You know what, I'm feeling the approval voting hype. The mad science may or may not play out like I'd want, but it's got its charms.

[X] Plan Mad Science is Mad Expensive

Though I'm still going to continue to support my admittedly not-super-popular plan...

[X] Plan Infra Arco Revolution
Infrastructure 5/5 Dice + 5 Free Dice 135 R
-[X] Blue Zone Arcologies (Stage 2) 409/650 (3 die, 45 R) (40% chance)
-[X] Blue Zone Apartment Complexes (Phase 1) (3 dice, 30 R) (90% chance)
-[X] Rail Network Construction Campaigns (Phase 2) 15/275 (4 dice, 60 R) (73%)
Heavy Industry 2/5 Dice 40 R
-[X] Automated Civilian Shipyards 0/250 (2 Dice, 40 R) (2/4 median)
Light and Chemical Industry 0/4 Dice 0 R
Agriculture 0/3 Dice 0 R
Tiberium 6/6 Dice 170 R

-[X] Red Zone Tiberium Harvesting (Stage 10) 1/130 (2 Dice, 50 R) (78% chance)
-[X] Tiberium Glacier Mining (Stage 10) 18/180 (4 Dice, 120 R) (~100% of one phase, ~29% chance of two)
Orbital 4/4 Dice + 1 Free Dice 50 R
-[X] Expand Orbital Communications Network (Phase 4) 5/135 (5 Dice, 50 R) (~100% of one, 74% chance of two)
Services 3/4 Dice 40 R
-[X] Tissue Replacement Therapy Development 0/60 (1 Die, 20 R) (76% chance)
-[X] Advanced Electronic Video Assistant Development 0/60 (1 die, 20R) (76% chance)
-[X] Security Review
Military 6/6 Dice 80 R
-[X] ZEMEV Deployment (Sydney) 49/80 (1 die, 10 R) (97% chance)
-[X] Naval Defense Lasers (1 die, 15 R) (73% chance)
-[X] Orca Refit Deployment (3 dice, 45 R) (52% chance)
-[X] Ablat Plating Deployment (Stage 4) 45/200 (1 die, 10 R) (1/2.5 median)
Bureaucracy 3/3 Dice
-[X] Focus Reallocation (flip Services to Orbital, leave HI and Tiberium focuses unchanged) (1 die)
-[X] Services Review (2 dice)
 
Also if we do research this turn the odds are good we will be able to develop and deploy the results during the final turns of this plan when income is high. If we delay more some of the results might only arrive at the start of the next plan when income is low again. This also goes for funding the next round of research as the option appears once all projects of the current research are ready for development.
 
[X] Plan Mad Science is Mad Expensive

The fact of the matter is, we don't know what we're going to get until we roll these dice, and what we get could change everything. It could be something absurd like Scrin teleportation being suddenly within reach, it could be a scrin method of making transuranics much more easily, it could be some of NOD's GAI research (whew wouldn't that be a PS nightmare). The fact is, we don't know what goodies we'll get until we open the bag, and we don't know the best plan to achieve our goals until we know if any goodies affect our means or objectives.
 
If the robotics factory is intended to increase automation, why does every step eat into the labor pool? At what point does it start turning into labor gains?
 
If the robotics factory is intended to increase automation, why does every step eat into the labor pool? At what point does it start turning into labor gains?
When you invest those capital goods into automating parts of your economy, with projects like

[ ] Agriculture Mechanization Projects (Phase 1)
While GDI's current agricultural methods are not particularly labor intensive, a widespread deployment of additional mechanization and statistical analysis should allow for the reduction in overall labor committed to the agricultural sector, and allow that workforce to be allocated elsewhere.
(Progress 0/150: 15 resources per die) (+2 Labor, -1 Energy, -1 Capital Goods)
(Progress 0/250: 15 resources per die) (+4 Labor, -1 Energy, -1 Capital Goods)
 
The fact of the matter is, we don't know what we're going to get until we roll these dice, and what we get could change everything. It could be something absurd like Scrin teleportation being suddenly within reach, it could be a scrin method of making transuranics much more easily...
I'm pretty sure the Scrin make transuranics using basically the same process we adapted from Nod- make it out of tiberium and tune the refinery to make whatever elements you want.

GDI just doesn't use that method to the same degree, because whereas the Scrin actively enjoy being bathed in tiberium radiation, and Nod is willing to accept tiberium fallout as the cost of doing business, GDI isn't enjoying and isn't willing.

I suspect we're just gonna have to bite the bullet and upgrade our refineries, though that doesn't mean there won't be more options for refineries.

it could be some of NOD's GAI research (whew wouldn't that be a PS nightmare). The fact is, we don't know what goodies we'll get until we open the bag, and we don't know the best plan to achieve our goals until we know if any goodies affect our means or objectives.
What would be very helpful would be if we could somehow get a clue that LEGION exists... but that could be easier said than done.

If the robotics factory is intended to increase automation, why does every step eat into the labor pool? At what point does it start turning into labor gains?
When you invest those capital goods into automating parts of your economy, with projects like

[ ] Agriculture Mechanization Projects (Phase 1)
While GDI's current agricultural methods are not particularly labor intensive, a widespread deployment of additional mechanization and statistical analysis should allow for the reduction in overall labor committed to the agricultural sector, and allow that workforce to be allocated elsewhere.
(Progress 0/150: 15 resources per die) (+2 Labor, -1 Energy, -1 Capital Goods)
(Progress 0/250: 15 resources per die) (+4 Labor, -1 Energy, -1 Capital Goods)
Yeah. Trading 2 Capital Goods for 6 Labor when we can spend 2-4 Labor to get... a lot more than two Capital Goods... sounds pretty good to me.
 
So for a random trivia we actually can go for Maximum Cheapskate option to activate all of our dice, it will cost us merely 415 resources.

We will get lots of Housing, Nuclear Energy, Perennials, Orbital Cleanup, Laser Point Defense and lots of military consumables, and we will also notably spend 12 dice on the Prospecting for Tiberium, for a guesstimate of 4 Stages complete, or +20 RpT.

Or if we shake loose Tiberium Dice and Free Dice we will have (515-355) 160 R to spend on more lucrative cashgrabs, and 6+6 dice not counting Bureaucracy.
 
[X] Plan Mad Science is Mad Expensive

The fact of the matter is, we don't know what we're going to get until we roll these dice, and what we get could change everything. It could be something absurd like Scrin teleportation being suddenly within reach, it could be a scrin method of making transuranics much more easily, it could be some of NOD's GAI research (whew wouldn't that be a PS nightmare). The fact is, we don't know what goodies we'll get until we open the bag, and we don't know the best plan to achieve our goals until we know if any goodies affect our means or objectives.

Unless we roll a 1 on the number of Scrin Tech rolls. Then we lose them. Permanently.
 
Still better to get it done with now so that we can plan around that result. There's nothing we can do to improve the odds, so we might as well see whether the cat is alive or dead.
 
Why the focus on Services btw? Wouldn't we get a lot more out of a focus on Infra or Heavy Industry?

Services is where the science is, mostly. Plus our new boss used to be Secretary of Education and one of her major policy planks is expanding educational enrollment/properly credentialing Yellow Zoners, we're probably going to get ordered to do a bunch of stuff along those lines that will also likely be Services.
 
Back
Top