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.
And me, I don't think leaving three of our five Tiberium dice idle is worth the opportunity cost.
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.
I think you miscalculated. We have reason to think Phase 2 costs 180, Phase 3 costs 360, Phase 4 costs 720, and Phase 5 costs 1440, or at least something in that general range. You've doubled the costs for all the phases, having Phase 3 cost 720, and so on.
So the
Philadelphia probably costs less than you think. Also, we can open up further cost efficiencies and income sources in space to defray the expenses of building up the final phases of the station.
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.
Okay, and I respect that, but "only activate two Tiberium dice" is kind of a hard 'nope' for me. So while I'm not saying it's ideal in every aspect, Imma vote
[X] Plan Consumer Slam
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.
The big motivation behind walker development isn't
specifically the walkers, it's that the Steel Talons are the guys who work on the prototype land warfare vehicle technology for all of our other everything. Ignoring them means we get bottlenecked on a lot of opportunities for military research, plus it means we don't have a lot of opportunities to keep our promise to do a bunch of 'Deployment' keyword projects.
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.
Your bitterness aside, our budget is roughly 500 Resources/turn now and is going to be gradually increasing further even if we don't madlad maximize it.
As a simple matter of cold, hard, objective fact, we
can afford and have afforded to fund all or nearly all of our dice every turn for the last several turns, as long as we don't do anything super-expensive. And even if we do, we still fund the vast majority of them. It's not hard for us to find 10 R/die projects that we can easily afford to fund.
We routinely manage to be free-dice capped AND resource-capped in the same turn, to the point where we could easily use more free dice on the most important, highest-priority projects even as we struggle to find the resources to activate that last Infrastructure die or whatever.
ok listing things that give us PS which we can invest in right now
Civilian Air Travel 0/250: 15 Resources per die for 5 ps
Perennial Aquaponics Bays 106/350: 10 resources per die for 5ps
GDSS Philadelphia II 92/180: 30 resources per die for 5 ps
GDSS Shala Progress 0/90: 30 resources per die for 5 PS
so 4 projects with max 20 ps open right now there 1 more project but we would need clean up space more to unlock that
so we could spend that 20 ps but we have to focouse on these before election right now just a bad time to spend PS
also this makes me want to take Interdepartmental Communication Initiative as they would be a good chance to gain more PS in the long run when one of your friends points to a project and says his boss wants that done badly
Notably,
Civilian Air Travel costs a
boatload of Logistics, so realistically we're probably not gonna be able to do it before the election.
Maybe after. Just saying.
It... does exactly as much abatement as all the other plans with any chance of winning right now? The only real difference in the Tib sector between my plan and the competition is quibbles over the minor income generator that doesn't provide abatement, the number of expected abatement points is exactly the same (and comes from SMARVs, not Tib dice, in every plan).
I'm pretty sure that in the long run, the Blue Zone tiberium prospecting operations
DO contribute to abatement, or unlock an attractive option that itself contributes to abatement.
Think about the cause and effect- this was mentioned in the Q2 result posts by, I dunno, some shitposting tiberiumologist or something. The Blue Zones actually have veins and deposits of tiberium underground, we can't see them from a casual survey but they're there. Presumably they're not actively contaminating groundwater or anything or they wouldn't
be Blue Zones, but the tiberium is still a problem. Eventually, it'll either grow out to the surface and start causing even more trouble, or it'll grow underground until it intersects something important, or it'll get into the groundwater or
something.
So in the long run, if we just leave things as they are, the Blue Zones are fucked (and this is probably a big part of how canon GDI lost its Blue Zones and they turned Yellow). Even if we're munching up all the surface tiberium
now, eventually this new threat literally arises under our feet and BAM we're losing ground. Or, to avoid losing ground, we have to constantly rush guys to new tiberium upwellings
in the Blue Zones whenever one of these underground veins surfaces, which in turn consumes resources that cannot be used to push the Blue Zones forward and reclaim land from the Yellow Zones.
Either way,
in the long run, being able to get out in front of these underground tiberium veins and mine them out or otherwise destroy them will contribute to our overarching efforts towards "Yellow Zone mitigation" (that is, simultaneously seeking to keep tiberium out of Blue Zones and to clear it from the border regions of the Yellow Zones so that we can turn Yellow Zones back to Blue).
So while I'm not saying that the prospecting action directly leads to abatement, I'm pretty sure it'll help with abatement in the long run. It's better than nothing, and nothing is what we get from Tiberium dice we don't somehow activate.
[] Plan Lofty Ideals
[] Plan Better Living Through Chemistry
I'm flattered that you are like the only person voting for my plan, which even I had kinda given up on.