[X] Plan Cap Goods, PS and Military
[ ] 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)
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.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?
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 , 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?
More like the non innovative capital goods projects will never get marked high priority, because they are purely treasury internal.
Given that the name is exactly the same, I would think so.
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.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
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.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.
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.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.
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.'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 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."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 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.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 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 movesOrbital 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%
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.Services 4/4 20R +30
-[] Game Development Studios 0/300 4 dice 20R 73%
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.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)
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.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)
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.
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.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.
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.
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.We have 540 resources and 6 free dice. Unless my math is wrong, your plan only spends 525 R and 5 free dice.
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.[] 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
Again, seeing all these high priority projects shorted on dice is just hurting.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)
Without the extra Infrastructure expenditure on Chicago, this wouldn't ache so much.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
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.
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.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
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.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.