[X] Plan: Search, Organize, and Research
Edit: [X]Plan: The Magic of Prioritization
Edit: [X]Plan: The Magic of Prioritization
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[X] Plan: Search, Organize, and Research
-[X] 3 Die: Badnik Search and Destroy - (Opposes ??? Missions)
-[X] 2 Die: Station Square Defense - (Opposes Terror Missions)
-[X] 1 Die, Prison Island Lab Improvement (M)(0/200) - (+3 to Research Score)(Unlocks further projects in this chain)
-[X] 1 Die, Refurbishment Effort: Increase GUNpower (M)(0/50)(On Completion: 4 Chaos Drives)(Requirements reduced by current resources) - (+4 GUNpower)
-[X] 1 Die, Urban Deployment Plans (M)(32/75) - (+3 Deployment Capacity)(Unlocks further projects in this chain).
-[X] 1 Die, 1 Mandate Die, Organize Strike Force (M)(67/150) - (Unlock Paladin Team Agent)
-[X] 1 Die, Investigate Interference Signal (M)(145/200) - (???)
-[X] 1 Die, 1 Mandate Die, Badnik Wreckage Examination (M)(0/100) - (+5 to Agent Combat Die vs. Badniks)(Reduce Badnik Small Arms Resistance to -10)
-[X] 1 Die, Investigate Robbery Reports (M)(161/200) - (???)
-[X] 1 Die, Badnik Movement Tracking (M)(0/75) - (May unlock further projects in this chain)
We should start investing in research while Eggman still settling on Earth.
[X]Plan: The Magic of Prioritization
-[X] Badnik Search and Destroy (3 Gunpower)
-[X] Station Square Defense (2 Gunpower)
-[X] Prison Island Hangar Restoration (M)(35/200) 1 dice
-[X] Urban Deployment Plans (32/75) 1 dice
-[X] Organize Strike Force (67/150) 2 dice
-[X] Investigate Interference Signal (145/200) 2 dice
-[X] Modernizing the Fleet - Ground Units (M)(0/75) 2 Mandate dice
-[X] Badnik Wreckage Examination (M)(0/100) 2 dice
-[X] Investigate Robbery Reports (161/200) 1 dice
-[X] Investigate Mobian Backgrounds (0/50) 1 dice
-[X] Investigate Robotnik Background (M)(45/50)(COMPLETE THIS TURN)
I don't really feel happy with leaving Station Square effectively undefended for a turn. Splitting our forces up creates a risk of losing GUNpower, but we have more than three times our deployment capacity so I think we can risk a hit to our GUNpower.
I think 'Badnik Wreckage Examination' and 'Investigate Interference Signal' are the most important actions to take right now since they're most useful for addressing our current problems. Wreckage will let local forces have a decent chance of driving off Eggman which will let us operate much more aggressively against him. Signal investigation is the first step to dealing with the other crisis and we don't have much time left to resolve it.
The infrastructure projects are relatively large and have small effects, part of which is just unlocking other high cost low value projects that we won't need for a while. The factory is going to take 20 turns to pay for itself. The lab will only pull ahead of just putting those Mandate dice directly into research off in ~16 turns. The Hangar's bonus only applies in the case of a direct attack on our main headquarters which hopefully won't happen all that often.
I don't think the Infrastructure projects are a good place to put mandate dice. They're just too slow.
I think infrastructure is the best place to put Mandate die as we are so low on infra Die as is. If we wanted to use Mandate die on modernizing the fleet and other military actions we probably should have gone with 4 Mandate dice as it seems it would have supported that and researching the badnicks.
If the next step in rebuilding our maufacturiny is any indicator the next rank of labs should have double the bonus and the sooner we do it the better. I was hoping it would unlock new research projects like getting more chaos drives.
Giving up total dice in exchange for the option of putting them into infrastructure was a mistake. None of our Infrastructure projects are a priority, they're all large projects with small bonuses that seem to unlock other large projects. I think Infrastructure is the worst place to put mandate dice right now. Things are chaotic and rapidly changing, we should be trying to grab all the low hanging fruit before the situation seismically shifts again.
Getting more Infrastructure dice is important, but none of our current infrastructure projects give us more dice. Spending mandate dice here is just papering over the issue.
The bonus doubled but the size of the project went up by 50% too, the factory expansion will still take more than a year to pay off after we finish it.
We'd need to get our hands on a Chaos Emerald to make more chaos drives. The chaos drives are just tubes full of crystallized Chaos Emerald energy after all. I'm hoping we can get our hands on a Chaos Emerald soon. Even if I'm confident someone would steal it eventually.
In hindsight I definitely agree that not taking 4 the Mandate dice was a mistake. I bet we could have even put it into the Gunpower manufactory under the argument we need to to fight Eggman. But given that we took the two I think it's best for us to focus on research with our mandate as there is a lot of sonic to get through and if we want to stay relevent it's probably the most important field and hopfully will give us more opportunities to get more dice or improve other dice through innovation.
Not really the total mandate die could only be used in projects related to the Eggman Empire and the other option could only be used to the Eggman Empire and Mysterious Signal.
Projects related to both are fairly cheap, Mysterious Signal is one or two turns from being completed as of now. At least with these 2 Mandate dies can be applied anywhere.