (5/5 dice, 50R)
--[] Vardona: Angustia Orbital Shipyard Complex (Phase 2) 281/400 (1 die, 10R)
--[] Korhal: Katherine Mengsk Memorial Veterans' Hospital 98/200 (1 die, 5R)
--[] Korhal: Port Bennet Interplanetary Aerospace Complex 0/600 (3 die, 30R)
-[] Military (6/6 dice, 55R)
--[] Brontes: Refloating the Fleet (Phase 2) 244/300 (1 die, 10R)
--[] Brontes: Fort Riley Orbital Training Center 41/200 (1 die, 10R)
--[] TRUSTrooper Recruitment Program [TRUST] 0/400 (2 dice, 20R)
--[] Vardona: Treasury Reserve Site Alpha [TRUST] 141/200 (1 die, 5R)
--[] Fringe Worlds: Fort Sumner Forward Operating Base 0/200 (1 die, 10R)
-[] Research (5/5 dice, 60R)
--[] High-Efficiency Conduits [Tech] 109/200 (2 die, 30R)
--[] Hercules-class Superheavy Cargo Freighter 0/350 (3 dice 30R)
-[] Bureaucracy (5/5 dice, 55R)
--[] Establish the Office of Forecasts and Trends 0/200 (1 die, 5R)
--[] Services/Administration/Logistics/Operations Mechanization Endeavor 233/300 (2 dice, 20R)
--[] Veterans' Benefits Program [MANDATORY] 39/400 (2 dice, 30R)
-[] Personal (1/1 + 1 Free, 50F)
--[] Vardona: Vardonaville Import-Export Company DC80 (2 dice, 30F)
--[] Nephor II: Worker Aid Centers DC 80 (2 dice 20F)
I'm doing Worker Aid centers because it unlocks another Personal die, which, you know, seems like a nice thing to have with all this budget we have to throw funding around at.I'm a huge fan of this. It has pretty much all the things I want - including the Hercules! My only "hmmm?" is the Worker Aid Centers. I was wondering if you were interested in changing it to the TRUST pilot corp thing. Oh, my only immediate question is what is the Paranoia result of this because that does kind of matter in a general sense.
Vehrec, I like your plan overall, and indeed I like it better than any of the others I've seen.-[] Services (5/5 dice, 50R)
--[] Vardona: Angustia Orbital Shipyard Complex (Phase 2) 281/400 (1 die, 10R)
--[] Korhal: Katherine Mengsk Memorial Veterans' Hospital 98/200 (1 die, 5R)
--[] Korhal: Port Bennet Interplanetary Aerospace Complex 0/600 (3 die, 30R)
...Why is this our primary problem, exactly? It's not stopping us from completing projects. The budget is more or less adequate. Corruption is bad, don't get me wrong, but our own long term hopes of survival themselves hinge on the corruption existing as a background fog to hide our own activities aimed against Mengsk's regime.The inspector office needs to be done sometime soon we got no idea how much corruption we don't endorse is going about
...why do you think this a realistic concern?
You talk about focusing on "finishing obligations," but you're only spending two dice on planetary reconstruction.[] Plan: Attempting to Solve the Real Bad Problems
-[] INFRASTRUCTURE (6 dice, 35 Resources)
--[] Korhal: Capital City Augustgrad (Phase 3) [MANDATORY] [NEW] (1 dice, 10R)
--[] Tyrador IX: Planetary Reconstruction (Phase 2) [Reconstruction] (2 dice, 10R)
--[] Mar Sara: Planetary Resettlement (Phase 1) (2 dice, 10R)
--[] Fringe Worlds: Supply Bunker Construction (Phase 2) (1 die, 5R)
This light investment in the Dylarian shipyards puts us in an awkward position in Q3 and Q4, because we're going to have to race like mad bastards to finish the project, even with the cost reductions from SCVs.-[] Heavy Industry (5 dice, +1 Free, 85 Resources)
--[] Dylar IV: Dylarian Shipyards (Phase 2) [Reconstruction] (1 die, 10R)
--[] Vardona: Ardonin Heavy Vehicle Factory (Phase 3) [NEW] (3 dice, 45R)
--[] Nephor II: TerraUnion Tool and Die Works (Phase 3) [NEW] (2 dice, 30R)
It's probably a bad idea to throw three dice at this when there's so much else in Services that needs doing.-[] Services (5 dice, +1 free, 45 Resources)
--[] Vardona: Angustia Orbital Shipyard Complex (Phase 2) (3 dice, 30R)
--[] Korhal: Katherine Mengsk Memorial Veterans' Hostpital [MANDATORY] (3 dice, 15R)
Do we really need three dice on Refloating the Fleet? The project's already fairly close to completion.-[] Military (6 dice, 55 Resources)
--[] Brontes: Refloating the Fleet (Phase 2) (3 die, 30R)
--[] Vardona: Treasury Reserve Site Alpha [TRUST] (1 dice, 5R)
--[] Fringe Worlds: Fort Sumner Forward Operating Base [MANDATORY] [NEW] (2 dice, 20R)
I don't know if the paranoia balance is good or not, but for Angustia, I'm pushing for the SCVs to finish it for us. See, with the SCV bonus, that project drops from 281+progress/400 to 281+progress/300. And I consider it not fully productive until the Hercules is done, which is a 2 turn project at least.Vehrec, I like your plan overall, and indeed I like it better than any of the others I've seen.
But my one big concern is that I think we really do need to push the Angustia yards harder than this. We're getting constant explicit and subtextual hints that lack of civilian spacelift capability really is one of our big economic problems, and we need at least two dice, preferably three, to have any reasonable hope of finishing Angustia Phase 2 this turn.
I'm also a bit concerned that your plan may have too high a Paranoia balance, but I'm not sure about that and haven't run the numbers. So this is just me saying "did you throw in enough -Paranoia to roughly balance the +Paranoia," not me saying "you didn't do that."
What are the odds of the Ardunin Phase 3 completing next turn and giving us those SCVs to begin with?I don't know if the paranoia balance is good or not, but for Angustia, I'm pushing for the SCVs to finish it for us. See, with the SCV bonus, that project drops from 281+progress/400 to 281+progress/300.
We need more space cargo shipping much too badly to be fussy about whether we're building Hercules-class freighters in particular or existing freighters of the many types that no doubt already exist. Anything is much better than nothing, so getting Angustia Phase 2 rolled out pronto is important.And I consider it not fully productive until the Hercules is done, which is a 2 turn project at least.
Personally, I prefer to do detailed breakdowns of Paranoia based on chances of success (for instance, three projects that all have a 60% chance of -5 Paranoia each do not count as -15 likely Paranoia, but as -9, on average). But I don't ask anyone to do that for themselves because it's a pain in the butt to AnyDice up the probabilities of project completion successes. I may have time to do it by hand later.ETA: Likely Paranoia gain is about +30, with -15 from projects and -5 from cover-ups. But then we run into -15 from Dylarian shipyards soon and Fort Riley's another -10.
My priority is getting all the Real Bads to Bad- Tyrador's Real Bad is Transport, and haulage is a sector-wide problem.You talk about focusing on "finishing obligations," but you're only spending two dice on planetary reconstruction.
Workers will have to live there when we get extraction up and running, which is why we got them water, but we aren't fighting creep yet so it's fine.It seems pretty likely that the reconstruction projects are really big, that they run both wide and deep. It's not a good idea for us to be starting the resettlement of Mar Sara when we don't even know how many [Reconstruction] projects we're already committed to doing in Infrastructure to the nearest 1000 Progress.
It's better to do SCVs, tools, and neotextiles now because of how autocomplete works, and we're getting more dice and a mystery box.This light investment in the Dylarian shipyards puts us in an awkward position in Q3 and Q4, because we're going to have to race like mad bastards to finish the project, even with the cost reductions from SCVs.
Haulage of people and freight is Real Bad; I assume goods and services aren't circulating. Also, we'll have lots of military shit going that'll steal up freight.It's probably a bad idea to throw three dice at this when there's so much else in Services that needs doing.
Yeah, fair enough.Do we really need three dice on Refloating the Fleet? The project's already fairly close to completion.
80%, six dice would only be a 13% increase. I'm comfortable with the 4/5ths chance ofWhat are the odds of the Ardunin Phase 3 completing next turn and giving us those SCVs to begin with?
Keeping in mind, we also have planetary transport to worry about which-oh yeah, I do reconstruction towards that too.We need more space cargo shipping much too badly to be fussy about whether we're building Hercules-class freighters in particular or existing freighters of the many types that no doubt already exist. Anything is much better than nothing, so getting Angustia Phase 2 rolled out pronto is important.
I mean, I was thinking about doing a Derpmind style probability acordion for this quest, but the number of weird bonuses makes that a little tricky. And I'm not a fan of 'detailed breakdowns' because we get our paranoia in big quantized blocks, not dribbled out over the project's length. It's either +10 or +20 or +30, not +19.Personally, I prefer to do detailed breakdowns of Paranoia based on chances of success (for instance, three projects that all have a 60% chance of -5 Paranoia each do not count as -15 likely Paranoia, but as -9, on average). But I don't ask anyone to do that for themselves because it's a pain in the butt to AnyDice up the probabilities of project completion successes. I may have time to do it by hand later.
Going to war is an absolutely terrible idea. Even if we did win quickly, we'd be in a position of having to actually garrison Kel-moria and keep production going in the face of a likely insurgency, thinning out defences when we absolutely cannot afford to. It's frankly madness, especially when we know ooc that the UED are coming
Honestly, that's an argument for leaning into Tyrador IX's reconstruction harder, because the current phase of the reconstruction project is focused around improving surface transportation by building new roads, railroads, and ports.My priority is getting all the Real Bads to Bad- Tyrador's Real Bad is Transport, and haulage is a sector-wide problem.
The extraction facilities themselves will contain enough habitat capability to do in the short term. We'll just be colonizing Mar Sara with facilities more like deep sea oil rigs at first, and building actual towns later.Workers will have to live there when we get extraction up and running, which is why we got them water, but we aren't fighting creep yet so it's fine.
We're getting to the point where investing heavily in construction equipment to reduce the length of the project becomes problematic if it means we don't start the project. I'm not saying we've crossed the line where it tips over into actively a bad idea, but I'm a bit worried that in our enthusiasm to build the tools to build the tools, we may forget to, y'know... actually build the tools.It's better to do SCVs, tools, and neotextiles now because of how autocomplete works, and we're getting more dice and a mystery box.
I think it might be better to consolidate dice here a bit. None of these projects are very likely to complete this turn because of how few dice are being invested in any one thing.-[] Heavy Industry (5/5+4 free dice, 85R)
--[] Dylar IV: Dylarian Shipyards (Phase 2) 22/600 (4 dice, 40R)
--[] Korhal: Keresh Mining Complex (Phase 2) Progress 14/100 (1 dice, 5R)
--[] Korhal: Simonson Munitions Factory (Phase 1) [NEW] 0/300 (2 dice 10R)
--[] Nephor II: Dynamic Integrated Arms Factory (Phase 1) 0/200 (2 dice 30R)
Given that the resocialization center is going to be a giant atrocity machine for brainwashing convicts into loyal power-armored mooks, we might want to just... not... build that one. Lots of other stuff to do.-[] Services (5/5 dice, 50R)
--[] Vardona: Angustia Orbital Shipyard Complex (Phase 2) 281/400 (2 die, 20R)
--[] Korhal: Katherine Mengsk Memorial Veterans' Hospital 98/200 (1 die, 10R)
--[] Korhal: Primary Resocialization Center [NEW] 0/400, (2 die, 20R)
This is another area where we probably want to consolidate dice. Fort Riley won't complete with one die, and Fort Davis almost certainly won't complete with two.-[] Military (6/6 dice, 55R)
--[] Brontes: Refloating the Fleet (Phase 2) 244/300 (1 die, 10R)
--[] Brontes: Fort Riley Orbital Training Center 41/200 (1 die, 5R)
--[] Korhal: Fort Davis Military Arsenal 0/200 (2 dice, 20R)
--[] Fringe Worlds: Fort Sumner Forward Operating Base 0/200 (2 die, 20R)
SALOME is important enough that it's probably worth two dice, because just having better than a roughly 50/50 chance of completion next turn is worth it. Remember that if SALOME completes it means we can roll about eight more dice next turn than would otherwise be possible.-[] Bureaucracy (5/5 dice, 70R)
--[] Vardona: Trevelyan Commercial Tower (Extravagant) [NEW] 0/300 (2 die, 30R)
--[]Services/Administration/Logistics/Operations Mechanization Endeavor 233/300 (1 dice, 10R)
--[] Veterans' Benefits Program [MANDATORY] 39/400 (2 dice, 30R)
Okay, 80% isn't too bad, yeah.
You're right, but the detailed breakdown gives a much better sense of the impact we're likely to see. A typical plan has something like half a dozen different elements, all with their own will-they-or-won't-they calculation. Deterministic models like "assume everything with a 50% or higher chance completes and nothing below that does" or "assume everything completes" or whatever will tend to totally fail to capture the difference between, say, a plan with three 30% chance of +10 Paranoia projects and something with three 1% chance of +10 Paranoia projects.I mean, I was thinking about doing a Derpmind style probability acordion for this quest, but the number of weird bonuses makes that a little tricky. And I'm not a fan of 'detailed breakdowns' because we get our paranoia in big quantized blocks, not dribbled out over the project's length. It's either +10 or +20 or +30, not +19.
Because it it literally says that in it's description?
It says that the Inspector-General's office could do that.
Eh with Mengsk anything insane seems like a possibility.It says that the Inspector-General's office could do that.
This does not translate into "we need the Inspector-General's office because otherwise someone will do that."
Again, the Dominion doesn't run on Klingon promotion.