But it's not gonna be the same.
Deserve's got nothing to do with it.
I am very confused. What did you think I was saying? Because my comment was purely a "yes, this is an additional bonus for completing the Planned City project". I don't see how you got "that was its only benefit" out of that.So before going back to the most hotly debated issue of the update, let me talk Medina.
Sorry @Lightwhispers but you are missing two important points.
The first is that we were permitted to build a stronghold in the Middle East with only a minor conflict with the local Nod Warlords, which when the war goes hot will allow us to keep the region in our hands. That is a major benefit of the Medina Planned City.
The other benefit is cheaper RZ Tiberium operations in the local area, which translates to 4 possible Glacier Mining sites with discounted Logistics cost (-2, VS -5), for a net benefit of 12 Logistics points we did not have to spend.
That's a lot. That's 900-ish Progress in Infrastructure-Logistics by my reckoning, assuming the next three Railways phases go 275, 300, 325 progress for +4 Logistics apiece.
Speaking of Tiberium Mining, completing the array of operations around the Planned City will provide us with a minimum of +140, an expected average of +190, and a maximum of +220 RpT, largerly eating the slack in Processing Capacity we have (that is, 270 TPC), and also bringing our income to 650-700-730 RpT.
This is at least as much but most likely more than we had at the end of the previous Four Year Plan (660). All for the bearable cost of -6 Logistics. Of which we can already supply 4.
Q1 2050 Rail Link Reconstruction 100
Railways were largely un-destroyed and not in super-critical need of repair. 50 progress discount on Phase 1. (And likely into further phases as well.)
Q1 2051 Blue Zone Reconstruction 99
Q1 2051 Refugee Camps 99
Q2 2051 Glacier Mining 99
Q3 2051 Power Grid 100
++ Energy bonus. Description was that Tidal Power Plants were brought online at the same time due to Tiberium Algae. Possibly connected to further Tidal Power Plants becaoming available in Q2 2055.
Q3 2051 Tiberium Algae 100
Permanent +5 RpT from a project that would have normally given none.
Q2 2052 North Boston 100
Improved microchips from 10nm to 5nm. Permanent tech quality improvement, exact effects unknown.
Q2 2053 RZ Forgotten Support 100
Reduced Forgotten hiring price by 5 RpT due to less overhead than expected from local leaders. (We currently still allocate 15 RpT to the Forgotten.)
Q4 2054 YZ Fortress Towns 99
Q3 2054 Hydrofoils 99
Q3 2054 Security Review (Services) 100
Services department exceptionally clean, streamlined to give permanent 12.5% progress discount to all projects. (No, really, Scrin Research is still 0/350 where before it was 0/400.)
Q4 2055 Interdepartmental Communications 99
Q1 2056 GDSS Enterprise 100
New space construction technology discovered. Permanent -5 progress discount on all Space Stations.
Q3 2056 Mecca/Jeddah 99
Q3 2056 Stealth Disruptor Development 100
Technology quality improvement. Also lead to availability of current follow-up Stealth Disruptor Development project.
Q4 2056 Governor Class 100
New shipbuilding technology discovered. Permanent -15 progress discount on all naval ships.
Q1 2057 Lunar Regolith Harvesting 99
Q2 2057 Chemical Fertilizer Plants 99
Q3 2057 Security Review (Heavy Industry) 99
Q1 2058 Recruitment Drives 99
Total: Nine 100s, Eleven 99s.
For those voting for sarang, does anyone know how many times we have rolled a 99? I could be convinced to change my vote, but currently I don't think it is worth it.
Page 686, Derpmind helpfully compiled a list. We've rolled 11 99s in comparison to 9 100s over the quest. So yeah, looking pretty good imo.For those voting for sarang, does anyone know how many times we have rolled a 99? I could be convinced to change my vote, but currently I don't think it is worth it.
For those voting for sarang, does anyone know how many times we have rolled a 99? I could be convinced to change my vote, but currently I don't think it is worth it.
And one of the 99's was on the tib satellites, a crit there would have given us 1d5+1 instead of 1d4+1 we have now.Page 686, Derpmind helpfully compiled a list. We've rolled 11 99s in comparison to 9 100s over the quest. So yeah, looking pretty good imo.
Yeah. I'd actually been thinking about that a bit after my last post. Land-based aviation usually isn't too limited by how much physical space is available to park the aircraft; you can base two or three helpful drone-buddies at an airbase for every actual combat aircraft and while it may be expensive, at least everything will fit.When it comes to carriers and the Wingman drones, the key problem is that wingman drones add a good 25-45 percent to the space required by any given squadron. What that translates to is not that it cannot operate wingman drones, it cannot operate the wingman drones without sacrificing some other part of its loadout. With a Fleet carrier what that will typically mean is that instead of loading on a general purpose mix in most cases, they will start loading a more specialized mix. If they are doing escort operations, you will see them loading tiltrotor wingman drones, and more Orcas. If they are doing strike operations, it is more firehawks and jet configuration drones. And the Atlantis class Fleet carrier has enough space that this is fairly viable. The thing is that the Escort carriers are already a very lean design, and won't be loading a third squad of Orcas native that can be stripped off to give the two remaining squads wingmen.
Edit: Lets assume, for the sake of argument that an Atlantis class aircraft carrier has 60 Firehawks in its standard complement (5 squadrons). Assuming that I am using the .25 more space system, you can sacrifice a squadron of Firehawks and everyone else gets a drone for escort. At .45 it gets a bit messier, but you can sacrifice two of the squadrons, and have three squadrons with wingmen, and then use the remaining space to allow wingman drones for things that are not Firehawks.
Yeah, maybe, but if we've already rolled back tiberium (read: built the TCN), then a lot of the work of reconstruction will be a much simpler task, and it might very well be one that could/should proceed without much input from Treasury.We showed favoritism to a major religion. The followers of others are watching. It's a moot point atm those locations are Red zones. However. When they're free of Tiberium? I expect some people will want them rebuilt. The way they look I'm sure will be hotly debated. The location has weight to it. Even if the buildings are gone.
@Derpmind has a post on it; she's a big fan of the bonus and I don't blame her.For those voting for sarang, does anyone know how many times we have rolled a 99? I could be convinced to change my vote, but currently I don't think it is worth it.
The thing is, we're already planning reallocation of a die from Services to Orbital anyway, because Seo doesn't have Granger's Service bonus and even without that, half the time we didn't fully utilize Services anyway under the last plan. I may end up eating these words if Litvinov has a barrel of surprises, but I don't think we're going to be doing THAT much with Services this plan that requires a ton of dice.Changing my vote up just a little since Hideo Daishi isn't getting any traction, swapping him out for O'Brian. We really could use the extra Orbital die from him as long as we also get Graduates, I think our first new Orbital die should come from Grads but if we want a second (and we probably do with the targets we picked) then he's a good way to get a second die.
Some Noddy: "I hear Dr Granger is going to be teaching a course on Tiberium Physics-"I'm just looking forward to Kane forswearing his ties to NOD so that he can enroll as a student in one of our universities.
I'm actually thinking it would be nice to have O'Brian and Orbital Graduates, so that we get up to 5 Orbital dice, and the +2 bonus will cancel out the starting -2 penalty, which then will lead to getting the +2 bonus in 2 years.Well I was mostly thinking that getting a permanent die added to the base pool from O'Brien would eliminate the need to reallocate a focus die to Orbital. We could move it to Infra instead for example, or even keep it in Services if we wanted to because that's the sector that generally has civilian-focused R&D in it so having an extra die could end up being pretty useful with Seo. This is why I wanted to do recruitment drives before focus reallocation, so that we can change our focus after seeing what we get from recruitment. Making decisions about who to recruit based on what you want to do with the foci next turn is coming at it backwards imo.
Some Noddy: "I hear Dr Granger is going to be teaching a course on Tiberium Physics-"
Kane: *already opening wigs4u in a new tab*
+1 die to two sectors is huge. Another die is more than enough to make up for the temporary -2 progress penalty. More importantly, this is near-certain to be a permanent upgrade - Masses of graduate students can't be assassinated or all retire at once.
I've already said more than my fair share about Sarang. To be brief, given past records we're likely to see between 4-6 more Crits this Plan with her, and each of those Crits are bonuses equivalent to the traits offered by these Recruitment options. And if you don't like her character, her Politically Flexible trait means she won't actually be imposing her attitudes or beliefs on anyone.
A very strong +1 die to a sector we're very eager to have extra dice, along with a nice +2 progress bonus. I think Michael would combine really well with the Graduates. We're certain to find ways to spend those 5 dice for both this and any future Plans, and it'll save our Free Dice for elsewhere.
On the one hand, this offers a significant boost to our defense against assassinations, and those really suck. On the other hand, we already have large defensive bonuses, and with the current votes only hiring two more named personnel to the Treasury, we're only going to have five total targets for them to protect. Last time assassination targets came up, Ithillid rolled a 3d47 on the Discord to determine NOD's targets. Ithillid had a list of 47 names, and only some of them were from the Treasury. Only then were dice rolled in-thread to determine how successful those assassination attempts were. (And of those three targets, only Dr. Takeda was from the Treasury.) So for the bonus from this choice to even kick into effect, we'd have to have the misfortune of one of our five Treasury characters picked out of 45 to 50-ish names.
Similar to things like the Edinburgh Virtual Intelligence Research Centre or the Advanced Technical Laboratories, this is a permanent bonus that has no costs save taking one of our recruitment slots. That said, its limited scope and small bonus makes this a poor choice. (5 progress out of every 100 is roughly equivalent to a +2.5 bonus per die, and only for Infra projects.)
She gives us a massive +10 bonus. Over five dice a turn, that's +50 extra progress, or almost an extra die's worth each turn. The average Infra die (after the Settled In bonus finishes) will go from 67.5 to 77.5 progress, so that's on average 405 progress from six dice compared to 387.5 progress from five dice.
+2 dice in Military. For the cost of three Steel Talon projects, which simply aren't that expensive in resources, and that we'll have an extra 30 dice this Plan for. Tied with the Graduates for the most effective choices, I'd say.
How much is -30 progress on power plants? Well, if we built five power plants, then he'd save 150 progress. Seo's bonus to Heavy Industry will go up to +22 per die from the Settling In bonus, or 72.5 progress per die. So if we build five power plants this Plan, we'd save roughly two dice worth of progress. Total. And he'll cost us an average of -10 PS this Plan. If we could have him for free, we'd still take him, but after doing this analysis I think he's our weakest pick.