GSA Campaign -- 7.17
Posted: Wed May 14, 2014 2:53 pm
With the new patch out I'm going to try to go ahead and do a campaign for the GSA and see if it's any easier to reach the moon.
This has been played with the newest patch (7.17) at Normal difficulty level (the lowest).
I'm also going to pretend this is a NASA campaign (which has not been turned on yet) and limit myself to US programs.
1st Quarter 1955 --
Game start. Open or expand most of the buildings on the base. Hire 2 more scientists since I have room for them.
I can't open a rocket program yet as the VBA is being built so I open both the X-15 Space Plane and Explorer 1 Satellite programs.
3 R&D people start working on the former and 2 on the latter.
One of my short term goals (randomly assigned) is to have a mission control person get their Flight Director skill to a min of 60%
This seems totally doable. The other one is to achieve the last (most difficult) of the Space Plane missions. I lucked out and
got two easy ones for this game. Deadline for both of them was end of 1958.
2nd Quarter 1955 --
Got a random prestige boost event of a gain of 40 points.
Leaving flight engineer staff size at 5 for now since that's good for space plane and satellite launches.
Budget right now is $20319 on hand and gaining @1957 a season.
Research continues and building on the base continues.
3rd Quarter 1955 --
New scientists are available. Also the base has finished building. As of right now, I can do small rockets, have room for 7
astronaughts, 14 R&D people (but only 7 hired), 5 Technicans, and can have 7 programs open at once.
Also due to lessons learned from past games I've increased the budget for each department to get morale to 70 percent.
Now that I have the ability to open a rocket program, I go ahead and look at what I can do. I decide to take a risk and open up
the Atlas Booster rocket program (human rated rocket). This will cause me to have a deficiet each turn until the end of 58, but the
bleeding would be slight, and this is a rocket I should be able to use through the Mercury program as well. To reach the moon
by the end of 1972 (game end) I need to finish both the X-15 and Explorer programs by the end of 59.
Also rockets take a while to R&D, so I assign 4 of my 7 R&D people right now. 2 work on the X-15 and the last on the Explorer.
People are hired so we have 7 astroanughts and 5 mission controlers in training.
Money is now a loss of $-268.6 a turn.
4th Quarter 1955 --
No random events. People are still training and programs are still being R'D.
At the end of this turn, here is the progress of the programs:
X-15: 75.5 percent. Should be ready to go in a couple turns.
Explorer: 51.1 percent. Going to require more people to R&D. Aiming for a 1957 launch.
Atlas Booster: 35.8 percent. This is why I wanted to stat this early!
Here's the base at the end of 1955:

This has been played with the newest patch (7.17) at Normal difficulty level (the lowest).
I'm also going to pretend this is a NASA campaign (which has not been turned on yet) and limit myself to US programs.
1st Quarter 1955 --
Game start. Open or expand most of the buildings on the base. Hire 2 more scientists since I have room for them.
I can't open a rocket program yet as the VBA is being built so I open both the X-15 Space Plane and Explorer 1 Satellite programs.
3 R&D people start working on the former and 2 on the latter.
One of my short term goals (randomly assigned) is to have a mission control person get their Flight Director skill to a min of 60%
This seems totally doable. The other one is to achieve the last (most difficult) of the Space Plane missions. I lucked out and
got two easy ones for this game. Deadline for both of them was end of 1958.
2nd Quarter 1955 --
Got a random prestige boost event of a gain of 40 points.
Leaving flight engineer staff size at 5 for now since that's good for space plane and satellite launches.
Budget right now is $20319 on hand and gaining @1957 a season.
Research continues and building on the base continues.
3rd Quarter 1955 --
New scientists are available. Also the base has finished building. As of right now, I can do small rockets, have room for 7
astronaughts, 14 R&D people (but only 7 hired), 5 Technicans, and can have 7 programs open at once.
Also due to lessons learned from past games I've increased the budget for each department to get morale to 70 percent.
Now that I have the ability to open a rocket program, I go ahead and look at what I can do. I decide to take a risk and open up
the Atlas Booster rocket program (human rated rocket). This will cause me to have a deficiet each turn until the end of 58, but the
bleeding would be slight, and this is a rocket I should be able to use through the Mercury program as well. To reach the moon
by the end of 1972 (game end) I need to finish both the X-15 and Explorer programs by the end of 59.
Also rockets take a while to R&D, so I assign 4 of my 7 R&D people right now. 2 work on the X-15 and the last on the Explorer.
People are hired so we have 7 astroanughts and 5 mission controlers in training.
Money is now a loss of $-268.6 a turn.
4th Quarter 1955 --
No random events. People are still training and programs are still being R'D.
At the end of this turn, here is the progress of the programs:
X-15: 75.5 percent. Should be ready to go in a couple turns.
Explorer: 51.1 percent. Going to require more people to R&D. Aiming for a 1957 launch.
Atlas Booster: 35.8 percent. This is why I wanted to stat this early!
Here's the base at the end of 1955:



