F0lkL0re
Officially not an Inquisitor
- Location
- Shetland
Because of course I forgot that, fixing it now.Don't forget that Security reduces Exposure gain as well, so the Institute will only be 2E.
Because of course I forgot that, fixing it now.Don't forget that Security reduces Exposure gain as well, so the Institute will only be 2E.
@Etranger would it be a spoiler to ask if there will be any future ways to lower our global exposure?
(we are currently at 30/100, and the next break point is at 40/100)
Our current exposure level of 30/100 will actually reduce our Exposure "costs" for actions that generate Exposure by 1 (to a minimum of 1E). (This benefit will go away once we hit 40/100 Exposure)Okay taking a crack at this, damn plan making takes awhile. Made this plan with the goal of accruing as many bonuses to our dice as possible in the first turn while also mitigating exposure. I also didn't focus on Tiberium with this plan, because we don't have any at this point and getting it should be relatively easy. With the choices we picked in the prologue, turning Earth into a Tiberium world isn't really the main agenda, SPACE IS!
[X]Plan Ramping Up
Conflict Projects (1 die)
-[X] Establish Base in... [BUILD] - 1 dice
--[X] East Africa
10R 2E
The region with the least authority that we can expand to currently. The alternative is expanding into Southern Europe (it has Tiberium), but the authority level is too high at effective authority 5 to really consider it right now. However, this plan also prepares to do that in the succeeding turns with the subversion project. The other conflict projects I'm not considering because their exposure costs are too high.
Subversion Projects (2 dice)
-[X] Subvert Local Institutions in... [EVADE] - 2 dice
--[X] Southern Europe
4R
If we can reach the second DC of 100, that bumps up our security in Southern Europe to 3/3,reducing effective authority level to 3 there. Which is low enough to consider establishing a base.
Research Projects (2 dice)
-[X] Man-Machine Interface [HACK] - 2 dice
20R
The earlier we get this the easier CAST and HACK projects will be. We already have a +5 per die to both so this bumps them all the way to +10 per die.
Outreach Projects (2 dice)
-[X] Recruit a Second-in-Command [HIRE] - 1 die
5R
Might as well get the advisor train rolling. First things first, we need to secure the "succession". They will be a help as well with delegating work.
-[X] Recruit a Division Head [HIRE] - 1 die
--[X] Research
5R
We're the Brotherhood of NOD. We need to maintain the tech advantage or the GDI will stomp us. Having a head of research helps with that goal. Could have allocated dice to one or the other project to ensure we get it done next turn but since they're ongoing projects, I was hoping to take the risk.
Economics Projects (1 die)
-[X] Purchase Military-Grade Weapons (Rank 1) [BUY] - 1 die
10R 2E
Trying to accrue as many bonuses as we can to our dice, because we will definitely be committing a lot of violence in the future. Our conflict actions will also be generating the most exposure so making sure those have a better chance of succeeding should be a priority.
Development Projects (3 dice)
-[X] Found the College of Emergent Technologies [HIRE] - 2 dice
20R 2E
-[X] Purchase Cargo Aircraft [BUY] - 1 die
10R 2E
Currently, our development projects are the only ones that can help mitigate exposure. Chose founding the college instead of the institute city because we have a better chance of completing it this turn with 2 die. Getting the cargo aircraft over the dock at Port Suez because we most likely won't be expanding into the Americas and Oceania for awhile.
Total Costs: 84R 8E
Note : We can take the spread disinformation action in Eastern Europe next turn to help mitigate 4E we gained through purchasing military grade weapons and the cargo aircraft, since they were both done in Eastern Europe.
FYI[] Plan try to stay under the radar
-[] Conflict Projects (1/1 die)
-[] Establish Base in... [BUILD]
--[] East Africa 10R 1E
-[] Subversion Projects (2/2 dice)
--[] Establish Front in... [EVADE] [SPY]
---[] Eastern Europe 1 die 2R
--[] Infiltrate Local Institutions in... [SPY]
---[] Middle East and North Africa 1 die 2R
-[] Research Projects (2/2 dice)
--[] Analyze Tiberium Structure [ADAPT] 1 die 5R
--[] Sensor-Dampening Materials [EVADE] 1 die 5R
-[] Outreach Projects (2/2 dice)
--[] Recruit a Second-in-Command [HIRE] 2 dice 10R
-[] Economics Projects (1/1 die)
--[] Spread Tiberium in...
---[] Middle East and North Africa 1 die 2R 1E
-[] Development Projects (3/3 dice)
--[] Establish Institute City [BUILD] 2 dice 40R 2E
--[] Purchase Cargo Aircraft [BUY] 1 die 15R 1E
-[] 91/400 Resources +5 exposure
Conflict Projects
Thanks to our Intelligence in East Africa we know that they have low authority there so we can establish a base with minimal exposure.
Subversion Projects
Establishing a front in Eastern Europe will let us know how difficult tasks over there will be and raising our intelligence level in the Middle East and North Africa will lower exposure gain in the region and make taking down the local authorities easier.
Research Projects
We're Nod Nod's gotta stealth and we wouldn't be Nod without making sure we understand Tiberium better then anyone else.
Outreach Projects
Currently Kane has to run everything by himself getting a second in command will allow for delegation.
Economics Projects
Spreading Tiberium in the Middle East and North Africa will lower the maximum amount of authority that can be had the region and allow us to start harvesting in a relatively safe region that we have influence in.
Development Projects
Establish Institute City and Purchase Cargo Aircraft both lower exposure gain so they're both vital projects
@Potato Anarchy we have no intelligence in West Africa so you can't use the Infiltrate Local Institutions project there you have to use Establish Front first.