HF4A 10 - CEO (3)
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Here's the question: can I get industrialized by Turn 22? In previous games, it has taken me to Turn 23 and 24 respectively. That extra turn really, really matters. Even better if I could do it by Turn 21. Let's see it plays out.
Setting up:
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Randomly drew yellow, and chose Crew (A) which is United Nations Cosmonauts. I get +2 Aqua at the start. I've never played this crew before.
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Adding in Module 0 Politics on this round. Might help me get just a few more VPs.
Let's go!
Turn 1
- Operation: Research Photon Kite Sail Thruster
Event: roll 6 for Anarchy, no effect.
Turn 2
- Operation: Research Metastable Helium Thruster, we meet again! This seems to be a really, really good thruster.
Turn 3
- Operation: Research Kuck Mosquite Robonaut.
Event: roll 2, Inspiration, cycle patents.
Turn 4
- Operation: Free Market Photon Kite Sail, 8 Aqua total. That may have been a mistake, I could have boosted that for free (mass 0) and it's C spectral class which matches Mars.
Turn 5
- Operation: Research Supercritical Drying Refinery.
Event: Budget Cuts, discard a card from hand to bottom of appropriate deck. Bummer.
Turn 6
- Operation: Research Free Electron Laser Robonaut.
Turn 7
- Operation: Free Market Free Electron Laser, total Aqua 8.
Event: Pad Explosion, no effect.
Turn 8
- Operation: Research Metallic Hydrogen Reactor.
Turn 9
- Operation: Free Market reactor total Aqua 11.
Event: Inspiration.
Turn 10
- Operation: Research Project Orion Reactor.
Turn 11
- Operation: Free Market reactor, Aqua total 13.
Event: Inspiration
Turn 12
- Operation: Research Tungsten Resistojet Robonaut.
Seniority
There is nothing in the Demand Pile, so all good.
Turn 13
- Operation: Free Market robonaut, total Aqua 15.
Event: Pad Explosion, no effect.
Turn 14
- Operation: Research Solar Pumped MHD robobaut.
Turn 15
- Operation: Fund Raise, +1 Aqua and delegate into Centrist for pad explosion insurance.
Event: Inspiration.
Turn 16
- Operation: Boost everything. I need an X reactor really bad, can't do anything without it.
Turn 17
- Operation: Research Cermet NERVA reactor, there is an X below it.
Event: Glitch for no effect.
Turn 18
- Operation: Research Mini-mag RF Paul Trap reactor. 7 Aqua remaining.
Turn 19
- Operation: Research Mo/Li Heat Pipe Radiator.
Event: pad explosion, robonaut back to hand, +3 Aaua.
Turn 20
- Operation: Boost. I could be ready to fly, but it's Red Season, which means Rad rolls get +2. My thruster is Weak Sauce on rad hardness. This is tough. What I could do is sit out the red season and collect money so that I'll something to spend after I industrialize.
Basically, need to industrialize by about Turn 18 to get a really good grip on this scenario.
Sitting it out.
Turn 21
- Operation: Free Market reactor, total Aqua 9.
Event: Solar Flare, no effect for me. Good thing I decided not to fly.
Turn 22
- Operation: Fun Raise. Put a delegate into Unity, move the existing delegate into Honor. 10 Aqua.
Turn 23
Now is when I need to be really careful. I won't be able to Industrialize until Turn 24. But I want to spend only the amount of Aqua I need to get to Mars, and no more. I need that Aqua back at LEO for Cycle 3.
- Move: Add 2 Aqua to rocket, +1 for afterburn, 7 Aqua remaining. Roll for radiation, Radiation roll 2, passed, first aerobrake roll 4, pass again, second aerobrake roll 6 and I'm landed on Mars with 7 Aqua left in LEO.
- Operation: Prospect, Arsia Mons Caves, can only prospect here but it's an automatic success. I can do a half burn to the North Pole next turn maybe, depending on what gets decommissioned.
Event: pad explosion for no effect.
Turn 24
- Operation: Industrialize.
- Free Action: Colonize.
- Free Action: Cargo Transfer, decommission everything back to hand.
Seniority
KPIs: 8. VPs: 12.
Continue play.
For the next cycle, I'm going to try and get everything I can ET Produced on Mars, then go there and pick it up.
Turn 25
- Operation: ET Produce UltraCold Neutrons reactor.
Event: Glitch for no effect.
Turn 26
- Operation: Boost thruster and refinery.
Turn 27
- Operation: Research H2O2 fuel cell.
Event: pad explosion, drat. I can't afford that right now.
Turn 28
- Operation: ET Produce Generator.
Turn 29
- Operation: ET Fuel produciont, 7 Aqua on site.
Event: Glitch, put it on Outpost 2.
Turn 30
Going into Red Season.
- Operation: Delivery roll for glitch, no effect.
Turn 31
- Operation: ET Produce robonaut.
Event: Solar Flare, I'm good.
Turn 32
- Operation: Boost. I have 1 Aqua remaining. I don't think I can do this as I am going to end up needing to move to a different part of Mars to do the prospecting, and I just don't have enough Aqua to get there and do that. I would have an awesome stack if I could. Again, I'm like 1-2 turns from pulling it off. Bummer.