I mean, it doesn't just screw the Free Market Party. It also strengthens the parties that most conspicuously backed us, by enabling them to say "look, we delivered prosperity, like we promised!"

The Free Market Party is not in and of itself all that important as long as they don't have a huge surge at the polls and become vastly more powerful than they are now, because we already have the vast majority of Development and the Yellow List and a respectable fraction of the Hawks on-side. A majority of GDI's political landscape does support us.

But part of why they support us is that we bring home the bacon, so bringing home more bacon is beneficial.
I just don't think Durable Goods Libraries is worth the opportunity cost. We have plenty of cheap projects in Services that don't cost Energy and we can gradually roll out simply by tossing cheap dice at them over time.
 
I just don't think Durable Goods Libraries is worth the opportunity cost. We have plenty of cheap projects in Services that don't cost Energy and we can gradually roll out simply by tossing cheap dice at them over time.

Completely agree, especially since we can just put the resources we would be spending on it into actually making more consumer goods.
 
So to get from the end of Philadelphia stage 2 (using this as a baseline due to most plans going for it) to stage 5, we'll need:
90*(2^3) + 90*(2^4) + 90 * (2^5) = 5040 progress
With +13 to Orbital rolls, that will require ~80 dice.
If we weren't to use any Fusion dice (extremely unlikely, as we already have 2), that would cost 2400 resources. But in a couple of turns all dice will be assumed to be Fusion dice, which would reduce the total remaining cost to 1200 resources.

If we dedicate only our current allotment of Orbital dice, it will take 27 turns, or 6.75 years to complete, or in other words we'll be finishing right around the time that Kane might approach us for the TCN.
If we dedicate 4 dice per turn, it will take 20 turns, or 5 years.
Hopefully the remaining +9 is stage 3, which will make things a lot faster.

In return we get +9 to all rolls, 2 free dice, 1 die in each area (9 dice total), and 20 PS.

It looks to me like once all dice are Fusion dice, that we are going to want to be throwing more than 4 dice at the orbitals per turn if we want to get to get both a fully functional Philadelphia and evacuate a significant number of our people before 1962.
 
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We also want to fit in enterprise phase 3 in there, phase 2 gave us the shuttles that gave a 10% cost reduction on shuttles and phase 3 is going to give +1 capital and consumer goods, unlock space mining, and another station cost reduction that also applies to ASAT and the orbital drop troops.
 
I have some serious concerns about Plan Lofty Ideals not taking Light and Chemical Industry Recruitment Drive and Technology Codevelopment Programs. We desperately need the Tiberium Inhibitor and the extra technologies unlocked by research. The earlier we can get the inhibitor the more work it does. The extra Light and Chemical Industry dice are extremely useful for pushing consumer goods and gives us slack to put free dice in other areas.

I seriously question any plan that's not taking at least Technology Codevelopment.
 
@Crazycryodude , what do you think of this? It's a bit of a meme vote, but I think it's got real promise. We're under no pressing obligation to finish Chicago Phase 1 quickly; we're under no real pressure from anyone but our own targets and deadlines to do so. And the prospecting activities are very likely to lead to income, mitigation, or both.
I considered it, but like other people have said ultimately decided that leaving the military hung out to dry would be kind of a dick move. They've got boots on the ground holding a loose perimeter right now and are counting on being able to construct actual fortifications before NOD figures out they've got a bunch of GDI assets hanging out in the middle of nowhere begging to get hammered. I don't want to suddenly cut off their funding halfway through establishing the initial presence.

Downgrading the durable goods libraries to something else is slightly more feasible, but nothing else in the sector (besides the VR arcades but they take capital goods we don't have right now) can compete with it in terms of consumer goods per progress point, and I want to pack in as many consumer goods over these last two turns as possible.
 
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I have some serious concerns about Plan Lofty Ideals not taking Light and Chemical Industry Recruitment Drive and Technology Codevelopment Programs. We desperately need the Tiberium Inhibitor and the extra technologies unlocked by research. The earlier we can get the inhibitor the more work it does. The extra Light and Chemical Industry dice are extremely useful for pushing consumer goods and gives us slack to put free dice in other areas.

I seriously question any plan that's not taking at least Technology Codevelopment.
One turn of delay won't make or break us, the interdepartmental communications have been on the docket for a lot longer, and I'd like to get a little more PS to hedge against bad luck before burning a big fat 20 this close to the election. One single turn is not the end of the world.
 
One turn of delay won't make or break us, the interdepartmental communications have been on the docket for a lot longer, and I'd like to get a little more PS to hedge against bad luck before burning a big fat 20 this close to the election. One single turn is not the end of the world.
It won't make or break, but it's not efficient. We're getting a bunch of PS back before the election anyways so waiting is inefficient. And with all the talk about how important abatement and reclaiming the planet is, this is practically number 1 priority that is worth losing PS.
 
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One turn of delay won't make or break us, the interdepartmental communications have been on the docket for a lot longer, and I'd like to get a little more PS to hedge against bad luck before burning a big fat 20 this close to the election. One single turn is not the end of the world.

What? We are on a limited time-line for mutation now, any option that opens up the tiberium inhibitors sooner is a must have in an immediate sense.

And 1/2 extra dice in LI is also a pretty big deal. Much more so than (as far as we know) an option that says "They want this option".
 
I like the focus on slowing and reversing tiberium.
eventually, we might try to get at least one mech in the future. something to deal with places boats, treads, tires, and planes cannot go, but were a walker can.
 
Also: As per discord, it seems that once all of the current research is available for development we get to do another round of breakthroughs. Or at least that is how I read it.
 
Oh that's pretty impressive if it steps up how often we can do new rounds of research. I was expecting it to just give us projects a turn or two earlier but still have new shots at the research tables hard locked to once per FYP. If it'll change that I might actually switch over, that puts me over the edge.
 
It is effectively once per plan, because it can take up to 16 turns to finish a project. With the coordinated thing that gets cut down substantially.
Thanks for the info, that changes things a lot and oh my is that bureau project invaluable since that gives us a possible time frame to pick up enough tech to support whichever win condition we go for
 
PSA for Plan Lofty Ideals, I'm gonna edit the Bureaucracy sector to match @Derpmind's. I've only heard complaints about it, nobody seems super attached to doing the interdepartmental communications over the research, and with the new clarification on just how good the research program is I personally think it's better anyways on top of the popular thread discontent.

If anyone is attached to the interdepartmental comms and just hasn't spoken up lemme know, but right now I don't see anyone and feel fine making the switch.
 
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Although actually how do people feel about only doing one die on the technology program instead of two? With a canon omake and our +12 roll bonus, it's only a 33% chance to fail, I think it might be worth gambling on to save 10 PS. PS isn't that common and 10 is a solid amount, trying with one die this turn and if it fails trying with one die again next turn only has a ~10% chance of failing both turns, at the same cost as 2 dice this turn, and has a 67% chance to save us 10 PS on net.

I'm not going to go down to 1 die just by fiat without asking, and I think I'm personally leaning towards just burning the extra 10 to make sure it happens, but I'm also not against taking a gamble if people's risk tolerance is high enough that it feels worth it. Thoughts?
 
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Does, in total: +10 to all rolls, 2 free dice, 1 die in each area, and 30 political support sound valuable enough.
Yet that would take multiple phases to be completed, and none of those extra dice would even have the funding to be activated and usable without more income to support them.

Space might be deemed to be the final answer by the QM one way or another, but the journey to get there still needs to be built with resources mined on the ground first.
 
I'm not going to go down to 1 die just by fiat without asking, and I think I'm personally leaning towards just burning the extra 10 to make sure it happens, but I'm also not against taking a gamble if people's risk tolerance is high enough that it feels worth it. Thoughts?
What would you use the other 2 dice for?

I'm feeling paranoid about Nod infiltrating the logistics arm of the military, but shaking a Military die free for a security review could be difficult, and it seems more people care about the new options.

Maybe one die each on Interdepartmental Communication Initiative, Light and Chemical Industry Recruitment Drive, and Technology Codevelopment Programs? That would be a bit of a gamble, but I haven't done the math for how big of one.
 
Maybe one die each on Interdepartmental Communication Initiative, Light and Chemical Industry Recruitment Drive, and Technology Codevelopment Programs? That would be a bit of a gamble, but I haven't done the math for how big of one.
Yeah that's what I was thinking if people are cool gambling on the technology program. The interdepartmental communications probably won't succeed with one die but there's a 37% chance that they do and it's free to try so no huge loss if we don't get lucky.
 
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