I would prefer to work on the Sonic Mobile Artillery instead. The Sonic Artillery has been waiting around since quest start, and is a more dedicated platform for artillery work. I think it will be the more effective project of the two. Plus the extra 10 progress needed means we're 10% more likely to need to fail to do this in one turn, delaying its rollout.
These are valid points. On the other hand, it should be noted that the backpack launchers are likely to be ULRS-compatible, which means they're likely to be more flexible than heavy sonic artillery. While they'll perform less well in the specific role of "blow up big thing," they're likely to be adaptable to roles the sonic artillery cannot perform, like "shoulder-fired SAM launcher to shoot down those Venoms that keep trying to pick us off in mid-jumpjet-jump."
I know this is the main point of your plan, but there's a Very Big Problem here: Our Tiberium Processing Capacity. We can only process 200R more material, and your plan can gain as much as 145R of income. Leaving us with as little as 55R of processing left. Doing two glaicers this turn moves Tiberium Processing Plants up from a do-next-turn project to a rush-at-all-costs project, sucking down additional dice. We would need 5 dice on the Processing Plants to be certain we won't risk going over the limit, meaning the Tiberium sector will require many Free Dice to continue to increase our income. Far more sustainable is only aiming to do one Glacier Mine this turn, then do another Glacier while working on the Processing Plants with only 2-3 dice.
This is a fair argument. On the other hand, honestly I'd prefer to push up to the limit of our refining capacity, then do only processing plants (and maybe a die or two on railgun-harvester factories, which can fill in the gaps in the remaining processing capacity). The absolute gains may be less-than-stunning, but they'll make a big difference up front in Q4 when we need them if we want a sizeable Military investment.
We'd be down to potentially 55 RpT of unused refining capacity, eh? I'd be comfortable with following "Heavy Income" with three dice on Processors (enough to give a 77% chance of completing) and three dice on railgun-harvester factories (+10-30 RpT, not enough to put us over the line). In the unlikely event that we didn't finish the processors, finishing next turn would be easy enough.
I don't like leaving the boss's priorities unfunded, but hopefully we'll get those in next turn.
[] Plan Heavy Income with Factory Refit (for ZOCOM)
The thing causing the lack of funding is mostly the research priorities. Once we get those research projects completed in Q3, blowing the doors off the Litvinov projects will be
easy, we can throw two dice at each for very cheap. Or two at one and one at the other, then spend one die on SCIENCE!!! to keep Seo happy, but cheaper SCIENCE!!! than before. We could potentially activate all four Services dice and make something like 225-ish Progress on Litvinov's projects while still doing SCIENCE!!!, all for the low low price of 30-35 R.
I did miss that. Thank you for pointing that out.
Almost full does carry penalties. This is not an abstract numbers game. We've been repeatedly told over multiple updates that our reliance on the Planned Cities of Chicago and Mecca for Tiberium Processing has been a major bottlekneck on our global supply, and that as the gap between our production and our capacity has been narrowing this problem has been getting worse over time.
It's a big bottleneck, but it's a bottleneck we then immediately
open. Furthermore, we avoid most of the problem of intercontinental tiberium shipping, because most of the huge influx of tiberium being shoveled into the Mecca-Jeddah-Medina complex is coming from right next door to the place, so it's not as bad as back when we were taking tiberium from other continents and moving it to North America to be processed at Chicago.
I wouldn't want to run this close to the line for long, but I'm willing to accept it for one turn, for the sake of having something more like 700 RpT to work with in Q4.
I still disagree with you putting a third die on Tidal Power Plants. We can very likely finish that project in just two dice, and if not we'll just put a third die on it next turn. We don't lose anything by using two dice on it this turn instead of three, as we have no need to rush for its small +4 Energy.
@AntiSanity , I do agree with this point of
@Derpmind 's. While it's hard to find a Resource-neutral option there, I think we'd do better to turn the third
Tidal Power die into a single
Apartments die. Even if it finishes, we're probably fine on Logistics (unless the very unlikely worst-case Logistics scenarios unfold, in which case the apartments aren't the heart of the problem), and there's only a 5% chance of that happening. If it doesn't finish, it puts us much closer to being able to surge another +6 Housing at will for cheap in Q4 or later.
Also, trying to find a way to put the nanoplating in would be nice.
@BOTcommander deserves nice things.
This is not true man. Not for Tib Processing.
@uju32
Derpmind's a ma'am, not a man.
The QM has made no such assertion about Tib Processing that Im aware of, and the historical record specifically suggests otherwise.
This is not just some abstract claim or theorycrafting.
We have previously gone briefly within less than a hundred points of our max Tib Processing capacity at least twice before without any mechanical or narrative effects. Lemme give you quotes:
In Q4 2055 we were 70 points short of our maximum Tib Processing capacity
Before that? In Q1 2054 Results, we were within 40 points of our Tib Processing capacity.
We had narrative effects,
@uju32 . It wasn't ideal. Nothing
lastingly bad happened, but that may well have been because we got lucky, or because Nod wasn't ready to hit us in that vulnerability. This time, they might be ready or we might be unlucky. I do NOT want to stay close to our cap. I'm willing to stay there
briefly, but not for a protracted length of time.
The evidence pretty clearly indicates that in this specific matter?
Close only matters with hand grenades and nuclear weapons.
Nod has both.
