Less if we eat the YZ from both ends. But yeah over the course of the plan I view pumping both mitigations, just right now the extra income from the RZ mitigations makes it quicker for us to go full dice activation (and maybe divert some income to the other departments) which means we can get research going while also doing tiberium, mil growth and keeping our economy expanding (like housing, food and cons goods). Not to mention more work on bridging the gap between the two zones.Eventually, yes, but it is vitally important that we not lose sight of the time frame on which different things can be expected to happen. It would take many years for the Yellow Zones to be eaten away and turned into a mix of Bigger Blue Zones and Bigger Red Zones at current rates of change.
If the threat of tiberium encroachment is immediate damage to our way of life and the need to build up a buffer against future encroachment, then Yellow Zone mitigation is indeed important and not something that should wait until we have 'enough' Red Zone mitigation.
+6 Rz mit, containment lines is 2 points of mit. Also everything completing is not likely so 4 points of that YZ mit is likely needed to be follow up on next turn, really the only reason to have dice on fencing is because of our resource limit, otherwise progression wise YZ harvesting is better for us mitigiation (300 vs 400 for 4 pts of YZ mit) and harvesting provides income as well. Also dont forgot that doing the fortress housing lets us put 1 dice for 15 R next turn on YZ intensification which is only 1 YZ mit but at 67/100 very close to 100% (between bonus and omake nat 1 would be the thing to derail it). As it is we have pushed hard on YZ mit so for a turn going hard on RZ mit would help us out, next turn we would be back to a mix of YZ and RZ mit (glacier and intensification gives 1 each).I don't see Plan AAAAAHHHHHbatement as a one-off move, though. We got very lucky last Plan with Tiberium not mutating on us, but likely before the end of this Plan it'll roll that mutation die once again. So what Plan AAAAAHHHHHbatement does it a bigger commitment this Plan to pushing out BZ territory and preparing ahead of time for when that mutation hits.
Also. There's not much differences between the two leading plans. If everything gets completed, Plan Housing, Red Zone and Consumer Goods gets us between 45-60 RpT while Plan AAAAAHHHHHbatement gets us between 40-55 RpT. So AAAHbatement is only 5 RpT less, and it gets us +8 YZ mitigation and +4 RZ mitigation as opposed to only +5 RZ mitigation. It's a question of priorities, not compromise. And I think we need to move more towards getting our YZ mitigation up while we still can, for this turn and future turns.
That is including a project has has a 33% to finish this turn so going by potential is misleading. Expected Mit: aaaahbatement 5.04 YZ 2.33 RZ for 7.37 vs 4.21 RZ. And if you want to go to all potential you note that 3 dice on RZ Containment has a 2% to get phase 2 done which would theoretically raise my plan to 8 points of mitigation even though more realistically it just gets us progress to finishing phase 2 (which makes 2 easy points to grab next turn).AAAHbatement goes for 12 mitigation total, compared to Plan H, RZ and CG which goes for only 6 mitigation. I think the advantage for better mitigation clearly goes to the former plan.
Really I have mentally tabbed 3 dice on marv projects until they are gone unless we have other demands pop up. Income, a bit of defensive power and mitigation makes them great.We promised 5 fleets but honestly I now want to dedicate 3-4 dice a turn to churning them out for the rest of the plan.
It also helps that they're essentially giant moving fortresses with powerful guns. NOD had enough trouble engaging just the regular MARV and were only ever able to destroy them through either overwhelming firepower using air and stealth assets or through attrition by repeated attack waves. While the Super MARV is less mobile it's even more heavily armored and has more guns to cover its weakness to air. So long as they don't fight completely alone they're going to be a tough nut to crack and will severely curb NOD operations wherever they operate.Yeah I'm a big fan of Super MARVs. They probably give less cash in areas that aren't just giant piles of Tiberium as far as the eye can see, but in Red Zones at least they're really awesome. Especially with the 40 point discount on the hub/fleet combo, that's just the last little cherry on top that makes the math really pretty.
My issue with AAAhbatement is that it's ultimately a knee-jerk reaction plan that sacrifices the long-term in favor of a short-term panic to a bad event. We need more abatement, yes, but abatement is only one of the many, many balls we have to juggle, and for all of them we require yet more resources in order to make optimum use of our capabilities. Note how many plans don't use Infrastructure, Orbital, or Service dice to the fullest possible extent, for example, because there simply aren't enough resources available.AAAHbatement goes for 12 mitigation total, compared to Plan H, RZ and CG which goes for only 6 mitigation. I think the advantage for better mitigation clearly goes to the former plan.
Frankly, one of my biggest issues with your plan is that you should invest an additional die into the SMARV in order to ensure it's completion as much as possible; the additional resources alone would make it more than worthwhile in my opinion.Really I have mentally tabbed 3 dice on marv projects until they are gone unless we have other demands pop up. Income, a bit of defensive power and mitigation makes them great.
The need to do a shipyard this turn does provide a limiting factor since I am running out of resources before I get to the free dice. Getting it over 50% completion would be great but cutting away slows progress elsewhere and I am trying to avoid a situation where we have to hyperfocus each turn and more take care of everything we need to do over the plan each turn. Q4 I expect to be able to use more dice on resource cost actions and come Q1 all free dice can be on resource cost actions. As it is that makes this the last turn to do a lot of security reviews so I want to take advantage of that to clear out some areas before we are down to 1 review a turn.Frankly, one of my biggest issues with your plan is that you should invest an additional die into the SMARV in order to ensure it's completion as much as possible; the additional resources alone would make it more than worthwhile in my opinion.
I'd also prefer more RZ harvesting over RZ containment, but the difference there is sufficiently minor that it's not *that* big an issue for me.
Both plans are building the Logistics to do Glacier Mining next turn, which is our major source of income. And AAAhbatement isn't a knee-jerk reaction if we follow it up with more YZ mitigation next turn. Even if it loses, next turn I still intend to vote for more YZ mitigation. Now that we've started up MARVs we can make decent additional progress on RZ mitigation that way, but we need to build YZ mitigation and recover BZ land now ahead of time while our mitigation efforts are still maximally effective. Plan AAAhbatement is the first step towards more YZ mitigation, not a one-off effort.My issue with AAAhbatement is that it's ultimately a knee-jerk reaction plan that sacrifices the long-term in favor of a short-term panic to a bad event. We need more abatement, yes, but abatement is only one of the many, many balls we have to juggle, and for all of them we require yet more resources in order to make optimum use of our capabilities. Note how many plans don't use Infrastructure, Orbital, or Service dice to the fullest possible extent, for example, because there simply aren't enough resources available.
We can do YZ and BZ marvs in future turns (and probably should at least peek those to see how the mitigations for those stack up), also 4 vs 3 dice on rolling stock is a fairly major difference with 3 dice likely needing a follow up dice next turn to finish, combined with the need to do BZ power gen next turn if we dont want to skimp on energy consuming actions. And getting rolling stock done this turn should help with rail network next turn, not to mention finishing housing this turn leads to no other demands on infra dice next turn outsides of logistics.Both plans are building the Logistics to do Glacier Mining next turn, which is our major source of income. And AAAhbatement isn't a knee-jerk reaction if we follow it up with more YZ mitigation next turn. Even if it loses, next turn I still intend to vote for more YZ mitigation. Now that we've started up MARVs we can make decent additional progress on RZ mitigation that way, but we need to build YZ mitigation and recover BZ land now ahead of time while our mitigation efforts are still maximally effective. Plan AAAhbatement is the first step towards more YZ mitigation, not a one-off effort.
My issue with AAAhbatement is that it's ultimately a knee-jerk reaction plan that sacrifices the long-term in favor of a short-term panic to a bad event.
But what could possibly be more of a long-term concern than the Tiberium encroachment? While everything else are things people can wait for, their future is literally being eaten away by an alien rock.My issue with AAAhbatement is that it's ultimately a knee-jerk reaction plan that sacrifices the long-term in favor of a short-term panic to a bad event. We need more abatement, yes, but abatement is only one of the many, many balls we have to juggle, and for all of them we require yet more resources in order to make optimum use of our capabilities. Note how many plans don't use Infrastructure, Orbital, or Service dice to the fullest possible extent, for example, because there simply aren't enough resources available.
Consumer goods wise I am looking at 2 to 4 more (+7 vs +9 or +11), but also I am setting up for both light industry zones (at +8 each for +16 by end of Q1 if nothing crazy happens) thanks to the 3 cap goods that should finish this turn. The 4 vs 3 in rolling stock means for yours we will most likely need a dice next turn to finish and we need 4 logistics for the next glacier mining and rolling stock should see either a progress or cost drop on rail network to make that easier to get done. You do have YZ grid finishing this turn though the +2 is only enough to offset a small energy action and would need BZ power still next turn unless we are avoiding a lot of energy actions. And yes agree not going max resource (if i was I would be doing 10 dice in RZ harvests as opposed to 2-3 split with containment, but I dont think max income when we can get 1 glacier phase and 1 yz intensification and 1 other tib project next turn for more income is necessary)How? Lots of people keep saying this but as far as I can tell it's just a talking point that started getting taken as gospel. Yes it's not the maximally efficient plan for increasing Resource income, because that's not what it was designed for, and neither is Housing, Red Zone and Consumer Goods. Their expected incomes aren't massively different, their consumer goods allocations aren't super different, they're exactly the same in total military force (although I'm naturally biased against the competition and think the YZ fortress towns are a mistake that actually make it worse at military). The largest difference is Free dice in Tiberium vs. Free dice in security reviews, everything else is quibbling around the margins.
What dice allocations specifically make my plan a terrible short-term kneejerk, and how is the competition different? I'm not trying to be an asshole I legitimately want to know what people are seeing that I don't, even if I lose this vote I want to get better and make more plans people like.
Dropping the orbital shuttle bay would free up enough resources for another die on the SMARV; while a lot of us probably really want to get started on doing more space-stuff, it's frankly speaking not something we really need *right now*, and could easily wait until year 2 of this plan, when we'll have more resources available.The need to do a shipyard this turn does provide a limiting factor since I am running out of resources before I get to the free dice. Getting it over 50% completion would be great but cutting away slows progress elsewhere and I am trying to avoid a situation where we have to hyperfocus each turn and more take care of everything we need to do over the plan each turn. Q4 I expect to be able to use more dice on resource cost actions and come Q1 all free dice can be on resource cost actions. As it is that makes this the last turn to do a lot of security reviews so I want to take advantage of that to clear out some areas before we are down to 1 review a turn.
Glacier mines are great, but the income from things like RZ harvesting is far from marginal, and - unlike the glacier mines - doesn't require logistics resources to make use of (which we're currently still rather short on).Both plans are building the Logistics to do Glacier Mining next turn, which is our major source of income. And AAAhbatement isn't a knee-jerk reaction if we follow it up with more YZ mitigation next turn. Even if it loses, next turn I still intend to vote for more YZ mitigation. Now that we've started up MARVs we can make decent additional progress on RZ mitigation that way, but we need to build YZ mitigation and recover BZ land now ahead of time while our mitigation efforts are still maximally effective. Plan AAAhbatement is the first step towards more YZ mitigation, not a one-off effort.
Traditionally, land is one of the most if not the most important resources for a nation. Given that our enemy is Tiberium instead of other nation-states, land recovery is actually even more important now than ever. (Even if that land doesn't directly translate into RpT for us.)
BZ fencing is by far my biggest issue, because it's simply a massively sub-optimal choice overall; YZ harvesting provides the same amount of mitigation, while requiring less progress (which also translates into less resource cost), and increasing our income.What dice allocations specifically make my plan a terrible short-term kneejerk, and how is the competition different?
With the expected income increases we should be doing 1 or 2 orbital dice next turn and dropping 10 off of all projects makes some of the smaller ones quick to finish. And as mentioned it would also mean dropping a security review and after this turn I doubt we will be able to fit more than 1 in most turns (there might be times we can get 2 but that is tough as we should have fewer idle dice). And we have seen in the past the problems that can pop up in departments so clearing more trouble out makes things easier for us long turn.Dropping the orbital shuttle bay would free up enough resources for another die on the SMARV; while a lot of us probably really want to get started on doing more space-stuff, it's frankly speaking not something we really need *right now*, and could easily wait until year 2 of this plan, when we'll have more resources available.
The bigger problem with AAAhbatement - other than 20~ less RpT is that it doesn't start on the power plants. We could genuinely find ourselves without power during Q1 if we don't have it finished by then. Ultimately, we're far more likely to have it done in 3 turns then shocking it in 2. Especially if the dice decide to screw us over.
The nice thing about having 5 dice in HI is that, actually, we can drop a ton of dice on projects to shock them in 1 turn. The only project on the list that's more than 10 dice to get at or over 90% completion is North Boston; even the Tokyo Chip Plant can get 90%+ for phases 1+2 in only 7 dice. (And that's true regardless of which plan we go for.) And we'll still have power for multiple projects next turn anyways.The bigger problem with AAAhbatement - other than 20~ less RpT is that it doesn't start on the power plants. We could genuinely find ourselves without power during Q1 if we don't have it finished by then. Ultimately, we're far more likely to have it done in 3 turns then shocking it in 2. Especially if the dice decide to screw us over.
It also helps that they're essentially giant moving fortresses with powerful guns. NOD had enough trouble engaging just the regular MARV and were only ever able to destroy them through either overwhelming firepower using air and stealth assets or through attrition by repeated attack waves. While the Super MARV is less mobile it's even more heavily armored and has more guns to cover its weakness to air. So long as they don't fight completely alone they're going to be a tough nut to crack and will severely curb NOD operations wherever they operate.