[ ] Cooperative Focus
Cooperatives have historically proven to be both more resilient in the face of economic shock, and tend to have less inequality than other companies. By reorienting the grant programs to favor cooperatives over other company structures, the Treasury can fully break from the programs of the past.
(DC 80/100/120) (-10 Political Support)


Oh yes,please this
 
Given that this provides just as much Housing as a wave of arcologies for a tiny fraction of the cost, I'm a bit frustrated that this isn't a high priority along with Phase 2 of Blue Zone Arcologies. @Ithillid , would you care to comment?
Basically, the Blue Zone Housing thing is building Commieblocks of the 2050s. Lots and lots and lots of cramped rooms with some fairly mediocre amenities compared to the Arcologies, which are about the same amount of housing, but it is nice housing with things to do and places to be. A fairly decent chunk of your population is tired of living in a concrete slab with some windows is another way to read this.

@Ithillid , I know there was talk of setting up around Mecca to keep the Red Zone from eating it. Do you have any comments about that? Is it gated behind Karachi, is it actually a MARV hub site, or... I dunno?
You noticed it last turn, taking this turn for the bureaucracy to do its thing, and then next turn or the turn after it will show up.
@Ithillid , care to comment? ;)
More like the non innovative capital goods projects will never get marked high priority, because they are purely treasury internal.
Think about it this way. The Navy does not particularly care how you go about getting the goods to do the Governor lines, the UYL did not care how you got the capital goods to get the Light Industrial Sectors. You can do that several different ways, and that is something where it is up to you.
Quick-maneuvering missiles (Ace Combat fans will think QAAM)
Given that the name is exactly the same, I would think so.
Oh God how is this so energy-hungry compared to Governor yards...!? Probably due to mass production needs; we make a LOT of hydrofoils and we're not repurposing existing yards for them
It is almost entirely because you are having to build the yards completely from scratch, rather than what you are doing with the Governors, which is take a line intended for a 60,000 + ton displacement battleship, chopping it effectively in half, for a pair of 17,000 ton displacement cruisers.
 
If we're going to invest in Enterprise for its space mining, we should do [] Inner System Survey Probes since the lead-time on finding those resources is multiple turns long.
The space mining is a nice bonus but I mostly want it for another round of space project discounts rather than mining income. Plus we do have Lunar prospecting results coming in soon and hopefully there'll be enough to at least let us get started. I want to keep making progress on orbital cleanup so we can get another phase of comm sats in, but if it's important I could turn one of the 10R Services dice into a 5R die to get the bit of cash needed to do a probe die.
 
[X] Plan Cap Goods, PS and Military
[X] Plan Capitally Urgent
[X] Plan Capitally Urgent, Funds for Steel Talons, Get Your First Shots, Cleanup on Aisle LEO
 
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[X] Plan Capitally Urgent
[X] Plan Capitally Urgent, Funds for Steel Talons, Get Your First Shots, Cleanup on Aisle LEO
 
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The space mining is a nice bonus but I mostly want it for another round of space project discounts rather than mining income. Plus we do have Lunar prospecting results coming in soon and hopefully there'll be enough to at least let us get started. I want to keep making progress on orbital cleanup so we can get another phase of comm sats in, but if it's important I could turn one of the 10R Services dice into a 5R die to get the bit of cash needed to do a probe die.
We did [] Near Body Survey Probes in Q2 2054. It's been 7 quarters since then and we still haven't gotten any results from it in the main quest. [] Inner System Survey Probes and [] Asteroid Belt Survey Probes are each going to have an even longer lead-time. Now that we're not rushing the Philadelphia II we should launch one of these survey probe projects soon; this turn preferably. Every quarter we delay now is a quarter before we can extend space mining beyond just the Moon/Mars.

If you switched [] Domestic Animal Programs for another die on [] Game Development Studios, then used the 5 resources to switch [] Orbital Cleanup for [] Inner System Survey Probes or [] Asteroid Belt Survey Probes, I would vote for your plan. It's very similar to what I was considering, especially how you try to do all our Very High Priority military projects ASAP.
 
The military sector can easily consume 8-10 dice just feeding the Very High Priority tagged projects, the interdepartmental communications are sure useful but also wow lol the military is still in real bad shape. Silver lining is it makes deciding how specifically to fund the military pretty easy? Just do the Very High Priority projects for the next few turns until they stop screaming so loud.
I don't think it's quite that simple. Different branches have different levels of screaming, and we're gonna get hilariously imbalanced results if we don't slip at least a few dice to things that are 'merely' High or middling priority. For instance, realistically the MARV train's not gonna stop especially while we're in the middle of building a hub and a fleet, and realistically we need the Orca refits pretty damn badly even if they're not being screamed for as hard as the 'Very Highs.'

Likewise, the Steel Talons want to work on gatling lasers, and I bet a lot of other branches would consider it very important... but not until after we roll it out with the Talons and they can go all "wait, gatling lasers are a thing now!? We can just... have those!?"

I think they work best as one giant reform package on one turn. A big push that hits the max DC on both at the same time will probably be a more transformative narrative event than passing one, waiting a year, and then passing the other. It'll take us the same amount of time to build up the PS either way, and waiting until we can do them both at once gives us more time to prepare the economic ground too.
I mean maybe, but that basically requires us to spend like 3-4 Free dice on Bureaucracy, which we normally prefer not to do. Rolling out two huge reform packages within three months is still pretty good and doesn't force us to compromise other goals like "kick Nod around" and "get North Boston chugging along better so we can kick Nod around more vigorously with better war factories."

Tiberium 5/5 70R +33 (-2 for 8/8 due to graduates)
-[] Tiberium Prospecting Expeditions (Repeating) 2/200 3 dice 15R 91%
-[] Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[] Hewlett-Gardener Method Development 0/40 1 die 30R 100%
I don't think the Containment Facilities project is important enough to justify shorting Chicago. One die on Chicago will free up 5R and won't bring us anywhere near actually completing those Chicagoland refineries too late to use the new H-G method in them.

Orbital 3/3 +1 dice 75R +15 (4 Fusion dice)
-[] GDSS Shala (Phase 1) 0/90 3 dice 60R 99% (13% for phase 2)
-[] Asteroid Belt Survey Probes 0/90 1 die 15R 41%
I strongly recommend taking a die off Shala and putting it on orbital cleanup. We could use the Resource surge a turn or two down the line, and there's a damn good +PS option gated behind it. Given that we need all the +PS we can get in the near future to enact the union/co-op moves

Services 4/4 20R +30
-[] Game Development Studios 0/300 4 dice 20R 73%
With important public health options and so on, completely starving the Services sector of resources isn't going to be attractive anymore, I think. Flipping a die from Shala to cleanup and from Silos to Chicago would free up a total of 15 Resources, enough to upgrade a die or two to something that's more actually legit important.

Military 5/5 + 4 dice 140R +15
-[] Security Review 1 dice
-[] Reclaimator Hub Red Zone 7-North 49/105 1 die 20R 75%
-[] Super MARV Reclaimator Fleet (YZ-5a) 88/210 2 dice 40R 72%
-[] Ablat Plating Deployment (phase 2) 38/200 2 dice 20 R 36% (Very High Priority)
-[] Governor Class Cruiser Shipyards (Hampton Roads) 0/200 3 dice 60R 59% (Very High Priority)
Military's not gonna like a cut in Free dice investment when they're explicitly begging for stuff. I get the logic but it's gonna hurt. Personally I recommend two dice on Hampton Roads (2 dice/turn on shipyards is probably about the maximum we can sustain without crippling ourselves in the long run) and putting one die on Orca refits or better yet Gatling lasers. We don't want the Steel Talons saying "I KNEW IT, THEY DON'T GIVE A SHIT" because we spent literally zero dice on them this turn when they're just starting to wonder if we might actually be willing to fund them or if they're just hallucinating the new Wolverines.

Also, slow-walking that very first Governor yard might be a good idea just in case we get staggeringly unlucky and the Cap Goods projects misfire somehow. We can start slamming them out harder with some chance of overkill on a good roll when we know we have the Capital Goods to support the project properly.

Edit- given the lead time on Governors coming out of the shipyards I do not feel like we can do less than 3 dice (and probably want to do 3 dice a turn on Governors until we have at least 3 shipyards up and running)
I suppose that's fair... but by the same token we kind of cast into question our ability to spare dice for the rest of the military by doing that AND the 3-die MARV expansion. At that point we really want to pry loose the Free dice from other areas, even if it means high priority projects not getting completed, because there are other high priorities in the military. That Zone Armor factory, for example.
 
If you switched [] Domestic Animal Programs for another die on [] Game Development Studios, then used the 5 resources to switch [] Orbital Cleanup for [] Inner System Survey Probes or [] Asteroid Belt Survey Probes, I would vote for your plan. It's very similar to what I was considering, especially how you try to do all our Very High Priority military projects ASAP.

Yeah that's what I was considering doing, the pet program was mostly in there as a thing that gave PS but it's not a huge deal to cut this turn. I think I'll just go ahead and do it, nobody seems super attached to bringing back cats one turn earlier than we would have otherwise and we should get the ball rolling on surveys.
 
@Ithillid about the superconductor foundry: would this have knock-on benefits towards all our high energy R&D projects? Or are we already making enough superconducting material to do those without issue, and the foundries are just for industrial consumption?

Projects like advanced railguns, lasers, ion cannons, alien tech, fusion power.

Similar question, would the foundry have any effect on military production? Like, I assume the railguns use superconductors for their rails, capacitors, and the like. Or are those already adequately supplied by their own, internal production lines?
 
It is almost entirely because you are having to build the yards completely from scratch, rather than what you are doing with the Governors, which is take a line intended for a 60,000 + ton displacement battleship, chopping it effectively in half, for a pair of 17,000 ton displacement cruisers.
Sure hope that continues to apply to yards for Escort Carriers. Given the historical displacement of Escort Carriers and the displacement of modern helicopter carriers, they should probably be around the same displacement as the Governor Cruiser.
 
[] Plan Capitally Urgent
[X] Plan Capitally Urgent, Funds for Steel Talons, Get Your First Shots, Cleanup on Aisle LEO
 
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Like I said, I think we should seriously consider doing this, at least to a high enough level that we can be confident the site won't be overrun faster than we can get the Ka'aba out.

Yes literally the whole shrine; I'm sure we have a vehicle big enough to carry it out in one piece.

The Dictionary of Islamic Architecture quoted here describes the Ka'aba shrine a 'a tall rectangular box-like structure 15 metres high with sides measuring 10.5 metres by 12 metres.' Considering that having entire houses moved by truck is far from rare in today's world and GDI can build MARVs which weigh hundreds of tons it seems well within the realm of possibility. It would have to be done very carefully, but the physical size of the shrine shouldn't be an obstacle.

The problem is that the Ka'aba isn't the whole focus. The Black Stone around which the Ka'aba is built is, according to Islamic tradition, the stone sent from Jannah (Heaven) by Allah to show where Adam and Eve were to build the first altar after they were exiled from the Garden of Eden. But it's also considered the marker for a gateway to Jannah, so the geographic location is vital as well, in the same way as the Temple Mount in Jerusalem is for Jews (some traditions of Judaism state that the foundation stone around which God formed the Earth is located within the Temple Mount). The other issue related to the Ka'aba's current site is that it is ritually cleansed every year with water from the ZamZam Well, located on the site of the Great Mosque of Mecca just like the Ka'aba. The Zamzam Well is also considered a holy site in Islamic tradition, and it obviously can't be moved. As a result moving the Ka'aba elsewhere could be pretty problematic.

Here's where things get really interesting. Ithillid mentioned in the Q4 results that Mecca was abandoned 'as the water supply became untenable.' Now Mecca's supply of drinking water comes from a treatment plant at Jeddah on the west coast of the Arabian Peninsula, fifty miles west of Mecca (check out BOTCommander's map on page 219, find the little Red Zone in eastern Africa where northern Ethiopia is now, trace a line north to the west coast of the Arabian Peninsula and there's Jeddah) and if Tiberium ate Jeddah then we can deal with that. But if Tiberium got into the water table for the Zamzam Well....

NOD is not just a terrorist group. They have fairly strong religious trappings, such as the Black Hand and their Confessors, and their devotion to the Messiah cult of Kane. But they have also shown plenty of skill at manipulating existing cultural and religious strictures, especially with their transhuman focus, and the idea of such a sacred site to a major religion being infused with Tiberium would be a massive boon to their recruiting efforts in the Yellow Zones. We really need to look at setting Mecca up as a Planned City like Chicago, and get it started at least.

@Ithillid What can you tell us about the Mecca situation?
 
We have 540 resources and 6 free dice. Unless my math is wrong, your plan only spends 525 R and 5 free dice.
Ahhh beans I forgot that we had more free dice-still, 15 R is enough to spend it pretty safely on a variety of things. Let's spend on some lasers I guess-get them ready.


[X] Plan Counter The Zeitgeist
Infrastructure: 5/5, 55 R
-[X] Tidal Power Plants (Phase 2) 4 dice 40 R
-[X] Yellow Zone Arcologies (Phase 1) 1 die 15 R 97%
Heavy Industry: 7/5, 100 R
-[X] Fusion Peaker Plants 1 die, 20 R 66%
-[X] Heavy Rolling Stock Plants 2 dice, 20 R 96%
-[X] Kure Machine Works: 3 Dice, 45 R 13%
Light and Chemical Industry: 6/4, 115 R
-[X] Chemical Precursor Plants 3 dice, 45 R 82%
-[X] Johannesburg Myomer Macrospinner (phase 1) 3 dice, 60 R 100% Phase 1, 12% Phase 2
Agriculture: 3/3, 30R
-[X] State Operated Breweries 1 dice 10 R 91%
-[X] Perennial Aquaponics Bays 2 dice 20 R 97%
Tiberium: 5/5 80 R
-[X] Tiberium Prospecting Expeditions (Phase 6) 2/200? 2 dice 10R 36%
-[X] Chicago Planned City (Phase 3) 2 dice, 40 R
-[X] Hewlett-Gardener Method Development 1 die, 30 R 100%
Orbital 3/3, 50R
-[X] GDSS Enterprise (Phase 3) 2 dice 40 R
-[X] Inner System Survey Probes 1 dice 10 R 41%
Services: 4/4, 20R
-[X] Game Development Studios 4 dice, 20 R 73%
Military: 7/5 75R
-[X] Reclamator Hub Red Zone 7 North (Progress 49/105) 1 die, 20 R 75%
-[X] Ablat Plating Deployment (phase 2) 2 dice, 20 R 36%
-[X] Governor Class Cruisers (Yokohama) 2 die, 40 R 11%
-[X] Rapid Fire Laser Weapons Development 1 die 15 R 91%
Bureaucracy: 3/3
-[X] Security Reviews (Military): 2 dice 99%
-[X] Search For A Successor 1 die auto
 
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[] Plan Chicago, Military, and Capital Goods.

Infra 3/5 45R
-[] Tidal Power Plants (Phase 2) 0/400 1 dice 10R
-[] Yellow Zone Arcologies (Phase 1) 136/170 1 dice 15R (High Priority)
-[] Chicago Planned City (Phase 3) 49/320 1 dice 20R
First, I hate not activating all our dice. Second, we probably shouldn't aggressively push Chicago hard while we haven't got the H-G process ready. I recommend turning the Infrastructure Chicago die (which is suboptimal anyway) into two Tidal Power dice. With near-mandatory military factories we'll be working hard on this year alone consuming a total of something like -14 or more Energy, Tidal Power is very important. Getting it done soon will mean the difference between being forced later this year to drastically slow our military production operations for lack of power, and being able to keep pushing another turn or two and make greater inroads into the demand for warships.

HI 4/5 55R
-[] Fusion Peaker Plants 172/240 1 die 20R (High Priority)
-[] Heavy Rolling Stock Plants 171/250 2 dice 20R (High Priority)
-[] Kure Machine Works 0/280 1 dice 15R (High Priority)
LCI 3/4 dice 50R
-[] Chemical Precursor Plants 36/200 1 dice 15R
-[] Personal Pharmaceuticals Plants 0/180 1 dice 15R (High Priority)
-[] Johannesburg Myomer Macrospinner (phase 1) 73/90 1 die 20R (High Priority)
Again, seeing all these high priority projects shorted on dice is just hurting.

Tiberium 5/5 120R
-[] Chicago Planned City (Phase 3) 49/320 2 dice 40R
-[] Red Zone Containment Lines (Phase 3) 8/180 2 dice 50R
-[] Hewlett-Gardener Method Development 0/40 1 dice 30R
Without the extra Infrastructure expenditure on Chicago, this wouldn't ache so much.

Orbital 2/3 dice 60R
-[] GDSS Shala (Phase 1) 0/90 2 dice 60R
With fusion dice this budgeting isn't even accurate; we could get three Orbital dice active for this price in several ways. Hell, we could have two dice on Shala and one on the resource-neutral orbital cleanup project for 50 R.

Military 5/5 + 5 dice 160R
-[] Security Review 1 dice
-[] Reclaimator Hub Red Zone 7-North 49/105 1 dice 20R
-[] Super MARV Reclaimator Fleet (YZ-5a) 88/210 2 dice 40R
-[] Ablat Plating Deployment (phase 2) 38/200 1 dice 10R (Very High Priority)
-[] Governor Class Cruiser Shipyards (Hampton Roads) 0/200 3 dice 60R (Very High Priority)
-[] Titan Mark 3 Deployment 0/175 3 dice 30R
I'd like to remind you that it's quite dangerous to be building a Governor yard at three dice if you're not truly sure of getting +Capital Goods from somewhere this turn.

You're relying on Heavy Rolling Stock for that and it should pay off, but I feel like you're badly begrudging the industrial economy the dice it needs to support future expansions.

Also, doing the Titan Mk III deployment this turn is almost certainly a bad idea. We should give the Steel Talons a development project so they aren't stuck with zero dice, but we just did deployment for them like... last turn, I think, and we're very hard up for military dice to the point where you're slow-walking or ignoring at least three Very High priority projects.

This, pretty much. Consumer Goods will be a constant problem. Not something you can just "solve" and be done with it. However it is a problem that long term will be something that requires a few dice a plan, rather than the kind of shock construction you have been doing.
True. To be fair, the shock construction was a response to making up a huge deficit of forcing everyone to live under extremely gray borderline dystopian conditions for years immediately after the war... but yeah.

If we get the union/co-op reforms done, maybe we can finally feel okay doing some grants to help with that Consumer Goods trickle need.
 
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