...Except it's not? Those were in the original plan too.

Oh 😓 :oops:

Why did you copy/paste this entire plan, and without putting in any 'X's? Did you intend to vote for it?

Well in that case I have no idea. My assumption on new information is that this was a choice between two plans that didn't erase the loser.

[X] Plan Arcologies, Income and Rollouts

About 50% sure I already voted but can not find my vote so here I will do again.

You have not voted this time, I just went trough the thread since the new turn, but yeah I also figured you had already voted by now.
 
[X] Plan Arcologies, Income and Rollouts
-[X] Blue Zone Arcologies (Stage 2) 409/600 5 dice 75R 98%
-[X] Automated Civilian Shipyards 0/250 4 dice 80R 68%
-[X] Security Review 1 die
-[X] Red Zone Tiberium Harvesting (Stage 10) 1/130 3 dice 75R 99%, 33% for Stage 11
-[X] Tiberium Glacier Mining (Stage 10) 18/180 5 Dice 150R 100%, 73% for Stage 11
-[X] Expand Orbital Communications Network (Phase 4) 5/135 4 dice 40R 98%, 40% for Phase 5
-[X] Tissue Replacement Therapy Development 0/60 1 die 20R 76%
-[X] Emergency Tiberium Infusion Development 0/120 1 die 15R 16%
-[X] Ferro Aluminum Armor Testing (New) 0/30 1 die 5R 100%
-[X] Zone Emergency Medical Evacuation Vehicle Deployment (Sydney) 49/80 1 die 10R 97%
-[X] Shell Plants (Phase 4) 3/300 2 dice 20R 0%
-[X] Naval Defense Lasers (New) 0/60 1 die 15R 73%
-[X] Havoc Scout Mech Development 0/30 1 die 10R 100%
-[X] Focus Reallocation 1 die
--[X] Heavy Industry
--[X] Tiberium
--[X] Orbital
-[X] Security Reviews (Service) 2 dice +1 service 98%
-[X] Security Reviews (LCI) 2 dice +1 LCI 98%
-[X] Private Industrial Automation 1 die
@Void Stalker , could I maybe convince you to take Havoc development out of your plan? While prototype plasma is a munitions development that can be fit in later on a hardpoint at worst, we know as a fact that doing the havoc development project before we have the initial shimmer shield development project done means the havoc doesn't get to have shields without a redesign.
Order of operations matters. So if you don't have TALs and IHS by the time you are finalizing the new orca patterns, they wont be included in the factory construction. Things lock in when you do the development.
We've confirmed it on Discord with him a few times as well.

Shields as a foundational system get integrated into many projects, the earlier we have it the earlier we can do anything else that benefits from it. While I really, really think shields this turn would be for the best, at the very least please do not choose to make our next vehicle obsolete before it even leaves the factory floor.
 
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In exchange for what? Also is the shield being able to be part of havoc from discord or was that mentioned in thread?
The shield not being able to be part of the havoc if done after havoc dev was on discord. He's been firm on not saying for certain what systems it can definitely be integrated into, but if it's applicable, it has to be done first. Being that it involves high power draw and transuranics, he probably felt that was obvious enough to say without it counting as OOC information.

I'd go screenshot hunting for it but I have to leave for work basically right now. Similarly, I don't have the time to help figure out what to replace it with or otherwise rejigger - just that the havoc needs to be gone, and shields being in would help us get to the havoc properly sooner, however that circle gets squared.
 
The shield not being able to be part of the havoc if done after havoc dev was on discord. He's been firm on not saying for certain what systems it can definitely be integrated into, but if it's applicable, it has to be done first. Being that it involves high power draw and transuranics, he probably felt that was obvious enough to say without it counting as OOC information.

I'd go screenshot hunting for it but I have to leave for work basically right now. Similarly, I don't have the time to help figure out what to replace it with or otherwise rejigger - just that the havoc needs to be gone, and shields being in would help us get to the havoc properly sooner, however that circle gets squared.
Honestly, I'm perfectly willing to accept the Havoc without shields, though I'd also be well content to test out the shields and see if they're compatible. I mainly just want to break the logjam where we never do Steel Talons projects because [reasons] and then we never get other things we want because we aren't doing the Talons projects.

Should be 650 progress bar. You seem to be copypasting this mistake from your older plans.
Well, the good news is, unless Derpmind's been making the same mistake (and I doubt it), the vote-as-written wasn't misleading. That is, the probability of success for three dice actually was 40%.
 
To be fair, we also didn't have a mandate to spend money on the Talons like we do now. Though I do find it sad that it takes us being handed a mandate to fund their projects for us to actually do them.
 
[X] Plan Mad Science is Mad Expensive
--------
So my prior post didn't get any traction, so I'm changing it a little. I've received input that my prior plan didn't do enough deployments, so let's try again.

[X] Plan: Apartments and Greed (+Lots of Bureaucracy)
-[X] Infrastructure 3/5, 30R
--[X] Blue Zone Apartment Complexes 0/160, 3 dice 30R 90%
-[X] Heavy Industry 4/5 Dice, 80R
--[X] Automated Civilian Shipyards 0/250, 4 dice 80R 68%
-[X] Light and Chemical Industry 0/4 Dice, 0R
--[X] Idle
-[X] Agriculture 1/3 Dice 20R
--[X] Wadmalaw Kudzu Development 0/40, 1 Die 20R 90%
-[X] Tiberium 6/6 Dice + 2 Free Dice, 215R
--[X] Red Zone Containment Lines (Stage 5) 74/180, 2 dice 50R 91%
--[X] Red Zone Tiberium Harvesting (Stage 10) 1/30, 3 Dice, 75R, 99% (Stage 8), 33% (Stage 8+9)
--[X] Tiberium Glacier Mining (Stage 10) 18/180, 3 Dice, 90R, 93%
-[X] Orbital 4/4 Dice + 0 Free Dice, 40R
--[X] Expand Orbital Communications Network (Phase 4) 5/135, 3 Dice (Fusion), 30R, 89%
--[X] Orbital Cleanup (Stage 8) 13/90 1 die 10R 1 die 10R 47%
-[X] Services 1/4 + 0 Free Dice, 45R
--[X] NOD Research Initiatives 100/160, 1 Die, 30R, 77%
--[X] Prosthetics Deployment Initiatives (Phase 3) 2/160 1 dice 15R 0%
--[X] Security Review, 1 die
-[X] Military 6/6 Dice + 1 free dice, 85R
--[X] Zone Emergency Medical Evacuation Vehicle Deployment (Sydney) 49/80 1 die 10R 97%
--[X] Naval Defense Lasers 0/60 1 die 15R 73%
--[X] Shimmer Shield Development 0/60 1 die 20R 73%
--[X] Havoc Scout Mech Development 0/30 1 die 10R 100%
--[X] Shell Plants (Phase 4) 3/300, 3 dice 30R 3%
-[X] Bureaucracy 3/3 Dice + 3 Free dice
--[X] Security Review: Services, 2 Die
--[X] Yellow Zone Qualifications Initiatives, DC 150, 4 dice 97%

515/515R , 6/6 Free Dice, 4/12 Fusion Dice

With the extra free dice from our recent human resources headhunting, I feel that we need way more resources in order to activate our dice and not be handicapped for future turns. I've put a whopping 8 dice into Tiberium into three projects with all three having a 90% chance or greater probability of completing next turn. Projecting minimum +60 RpT if they all complete and a maximum of 95 RpT.

Three part plan with how I structured the military section. The first is our prior commitments, finishing zone medivac and naval lasers. The second is shimmer shields. It can go into so many military units, plus it has civilian applications. It's been delayed too long. Third and final is shell plants. 3 dice won't complete it this turn, but the ground forces have repeatedly lobbed this request to us and clearing it would be a relief.

Despite saying that about shells, I'm still open to changing the three dice alloted to shell deployments to another type of deployment, either ablat or orca refits. Let me know if you have a preference. I have received some interest in switching to orca refits.
 
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@Simon_Jester

I've got to ask, what are your plans for infrastructure in Q3? Are you gonna push more apartments and rails, or are you gonna switch over to the Integrated Cargo System aside from 'finishing up' dice?
 
Back up Simon.
I have barely posted in this thread; almost half my posts in this thread have been with regard to this particular conversation. And when I have asked questions about changes in doctrine and rollout, I have been generally careful to phrase them as questions and opinions.

You are swinging at strawmen. Stop doing that.
I confess that this is in part me having an allergic reaction after discussions in other quests. The pattern is not all here.

But- and we have talked about this- you do have a tendency to form complex analyses of what the situation is, how it works, and what must be done, then post them like this. And often these analyses are quite good.... But. There is a but.

Sometimes, you generate important parts of the content that informs your analysis from the inside of your own head. Sometimes, you overlook key facts that the quest has been told, and substitute for them facts that you have become convinced 'must' be true. Sometimes, this leads you down blind alleys and you stick to your guns and things get... well, acrimonious.

This hasn't only happened in this quest, and when I say things like "it's happening again," I am in large part referring to those past cases. I don't mean for this to be a vendetta or something, it's just that this is not an unknown or unfamiliar phenomenon to me, speaking as one who recognizes it.

In the context of this particular discussion, I think that you are doing this thing in two important respects:

1) Rejecting the advice of our NPC naval officers regarding the intended roles and need for certain classes of warships, in favor of a mix-and-match palette of your own choosing.

2) Rejecting facts that were both directly told to us, and reasonably to be inferred by us, regarding the role of an escort carrier and why "more firepower" does not automatically make the escort carrier significantly more effective in its intended role.

In case I didnt make myself clear previously, Shimmershields RnD is for the carrier itself. Not for its aircraft.
To see if we can work that into a new design without time-consuming refits.To hopefully make a near miss torpedo or a close-intercept antiship missile to be a survivable event instead of a mission kill or a sinking. Or incorporate it in DAMCON.
I can see the logic in principle, although honestly I'll be very surprised if shimmer shields can be sustained underwater. Above the waterline may hopefully be a different question.

The big problem I see is that shield generators evidently use exotic materials and are almost sure to be tech that is difficult to build. The entire point of the escort carriers is to construct vast numbers of them so they can run around covering positions that simply do not face enough likelihood of heavy attack to be worthwhile to deploy a fleet carrier to. Making them expensive, or making their availability contingent on our own supply of transuranic elements that we can only synthesize in special new-build tiberium refineries, isn't necessarily a good idea.

2)Disagree strongly.

If the QM says its an option if we have the research done beforehand? I'd rather have give the ship designers the option to fit in wingman drones than not.A 25% increase in displacement from 40kt to 50kt for the ability to double an escort carrier airwing's firepower or survivability would be a bargain, especially since it doesnt come with a doubling of pilots. Even if procurement costs are directly proportional to carrier weight it would still be worth taking.

When we built MARVs, we didnt go for the lowcost version, and we havent regretted that choice either; superMARVs are roughly a third bigger and 45% more expensive than a normal MARV, but are pound for pound more effective.
Note that in the old description of the super MARV, there was an explicit explanation for why it was better at its job. Extra space for firepower and tiberium processing/storage in a mobile platform whose sole purpose is to be a very large, concentrated hunk of firepower and tiberium processing/storage. Not all military vehicles benefit that much from just being made bigger, and it can definitely undermine their purpose.

We have been directly told that escort carriers are not expected to benefit much from wingman drones because the main effects of the drones do not impact the escort carrier's main mission. In the rare instances where escort carriers get jumped by a massive Nod battlegroup of some kind, having a big swarm of wingman drones aboard would make the escort carrier better at giving the enemy a black eye while it goes down fighting... But while the Battle of Samar is perhaps the most famous example of an escort carrier action, it is not the representative example that a sensible person designs escort carriers around.

In exchange for making the escort carriers bigger to accommodate wingman drones without decreasing the number of piloted aircraft, they will (while operating in their designed role) only rarely encounter anything that their greater strength enables them to defeat, that they could not have defeated otherwise. And importantly, there will be less of them, which is particularly bad when the entire point of the class is to be in a great many places at once, escorting a great many ships.

It is not always a good idea to upsize a ship class just to give it more kaboom.

@Simon_Jester

I've got to ask, what are your plans for infrastructure in Q3? Are you gonna push more apartments and rails, or are you gonna switch over to the Integrated Cargo System aside from 'finishing up' dice?
Hmm. Well, if a plan like mine won, we'd very likely have partial progress on Phase 2 of apartments, be close to finishing Phase 2 of arcologies, and probably be done with Phase 2 of rail construction. In my plan, automated shipyards wouldn't be done, so the Logistics margin of error would still be kind of slim.

I think my priorities for "do these before starting ICS" would be, to, yes, "finish up" Arcologies Phase 2, possibly slow-walking Apartments Phase 2 and Tidal Power Phase 3 to completion, and make sure to actually have Automated Shipyards ready to go, because we need a sizeable Logistics buffer so we're not forced to panic and slam out a phase of railroads while we're halfway through the ICS.

Slow-walking Apartments Phase 2 and Tidal Power Phase 3 are projects I would consider optional but desirable in this context, and this is predicated on the assumption that the three dice I put into the apartments this turn will probably give us something like 210 Progress, which puts us at 50/160 for the next phase. However, I wouldn't mind a more focused approach that set those projects aside for ICS, it's just that the Resource budget would be kinda tight.
 
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