Bubble Tea Bears and Golden Tigers - An Alternate Universe RWBY Isekia Quest

Long term Taiwan/Menagerie is kinda the natural enemy of Atlas.
Given they are being boosted hard by Ozpin ITL, and OTL they are reliant on exporting Dust and Technology.

Since Taiwan has alternative Energy sources and is capable of selling advance technology it is kinda of natural for Atlas to eventually be opposed to the Tiger Pact on a higher level.
True, but there's still a chance. There's a common enemy in the Grimms, so maybe we could try to push that angle and the "total eradication" of Grimms from remnant as a shared goal/vision.

I agree it's unlikely, but we should at least try. If they end up being our enemies, well, that's on them as long as we at least made a goodwill attempt
 
True, but there's still a chance. There's a common enemy in the Grimms, so maybe we could try to push that angle and the "total eradication" of Grimms from remnant as a shared goal/vision.

I agree it's unlikely, but we should at least try. If they end up being our enemies, well, that's on them as long as we at least made a goodwill attempt
Yeah I know.

Just pointing out that long term the Existence of the Tiger Pact means that Atlas artificial and inflated capacity (ITL) is undermined in the long term. Meaning that we should prepare for a potential conflict with Atlas as an eventuality.
 
Additionally, Atlas probably takes pride in being the CCTS makers and having the only military. We have our own military and something entirely superior in computer/communications tech.

They'll also take serious offense the first time we demonstrate cyberwarfare and how unprepared the CCTS is on that front.
 
Vote closed
Scheduled vote count started by VinnyMoneyHo on Jul 13, 2024 at 7:14 PM, finished with 112 posts and 24 votes.

  • [X] Plan: Spool, Spool, Spool Up (But with shipyards)
    -[X] Nuclear Reactors Deployment (Green): Driftwood Thorium SMR 3d [96.03%]
    -[X] Urban Housing expansion (Phase 1): Kuo Kuana housing district 1d [100%]
    -[X] Menagerian Shipbuilding Program
    --[x] Driftwood Shipyards (Progress: 0/200)(-2 Energy)(+2 Service Dice, +5 for all rolls) (4+1 dice, 92.98%)
    --[x] Nufaya Shipyards (Progress 0/200) (-2 Energy) (+2 Light Industry Dice, + 5 for all rolls) (3+2 dice, 92.98%)
    -[X] Expand Petroleum extraction (Pollutive)(Phase 2): Guantian District Expansion 2d [52.96%]
    -[X] Personnel Vehicle Manufacturing Retooling (Phase 3) 3d
    -[x] Livestock Program (Phase 2)(Progress: 26/225) (-2 Energy per turn) (+3 QoL)(+5 resources per turn)(+1 Light Industry Dice) (2 dice, 30 resources, no chance of completion)
    -[X] Algae Farms (Phase 2): Provincial Highway 1 Algae Farm 3d [91.09%]
    -[X] Hospital Modernization and Expansion (Phase 2) 3d [84.72%]
    -[X] Unified Internet Services (Phase 2) 2d [71.88%]
    -[X] Sporting events programs (Phase 1) 1d [12%]
    -[X] Joint Space Administration Facility 2d
    -[X] Firearms Production Expansion (Light and Heavy Machine Guns) 3d [86.31%]
    -[X] Frigate Redevelopment project 2d [89.67%]
    -[X] Local Law Enforcement Expansion and Modernization 2d [54.71%]
    -[X] Infiltration Mission: Anima 4d [97.83%]
    -[X] 3D Printing Complex Development 5d [25.33%]
    -[X] Salvage Operation (Phase 5) 2 Military + 2 Free dice
    [X] Plan: First Wave Incoming
    -[X] Kuo Kuana housing district 56/100 1 dice 15R 100%
    -[X] Nufaya Housing district 0/100 2 dice 30R 100%
    -[X] Driftwood Thorium SMR 0/200 1 dice 15R
    -[X] Steel extraction and Production expansion (phase 2) 102/250 3 dice 75R 63.3%
    -[X] Nufaya Shipyards (Progress 0/200) 4 dice 100R 53.33%
    -[X] Guantian District Expansion0/100 2 dice 40R 52.96%
    -[X] Cell phone Production expansion (phase 1) 0/150 3 dice 60R 60.41%
    -[X] Fruit plantation expansion (Phase 1) 0/125 3 dice 45R 90.13%
    -[X] Southern Fields expansion (Phase 2) - Wheat Fields 32/125 2 dice 70.36%
    -[X] Hospital Modernization and Expansion (Phase 2) 37/200 3 dice 45R 83.34%
    -[X] Unified Internet Services (Phase 2) 26/125 2 dice 30R 71.88%
    -[X] Aura Training School (phase 1) 0/150 1 dice 15R
    -[X] Joint Space Administration Facility 262/450 2 dice 20R
    -[X] Firearms Production Expansion (Machine Guns) 3 dice 85.26% 30R
    -[X] Domestic Fighter Fleet Expansion (Phase 1) 0/200 3 dice 24.55% 30R
    -[X] Frigate Redevelopment project 0/75 2 dice 20R 88.96%
    -[X] Local Law Enforcement Expansion and Modernization 2 dice 20R 52.96%
    -[X] Infiltration Mission: Anima 4 Dice 60R 97.83%
    -[X] 3D Printing Complex Development 0/250 5 dice 25.33% 75R
    -[X] Salvage Operation (Phase 5) (2 Free Dice, 2 military dice)(+200 Resources)
    [X] Plan: Spool, Spool, Spool Up
    -[X] Nuclear Reactors Deployment (Green): Driftwood Thorium SMR 3d [96.03%]
    -[X] Urban Housing expansion (Phase 1): Kuo Kuana housing district 1d [100%]
    -[X] Menagerian Shipbuilding Program: Driftwood Shipyards 5d [92.98%]
    -[X] Metal Mining operations: Ruifang District Copper Mine (Taiwan) 2d [70.36%]
    -[X] Expand Petroleum extraction (Pollutive)(Phase 2): Guantian District Expansion 2d [52.96%]
    -[X] Personnel Vehicle Manufacturing Retooling (Phase 3) 3d
    -[X] Livestock Program (Phase 2) 2d
    -[X] Algae Farms (Phase 2): Provincial Highway 1 Algae Farm 3d [91.09%]
    -[X] Hospital Modernization and Expansion (Phase 2) 3d [84.72%]
    -[X] Unified Internet Services (Phase 2) 2d [71.88%]
    -[X] Sporting events programs (Phase 1) 1d [12%]
    -[X] Joint Space Administration Facility 2d
    -[X] Firearms Production Expansion (Light and Heavy Machine Guns) 3d [86.31%]
    -[X] Domestic Fighter Fleet Expansion (Phase 1) 3d
    -[X] Frigate Redevelopment project 2d [89.67%]
    -[X] Local Law Enforcement Expansion and Modernization 2d [54.71%]
    -[X] Infiltration Mission: Anima 4d [97.83%]
    -[X] 3D Printing Complex Development 5d [25.33%]
    -[X] Salvage Operation (Phase 5) 2 Military + 2 Free dice
    [x] Plan: Brothers preserve our energy and aura
    -[x] Solar Power Expansion (Phase 2)(Green)
    --[x] Checheng Floating Pannel array (Taiwan) (Progress:0/120) (Add + 3 Energy, + 1 PS) [2D]
    -[x] Urban Housing expansion (Phase 1)
    --[x] Kuo Kuana housing district (Progress: 36/100)(+2 QoL) [2D]
    -[x] Nuclear Reactors Deployment (Green)
    --[x] Driftwood Thorium SMR (Progress: 0/200) (+10 Energy per turn) [4FREED]
    -[x] Steel extraction and Production expansion (phase 2) (Progress: 102/250) (-2 Energy per turn)(-1 QoL)(+30 Resources per turn) [3D]
    -[x] Cuop Boc Solar Panel Production and Distribution Complex (Green) (Progress: 0/150) (+ 2 Energy per turn) (+ 2 PS and QoL) (+5 to all rolls on any solar-related projects)(Unlocks other Solar related projects) [3D+1FREED]
    -[x] Expand Petroleum extraction (Pollutive)(Phase 2)
    --[x] Baked Sands Fields Expansion (Progress: 0/100)(+5 Energy, +5 Resources per turn) [2D]
    --[x] Guantian District Expansion (Progress: 0/100) (+10 Energy per turn) [2D]
    -[x] Toy and Card Workshops (Progress: 0/10)(-2 Resoures per turn)(-1 Energy per turn)(+3 PS, +1 QoL, +1 short story) [1D]
    -[x] Algae Farms (Phase 2)
    --[x] Rusl Creek Algae Plantation (Progress: 0/100) (+3 Energy, +1 Qol, +5 resources per turn, + 1 PS) [2D]
    --[x] Xiangshan District Refinery (Progress: 0/125) (+5 Energy, +1 PS, + 1 Light Industry Dice, + 1 PS) [3D]
    -[x] Hospital Modernization and Expansion (Phase 2)(Progress: 37/200) (-2 Energy) (+5 Qol) (+2 PS) [3D]
    -[x] Unified Internet Services (Phase 2) (Progress: 26/125) (-2 Energy per turn) (+2 QoL)(+3 PS)(+1 Free Dice) [2D]
    -[x] Aura Training School (phase 1) (Progress: 0/150) (+1 Infrastructure Dice)(+2 PS) [1D]
    -[x] Joint Space Administration Facility (Progress: 262/450) (Unlocks additional orbital tech). [2D]
    -[x] Firearms Production Expansion (Light and Heavy Machine Guns) (Progress: 0/125) (-1 Energy) [3D]
    -[x] Border Patrol Force (Progress: 0/125) [3D]
    -[x] Joint Special Forces Program (Progress: 0/100) (+2 PS)(+1 military dice) [2D]
    -[x] Domestic corruption crackdown (Progress: 0/100) (Reward:????) [3D]
    -[X] Infiltration Mission: Anima (Progress: 0/125) [1D]
    -[x] The Aura Research Complex and Sciences Project (Progress: 0/300)(Reward: +5 to all aura/semblance related projects) [5D]
    -[x] Grimm Culling Offensives (Phase 1) (Cost: 1 military dice to activate)(+2 PS)
    [X]Plan Refugee Prep
    -[x] Nuclear Reactors Deployment (Green)
    -[x] Driftwood Thorium SMR (Progress: 0/200) [3 dice, 45 Resources] [3d50 +147 (+44 infrastructure, + 5 Green project per dice)]
    -[x] Urban Housing expansion (Phase 1)
    -[x] Kuo Kuana housing district (Progress: 56/100) (1 dice, 15 Resources) (1d50 +44)
    -[x] Nufaya Housing district (North Menegarie) (Progress: 0/100) (1 free dice, 15 Resources) (1d50 +44)
    -[x] Steel extraction and Production expansion (phase 2) - (102/250) [3 dice, 75 Resources[ (3d50 + 75)
    -[X] Cuop Boc Solar Panel Production and Distribution Complex (Green) -(3 dice, 75 Resources) (3d50 +75)
    -[X] Menagerian Shipbuilding Program
    - [x] Nufaya Shipyards (Progress 0/200) (-2 Energy) (+2 Light Industry Dice, + 5 for all rolls) (1 dice, 25 Resources) (1d50 +20)
    -[x] Expand Petroleum extraction (Pollutive)(Phase 2)
    -[X] Gongguan Field Expansion - (0/100) (2 dice, 40 Resources) (2d50 +30)
    -[X] Baked Sands Fields Expansion - (0/100)( (2 dice, 40 Resources) (2d50 +30)
    - [X] Guantian District Expansion - (0/100) (1 dice +1 free dice, 40 Resources) (2d50+30)
    -[x] Urban Aquaponics Development - (0/50) (1 dice, 15 Resources) (1d50 +25 +1d4)
    -[x] Pharmaceuticals greenhouses - (0/100) (2 dice, 30 Resources) (2d50 +50 +2d4)
    -[X] Hospital Modernization and Expansion (Phase 2) -(37/200) (4 dice, 60 Resources) (4d50 + 140 +4d4)
    -[x] Aura Training School (phase 1)
    -[x]Jumpstart Training School (Progress: 0/150) (2 dice, 30 Resources) (2d50 +60)
    -[x] Joint Space Administration Facility (Progress: 262/450) (Unlocks additional orbital tech). (2 dice, 20 Resources) (2d50+40)
    -[X]Firearms Production Expansion (Light and Heavy Machine Guns) - ( 0/125) (2 dice, 20 Resources) (2d50 + 60 -2d8)
    -[x] Frigate Redevelopment project (Progress: 0/75) (1 dice, 10 Resources) (1d50 +30 - 1d8)
    -[x] Border Patrol Force - (Progress: 0/125) (2 dice, 20 Resources) (2d50 + 60 -2d8)-
    -[x] Local Law Enforcement Expansion and Modernization - (Progress: 0/100) (2 dice, 20 Resources) (2d50 + 60 -2d8)
    -[x] Infiltration Mission: Sanus - (0/125) (3 dice, 45 Resources) (3d50+60)
    -[x] Domestic corruption crackdown - (0/100) (1d50 + 20)
    -[x] 3D Printing Complex Development (0/250)(5 dice, 75 Resources) (5d50 +100)
    -[X] Salvage Operation (Phase 5) (2 Free Dice, 2 military dice)(+200 Resources)
    [X]Plan Name: Brace for Contact
    -[X]Solar Power Expansion
    --[X]Osta Desert Plant (Progress: 0/120)(2 Logi Dice: 30Rs)
    -[X]Nuclear Reactor Development
    --[X]Driftwood Thorium SMR (Progress: 0/200)(1 Logi+1 Free Dice: 30Rs)
    -[X]Urban housing expansion
    --[X]Kuo Kuana housing district (Progress: 56/100)(1 Logi Dice: 15Rs)
    -[X]Menagerie Aerodome Construction
    --[X]Southern Menagerie Regional Airport (Progress: 0/150)(1 Free Dice: 15Rs)
    -[X]Checheng Electronic Components Park (Progress: 0/150) (3HI Dice: 95Rs)
    -[X] Cuop Boc Solar Panel Production and distribution Complex (Progress: 0/150)(3HI Dice: 95Rs)
    -[X]Plastic Production Expansion (Progress: 0/200)(4LIC Dice: 80Rs)
    -[X] Toy and Card Workshops (Progress: 0/10)(1LIC Dice: 20Rs)
    -[X]Algae Farms
    --[X]Xiangshan District Refinery (Progress: 0/125)(3 Agri Dice: 45Rs)
    -[X] Western Menagerie Coastal Fisheries Establishment (Progress: 0/125) (2 Agri+1 Free Dice: 45Rs)
    -[X] Hospital Modernisation and Expansion (Progress: 37/200)(2 Service Dice: 30Rs)
    -[X] Aura Training School
    --[X]Jumpstart Training School (Progress: 0/150)(3 Service Dice:45Rs)
    -[X] JSAF (Progress: 262/450) (2 Orbital Dice: 20Rs)
    -[X] Firearms Production Expansion(Light and Heavy Machine Guns)(Progress: 0/125)(3D Dice: 30Rs)
    -[X] City Fortification (Progress: 1/100)(2 D Dice: 20Rs)
    -[X] Frigate Redevelopment Project (Progress 0/75)(2 D Dice: 20Rs)
    -[X] Infiltration Mission: Anima (Progress: 0/125) (4IW Dice: 60Rs)
    -[X] The Aura Research Complex and Sciences Project (Progress: 0/300) (4 SRD Dice: 60Rs)
    [x] Quality of live and fuel supply
    [X] Plan: First Wave Incoming
    -[X] Kuo Kuana housing district 56/100 1 dice 15R 100%
    -[X] Nufaya Housing district 0/100 2 dice 30R 100%
    -[X] Driftwood Thorium SMR 0/200 1 dice 15R
    -[X] Steel extraction and Production expansion (phase 2) 102/250 3 dice 75R 63.3%
    - [x] Cuop Boc Solar Panel Production and Distribution Complex (Green) 0/150 2 dice 50R 9.24%
    - [x] Ruifang District Copper Mine (Taiwan) 0/100 2 dice 50R 70.36%
    -[X] Guantian District Expansion0/100 2 dice 40R 52.96%
    -[X] Cell phone Production expansion (phase 1) 0/150 3 dice 60R 60.41%
    -[X] Fruit plantation expansion (Phase 1) 0/125 3 dice 45R 90.13%
    -[X] Southern Fields expansion (Phase 2) - Wheat Fields 32/125 2 dice 70.36%
    -[X] Hospital Modernization and Expansion (Phase 2) 37/200 3 dice 45R 83.34%
    -[X] Unified Internet Services (Phase 2) 26/125 2 dice 30R 71.88%
    -[X] Aura Training School (phase 1) 0/150 1 dice 15R
    -[X] Joint Space Administration Facility 262/450 2 dice 20R
    -[X] Firearms Production Expansion (Machine Guns) 3 dice 85.26% 30R
    - [x] Domestic Fighter Fleet Expansion (Phase 1) 0/200 3 dice 24.55% 30R 4 dice 92.73%
    -[X] Frigate Redevelopment project 0/75 2 dice 20R 88.96%
    -[X] Local Law Enforcement Expansion and Modernization 2 dice 20R 52.96%
    -[X] Infiltration Mission: Anima 4 Dice 60R 97.83%
    -[X] 3D Printing Complex Development 0/250 5 dice 25.33% 75R
    -[X] Salvage Operation (Phase 5) (2 Free Dice, 2 military dice)(+200 Resources)


Edit: Alright, i will begin calculations and rolls when i get the chance. However I'm currently in the united states and traveling so it may take some time.
 
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...Hmmm. Between the incoming resource crunch soon lowering the amount of dice we can roll each turn, and Phase 3 Vehicle Manufacturing probably completing next turn, I'm considering not spending any infrastructure dice next turn, beyond maybe a single one on the Nufaya Housing district, since that will have a literal coin flip chance assuming both shipyards finished.

This is because the most infrastructure projects are now large enough that the +6 from the last phase will have a noticeable effect, with the probability for a 200 point project with 2 dice completing doubling from 17.4% to 34.4%. So, with our limited income, waiting a turn for Phase 3 for a decent ~1/3 chance with only 2 dice may be worth it.

There's also Solar Power Plants as an option, but I want to wait for both Phase 3 Vehicle, as well as the Solar Panel Production. Not just because of the +5 Solar Bonus, but because the flavor text makes me almost certain that the 20 progress difference between Phase 1 and 2 Solar Plants is due to the lack of panel production, especially since there wasn't a similar growth between the Oil, Algae Farms and Dust Mines.

Math-wise, the chance of completing a solar plant with a single dice:
Turn 9, assuming shipyards: 10%
Turn 10, with Phase 3 Vehicles: 22%
Turn 10, with Phase 3 Vehicles, +5 from Panel Production, and theoretical progress drop: 72%
So waiting to do the Solar Plants until after Panel Production, which we are required to do eventually anyways, may be worth it.
 
...Hmmm. Between the incoming resource crunch soon lowering the amount of dice we can roll each turn, and Phase 3 Vehicle Manufacturing probably completing next turn, I'm considering not spending any infrastructure dice next turn, beyond maybe a single one on the Nufaya Housing district, since that will have a literal coin flip chance assuming both shipyards finished.
2 dice will be fine, particularly since our immediate priority will be the Housing Expansion. I agree that Solar Plants should wait after the Panel Plant, in no small part because my plan has the Panel Plant for next turn.
 
At the very least, I find the idea of figuring out ways to accommodate certain types of Faunus features on standardized equipment interesting.
Not sure on Faunus as a whole, because the sheer variety makes a "standardized" equipment very difficult.
Might have something designed for underwater Faunus given that they are probably dependent on modified equipment from the surface.

Might just have an industry dedicated to "conversion & adjustment" of standardized equipment for the Faunus.
 
...Hmmm. Between the incoming resource crunch soon lowering the amount of dice we can roll each turn, and Phase 3 Vehicle Manufacturing probably completing next turn, I'm considering not spending any infrastructure dice next turn, beyond maybe a single one on the Nufaya Housing district, since that will have a literal coin flip chance assuming both shipyards finished.

This is because the most infrastructure projects are now large enough that the +6 from the last phase will have a noticeable effect, with the probability for a 200 point project with 2 dice completing doubling from 17.4% to 34.4%. So, with our limited income, waiting a turn for Phase 3 for a decent ~1/3 chance with only 2 dice may be worth it.

There's also Solar Power Plants as an option, but I want to wait for both Phase 3 Vehicle, as well as the Solar Panel Production. Not just because of the +5 Solar Bonus, but because the flavor text makes me almost certain that the 20 progress difference between Phase 1 and 2 Solar Plants is due to the lack of panel production, especially since there wasn't a similar growth between the Oil, Algae Farms and Dust Mines.

Math-wise, the chance of completing a solar plant with a single dice:
Turn 9, assuming shipyards: 10%
Turn 10, with Phase 3 Vehicles: 22%
Turn 10, with Phase 3 Vehicles, +5 from Panel Production, and theoretical progress drop: 72%
So waiting to do the Solar Plants until after Panel Production, which we are required to do eventually anyways, may be worth it.
mh... I don't know.

Generally speaking I think the most important categories are infra and services, as they're the ones least likely to covered by "the private sector".

infra also has knock-on effects on everything else. Adding trains and railways and airports and housing will usually improve the economy enough to make up for the costs, but it's something only the government can really do.

unless, of course, we need it urgently. After all in theory there's no reason why we'd need to bother with toys, or even vehicles. But accelerating the timetable with subsidies and such it's often worth it...
 
Generally speaking I think the most important categories are infra and services, as they're the ones least likely to covered by "the private sector".

infra also has knock-on effects on everything else. Adding trains and railways and airports and housing will usually improve the economy enough to make up for the costs, but it's something only the government can really do.

unless, of course, we need it urgently. After all in theory there's no reason why we'd need to bother with toys, or even vehicles. But accelerating the timetable with subsidies and such it's often worth it...
Well, we'll have to see what happens in Q4 after we've lifted rationing.
 
Well I am sure that the plan that won has gotten the foundations to deal with the refugee crisis. But for the next quarter we would need to take care to sure up our options that help us deal with the refugee crisis. Maybe even start Grimm extermination missions on menagerie to expand possible places for housing for the menagerie population.
 
Well I am sure that the plan that won has gotten the foundations to deal with the refugee crisis. But for the next quarter we would need to take care to sure up our options that help us deal with the refugee crisis. Maybe even start Grimm extermination missions on menagerie to expand possible places for housing for the menagerie population.
Also to prevent Grimm activity from an Influx of bad feelings
 
infra also has knock-on effects on everything else. Adding trains and railways and airports and housing will usually improve the economy enough to make up for the costs, but it's something only the government can really do.

I would argue that given Menagerie's somewhat impoverished state (Capital-wise) that the investments in every category was kinda necessary to even make the infrastructure worth it imo.

Given the fact that a lot of the mines, factories and centralized agriculture simply did not exist pre-ISOT it is necessary for the Tiger Pact to invest in pretty much everything before the Infrastructure, otherwise those roads won't have the traffic to justify their maintenance cost.

I personally think that Heavy Industry and Agriculture are the most important categories because those are usually the ones that Private Industry will not invest in due to high upfront costs and limited profit margins.
 
I would argue that given Menagerie's somewhat impoverished state (Capital-wise) that the investments in every category was kinda necessary to even make the infrastructure worth it imo.

Given the fact that a lot of the mines, factories and centralized agriculture simply did not exist pre-ISOT it is necessary for the Tiger Pact to invest in pretty much everything before the Infrastructure, otherwise those roads won't have the traffic to justify their maintenance cost.

I personally think that Heavy Industry and Agriculture are the most important categories because those are usually the ones that Private Industry will not invest in due to high upfront costs and limited profit margins.
That's also fair.

And arguably services are also important to set up and some, like hospitals, are urgently needed. And agriculture is also often somewhat unprofitable without heavy subsidies as well.

We kinda need everything. We'll see which projects are the most urgent depending on context
 
Such as:

Do we still add in Night Vision as a standard for the Faunus forces? or we can replace it with another feature (probably one focused on muffling anti-supersensory attacks).

Do we know how widespread night vision is among Faunus? It must be fairly extensive for it to be a factor in army-level combat like the battle of Fort Castle that Pyrrha mentioned in Volume 2, but is it universal among all Faunus?
 
Do we know how widespread night vision is among Faunus? It must be fairly extensive for it to be a factor in army-level combat like the battle of Fort Castle that Pyrrha mentioned in Volume 2, but is it universal among all Faunus?

From my friend who read the novel "Before the Dawn" apparently most faunus have Nightvision.
Granted its Novel Canon.
 
I'm just running through some ideas organising my thoughts and posting them on the thread here. This is probably the equivalent of a blatantly redundant monologue so bear with me.

The original version of the winning plan used 665 Resources but I didn't see an amended total for the winning plan including the shipyards so I'll use that as a base figure. We started this quarter with 807 Resources, so that leaves 142 Resources in the reserve. Then we add 200 Resources for our Salvage mission, giving us a total reserve of 342 Resources. Production of Resources is 432 Resources, plus 5 for completing the Provincial Highway 1 Algae Farm if it gets completed, giving us a total Resources of 774 at the start of next turn, or 779 if the Algae Farm is completed.

Urban Housing Expansion in Kuo Kuana is completed, and the Driftwood Thorium Reactor is almost certainly completed. Gives us +10 Energy, +2 Quality of Life.

The Driftwood and Nufaya Shipyards will almost certainly be completed this turn giving us a +10 bonus to the roll for each dice we invest in any category. The extra 2 Light Industry and Service dice are almost irrelevant because we have hit the point where we don't have enough Resources to spend on them, but we might be able to spend them on Edicts.

The Guantian Petroleum field gives +10 Energy if completed, but that is only a fifty-fifty chance of success.

Livestock Expansion and Personnel Vehicle Manufacturing cannot be completed this turn. However the Provincial Highway 1 Algae Farm has a really high chance of completion this turn which will give us +5 Resources, +1 Quality of Life and +3 Energy, all of which we really need. The chances of completing the current phase of Hospital Modernisation is good but we still need to get the next phase done. Officially that's an objective to be done by a few years down the track, but in narrative terms we really should get it done as soon as possible because of teh waves of refugees due to start arriving next turn.

Speaking of refugees arriving next turn we've got just over an even chance to get Local Law Enforcement Expansion and Modernisation completed before the first refugees arrive but there has been no investment in Border Patrol Force, and I'm not sure which would be responsible for protecting the refugee camps from external attack or internal disorder. With the military we've got pretty good chances of getting Firearms Phase 2 and the redevelopment of the navy's frigates completed. Infiltration into Anima and Mistral is likewise almost certain to be completed.

With the completion of the shipyards the bonuses increase to the following -

Infrastructure and Logistics: +54, 20 starting Progress for infrastructure and industry projects
(+10 road network, +10 civilian shipbuilding, +14 personnel vehicles, +10 Taichung Production. +5 for Driftwood shipyards, +5 fot Nufaya Shipyards, 20 starting Progress aggregate plants)

Heavy Industry: +30 / +35 for green energy and resources / +25 for polluting and non-renewable resource projects
(+10 road network, +10 civilian shipbuilding, +5 green energy/resources from Naturist,, +5 for Driftwood shipyards, +5 fot Nufaya Shipyards, -5 non-renewable and polluting resources from Naturist, 20 starting Progress aggregate plants)

Light and Chemical Industries: +30 / +35 for green energy and resources / +25 for polluting and non-renewable resource projects
(+10 road network, +10 civilian shipbuilding, +5 green energy/resources from Naturist, +5 for Driftwood shipyards, +5 fot Nufaya Shipyards, -5 non-renewable and polluting resources from Naturist, 20 starting Progress aggregate plants)

Agriculture: +35 +1d4
(+10 road network, +10 civilian shipbuilding, +5 to all food or medical related project rolls from Medical Genius, +5 for Driftwood shipyards, +5 fot Nufaya Shipyards, +1d4 QoL Risen bonus to health and food projects)

Services: +40 . +45 +1d4 for food or medical related project dice
(+10 road network, +10 civilian shipbuilding, +10 Taichung Production, +5 for Driftwood shipyards, +5 fot Nufaya Shipyards, +5 to all food or medical related project rolls from Medical Genius, +1d4 QoL Risen bonus to health and food projects)

Orbital: +35
(+10 road network, +10 civilian shipbuilding, +5 Astronomy Hobby, +5 for Driftwood shipyards, +5 fot Nufaya Shipyards, )

Defence: +40 -1d8 / +50 - 1d8 for aircraft related projects)
(+10 road network, +10 civilian shipbuilding, +5 aircraft fuel, +5 military demands satisfied, +10 to aircraft-related rolls from aircraft plants, +5 for Driftwood shipyards, +5 fot Nufaya Shipyards, -1d8 civilian minded)

Intelligence:

Special Research:


So what would be my suggestions for spending next turn?

First, we need to continue preparing for the arrival of Faunus refugees.
Because we haven't completed Phase 1 of Urban Housing Expansion we probably won't get any additional options aside from Nufaya housing district. It costs 100 pts, we start with 20 due to aggregate plants, with one dice (15 Resources) giving us 1d50+54 so that should give a roughly fifty-fifty chance of completion.
We really should complete the Local Law Enforcement Expansion, and also the Border Patrol Force just to be on the safe side. The Local Law Enforcement Expansion requires 0/100 and was allocated 2 dice for 2d50+60-2d8 , or 2d50+44 assuming the maximum rolls on the penalty dice. So even if it doesn't succeed 1 dice (10 Resources) should be enough to complete it if it isn't finished this turn. The Border Patrol Force requires 0/125 , and spending 2 dice (20 Resources) for 2d50+80-2d8 which should be enough to give a good chance of completing it.
I'm thinking that spending a military dice on the Edict for Grimm Culling Offensives - we don't really need the PS bonus but considering how man scared and angry Faunus refugees will be arriving I think that it makes narrative sense to make a pre-emptive strike against the Grimm to ease the pressure. on our defences.
Also two Agricultural dice (30 resources) on Pharmaceutical Greenhouses, because it's an objective and also because it makes sense to increase our pharmaceutical supplies when the refugees arrive. Requiring 1/100 (not sure if it would get the free 20 pts from aggregate plants) we would have 2d50 + 70 + 2d4 on the dice.

@VinnyMoneyHo Does overflow on the Urban Housing Expansion count towards another housing project or does it just go to waste?

Also which law enforcement option handles security for the refugee camps for the Faunus arrival - Border Patrol Force or Law Enforcement Expansion?

Cuop Boc Solar Panel Panel Production Complex adds additional options for solar complexes - does this mean that we will need to finish more solar plants in Phase 3 than if we don't complete Cuop Boc?
 
Depending on the project (most of them), excess resources in one sub project will be transferred over to the next one assuming there is one available. The only time I chose not to do was during the nuclear project with the excuse being the two available reactors are too different to share resources and for further training.

As for handling refugees, for the time being border control will handle such matters though an option to establish an immigration agency will appear.
 
What's the thread policy on omakes? Are they permitted and can they be used to gain bonuses for rolls, or to complete projects that are only a few points away from completion (rather than having to allocate a whole dice)?

Also, a real world question - does anyone know if the T112, the standard Taiwanese assault rifle, can mount an under-barrel grenade launcher?
 
What's the thread policy on omakes? Are they permitted and can they be used to gain bonuses for rolls, or to complete projects that are only a few points away from completion (rather than having to allocate a whole dice)?

Also, a real world question - does anyone know if the T112, the standard Taiwanese assault rifle, can mount an under-barrel grenade launcher?

Omakes are mostly for fun/world building. You do need to send me the omake for me to approve but I've haven't had to ban any.

As for the T112, it's an AR style rifle which has been modified for use on Remnant so my word is yes, it can use most western/nato attachments.
 
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