Sonic artillery has been a persistent ask since the second turn of the game and GDI's doctrine has only gotten even more artillery-heavy since then. If we want a present for ZOCOM the thing they've been pestering us about for literally 8 years now is probably the best bet.
 
[X] Plan Heavy Income with Factory Refit (for ZOCOM)

Welp, I know I argued for more income since a long long long long time ago, especially given the importance of doing so earlier during a 4-year plan. But eh, whether or not people care about total progress over the entire plan vs the individual steps is another thing entirely. So I'm not holding my breath for the most useful plan to win here.
 
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. The narrative impact of our actions can and has had consequences, including penalties that hit our stats. Riding so close to the line here, for a problem we've been warned about many times by now, is practically asking for some kind of negative occurrence to happen. Our supply lines become more and more vulnerable the more we strain them like this, as do our Planned Cities by making them such massive targets.
This is not true man. Not for Tib Processing.
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
Tiberium Processing Capacity (1180/1250)

Before that? In Q1 2054 Results, we were within 40 points of our Tib Processing capacity.
Tiberium Processing Capacity (960/1000)
Again, nada.

The evidence pretty clearly indicates that in this specific matter?
Close only matters with hand grenades and nuclear weapons.
Not Tiberium Processing capacity.


You misunderstand my point. There are two paths next turn can take: We can work on another glacier mine and other income gains, while also working on Tiberium Processing. Or, if Plan Heavy Income wins, we will have to devote multiple free dice and many resources to overbuilding Tiberium Processing, leaving little room for more Tiberium mining. Frontloading our resource gain by doing two glacier mines this turn will cost us opportunity next turn. At best, we'll end up with the same income gain on net. At worst, we get well-timed bad rolls and go in the red on one of our stats, eating penalties and needing to pay even more to make up for the loss.

Plan Heavy Income gains us more income... for one turn. Immediately the turn after, we'll be forced to crash-invest in the Processing needed just to keep up with further income and avoid screwing up our stats. That temporary income gain will be immediately spent just to catch up. Whereas all the other plans up for contention still gain us large amounts of income this turn, and let us continue to gain income in the turns after. A second glacier mine this turn is not optimal Numbers Go Up, but rather a temporary bubble that won't pay off in the long run.
1)This is not a loss.

That is dice that has to be spent building out more Tib Processing capacity anyway. For safety's sake as increased Nod coordination becomes a thing, because we are likely to see an increasing need for transuranics and need more Howlette-Gardener processors, and because its a prereq to growing our income.

And doing it before we have to start worrying about Tib inhibitors again is just good sense.

2)Front loaded cash income = frontloaded effects from investing said cash.
Thats the whole point of Plan Heavy Income as I understand it.

3) Tiberium mining is dependent on other factors other than Tib dice availability.
Logistics, Cap Goods, ZOCOM confidence, Yellow Zone infrastructure investment.
I am not at all convinced by the argument you are making.

Its not like any overflow would go to waste here. We still have to increase our Processing by almost 1100 cap as a Plan Goal.

4)Our persistent problem this FYP so far is that we cant afford to activate all our dice.
I dont anticipate Free dice shortage being a significant issue next turn should Plan Heavy Income win.
 
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Adhoc vote count started by uju32 on Oct 27, 2021 at 6:46 PM, finished with 213 posts and 92 votes.

  • [X] Plan All Into Mil
    -[X] Infra 4/5 dice 55R
    --[X] Tidal Power Plants (Phase 3) 154/300 1 die 10R (1/2 median)
    --[X] Blue Zone Arcologies (Stage 2) 548/650 3 dice 45R 99% (3/10 median Stage 3)
    -[X] Heavy Ind 4/4 dice 80R
    --[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 2 dice 40R (2/4 median)
    --[X] Automated Civilian Shipyards 139/250 2 dice 40R 80%
    -[X] L&CI 0/4 dice
    -[X] Agri 0/3 dice
    -[X] Tiberium 6/6 dice 130R
    --[X] Red Zone Tiberium Harvesting (Stage 11) 46/130 2 dice 50R 98% (13% Stage 12)
    --[X] Tiberium Glacier Mining (Stage 11) 30/180 2 dice 60R 63%
    --[X] Railgun Harvester Factories Albany 0/70 1 die 10R 70%
    --[X] Railgun Harvester Factories Porto 0/70 1 die 10R 70%
    -[X] Orb Ind 5/5 dice 75R
    --[X] GDSS Philadelphia II (Phase 4) 100/715 3 dice 60R (3/9 median)
    --[X] Nanotube Hull Panelling Development 0/30 1 die 5R 95%
    --[X] Expand Orbital Communications Network (Phase 5) 79/135 1 die 10R 69%
    -[X] Services 4/4 dice 70R
    --[X] Green Zone Teacher Colleges 0/200 1 die 5R (1/3 median)
    --[X] Remedial Education Program Expansions 0/120 1 die 5R 12%
    --[X] NOD Research Initiatives 124/160 1 die 30R 100%
    --[X] Scrin Research Institutions 328/350 1 die 30R 100%
    -[X] Military 6/6 +6 free dice 180R
    --[X] Wartime Factory Refits (Phase 2) 52/90 1 die 20R 91%
    --[X] Shimmer Shield Development 0/60 1 die 20R 74%
    --[X] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 94%
    --[X] Tube Artillery Deployment 0/200 3 dice 45R 55%
    --[X] Hydrofoil Shipyards (Busan-Ulsan) 69/85 1 die 10R 100%
    --[X] Naval Defense Laser Refits (New) 0/330 5 dice 75R 52%
    -[X] Bureau 3/3 dice
    --[X] Lobby For Establishment of Negotiation Corps (New) 3 dice 91%
    [X] Plan Heavy Income with Factory Refit (for ZOCOM)
    -[X]Infrastructure 5/5 Dice 60 R
    --[X] Blue Zone Arcologies (Stage 2) 548/650 (2 dice, 30 R) (91% chance)
    --[X] Tidal Power Plants (Phase 3) (3 dice, 30 R) 154/300 (95% chance)
    -[X]Heavy Industry 4/5 Dice 60 R
    --[X] Automated Civilian Shipyards 139/250 (3 Dice, 60 R) (98% chance)
    -[X]Light and Chemical Industry 1/4 Dice 0 R
    --[X] Security Review
    -[X]Agriculture 0/3 Dice 0 R
    -[X]Tiberium 6/6 Dice + 2 Free Die 210 R
    --[X] Red Zone Tiberium Harvesting (Stage 11) 46/130 (2 Dice, 50 R) (98% chance)
    --[X] Tiberium Glacier Mining (Stage 11) 30/180 (5 Dice, 150 R) (81% chance of two stages)
    --[X] Albany 0/70 (1 die, 10 R) (70% chance)
    -[X]Orbital 5/5 Dice + 0 Free Die 90 R
    --[X] GDSS Philadelphia II (Phase 4) 100/715 (4 dice, 80 R) (4/9.5 median)
    --[X] Expand Orbital Communications Network (Phase 5) 79/135 (1 die, 10R) (69% chance)
    -[X]Services 3/4 dice + 0 free Dice 65 R
    --[X] NOD Research Initiatives 124/160 (1 die, 30 R) (100% chance)
    --[X] Scrin Research Institutions 328/350 (1 die, 30 R) (100% chance)
    --[X] Remedial Education Program Expansions (New) 0/120 1 die 5R 12%
    -[X]Military 6/6 Dice + 1 Free Dice 105 R
    --[X] Shimmer Shield Development 0/60 (1 die, 20 R) (73% chance)
    --[X] Hydrofoil Shipyards 69/85 (1 die 10 R) (100% chance)
    --[X] Naval Point Defense 0/330 3 dice 45R
    --[X] Wartime Factory Refits (Phase 2) 52/90 1 die 20R 91%
    --[X] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 94%
    -[X]Bureaucracy 3/3 + 2 Free Die
    --[X] Lobby For Establishment of Negotiation Corps (New) DC 130 3 dice 15PS 91%
    --[X] Light Industry Review (2 dice)
    [X] Plan I will get off this rock and take you with me
    -[X] Infra 4/5 dice 55R
    --[X] Tidal Power Plants (Phase 3) 154/300 1 die 10R (1/2 median)
    --[X] Blue Zone Arcologies (Stage 2) 548/650 3 dice 45R 99% (3/10 median Stage 3)
    -[X] Heavy Ind 4/4 dice 80R
    --[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 3 dice 60R 11%
    --[X] Automated Civilian Shipyards 139/250 1 die 20R 21%
    -[X] L&CI 0/4 dice
    -[X] Agri 0/3 dice
    -[X] Tiberium 6/6 dice 130R
    --[X] Red Zone Tiberium Harvesting (Stage 11) 46/130 2 dice 50R 98% (13% Stage 12)
    --[X] Tiberium Glacier Mining (Stage 11) 30/180 2 dice 60R 63%
    --[X] Railgun Harvester Factories Albany 0/70 1 die 10R 70%
    --[X] Railgun Harvester Factories Porto 0/70 1 die 10R 70%
    -[X] Orb Ind 5/5+6 dice 75R
    --[X] GDSS Philadelphia II (Phase 4) 100/715 8 dice 160R 16%
    --[X] Nanotube Hull Panelling Development 0/30 1 die 5R 95%
    --[X] Expand Orbital Communications Network (Phase 5) 79/135 1 dice 10R
    --[X] Orbital Cleanup (Stage 8) 1 Die 10R
    -[X] Services 4/4 dice 70R
    --[X] Green Zone Teacher Colleges 0/200 1 die 5R (1/3 median)
    --[X] Remedial Education Program Expansions 0/120 1 die 5R 12%
    --[X] NOD Research Initiatives 124/160 1 die 30R 100%
    --[X] Scrin Research Institutions 328/350 1 die 30R 100%
    -[X] Military 6/6 free dice 180R
    --[X] Shimmer Shield Development 0/60 1 die 20R 74%
    --[X] Sonic Mobile Artillery Vehicle Development 1 die 10R
    --[X] Hydrofoil Shipyards (Busan-Ulsan) 69/85 1 die 10R 100%
    --[X] Naval Defense Laser Refits (New) 0/330 3 dice 30R
    -[X] Bureau 3/3 dice
    -[X] Lobby For Establishment of Negotiation Corps (New) 3 dice 91%
    [X] Plan Logistics, Tiberium and Expansion
    -[X] Tidal Power Plants (Phase 3) 154/300 3 die 30R 95%
    -[X] Blue Zone Arcologies (Stage 2) 549/650 2 dice 30R 91%
    -[X] Automated Civilian Shipyards 139/250 3 dice 40R 98%
    -[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 1 die 20R
    -[X] Security Review 1 die
    -[X] Reykjavik Myomer Macrospinner (Phase 2) 1/160
    -[X] Wadmalaw Kudzu Development 0/40 1 die 20R 92%
    -[X] Red Zone Tiberium Harvesting (Stage 11) 46/130 1 dice 25R 56%
    -[X] Tiberium Glacier Mining (Stage 11) 30/180 3 Dice 90R 96%
    -[X] Railgun Harvester Factories (Albany) 0/70 1 die 10R 70%
    -[X] Railgun Harvester Factories (Maputo) 0/70 1 die 10R 70%
    -[X] GDSS Philadelphia II (Phase 4) 100/715 4 dice 80R
    -[X] Nanotube Hull Panelling Development (New) 0/30 1 die 5R 95%
    -[X] Green Zone Teacher Colleges (New) 0/200 1 die 5R 0%
    -[X] Remedial Education Program Expansions (New) 0/120 1 die 5R 12%
    -[X] NOD Research Initiatives 124/160 1 die 30R 100%
    -[X] Scrin Research Institutions 328/350 1 die 30R 100%
    -[X] Shimmer Shield Development 0/60 1 die 20R 74%
    -[X] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 94%
    -[X] Naval Point Defense 0/330 5 dice 75R 52%
    -[X] Hydrofoil Shipyards 69/85 1 die 10R 100%
    -[X] Security Reviews (LCI) 2 dice +1 LCI 98%
    -[X] Security Reviews (Agri) 2 dice +1 Agri 98%
    -[X] Lobby For Establishment of Negotiation Corps (New) 3 dice 91%
    [X] Plan Wartime Factory Refits and orca's
    -[X] Tidal Power Plants (Phase 3) 154/300 3 die 30R 95%
    -[X] Blue Zone Arcologies (Stage 2) 549/650 2 dice 30R 91%
    -[X] Automated Civilian Shipyards 139/250 2 dice 40R 80%
    -[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 2 dice 40R
    -[X] Security Review 1 die
    -[X] Perennial Aquaponics Bays (Stage 2) 1 die 10R
    -[X] Red Zone Tiberium Harvesting (Stage 11) 46/130 1 dice 25R 56%
    -[X] Tiberium Glacier Mining (Stage 11) 30/180 3 Dice 90R 96%
    -[X] Railgun Harvester Factories (Albany) 0/70 1 die 10R 70%
    -[X] Railgun Harvester Factories (Maputo) 0/70 1 die 10R 70%
    -[X] GDSS Philadelphia II (Phase 4) 100/715 3 dice 60R
    -[X] Expand Orbital Communications Network (Phase 5) (Final) 79/135 1 die 10R 69%
    -[X] Nanotube Hull Panelling Development (New) 0/30 1 die 5R 95%
    -[X] Green Zone Teacher Colleges (New) 0/200 1 die 5R 0%
    -[X] Remedial Education Program Expansions (New) 0/120 1 die 5R 12%
    -[X] NOD Research Initiatives 124/160 1 die 30R 100%
    -[X] Scrin Research Institutions 328/350 1 die 30R 100%
    -[X] Wartime Factory Refits (Phase 2) 52/90 1 die 20R 91%
    -[X] Shimmer Shield Development 0/60 1 die 20R 74%
    -[X] Naval Point Defense 0/330 5 dice 75R 52%
    -[X] Orca Refit Deployment 0/200 2 dice 30R 9%
    -[X] Hydrofoil Shipyards (Busan-Ulsan) 69/85 1 die 10R 100%
    -[X] Security Reviews (LCI) 2 dice +1 LCI 98%
    -[X] Lobby For Establishment of Negotiation Corps (New) 3 dice 91%
    [X] Plan All Into Mil, Diplomacy Edition
    -[X] Infra 4/5 dice 55R
    --[X] Tidal Power Plants (Phase 3) 154/300 1 die 10R (1/2 median)
    --[X] Blue Zone Arcologies (Stage 2) 548/650 3 dice 45R 99% (3/10 median Stage 3)
    -[X] Heavy Ind 4/4 dice 80R
    --[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 2 dice 40R (2/4 median)
    --[X] Automated Civilian Shipyards 139/250 2 dice 40R 80%
    -[X] L&CI 0/4 dice
    -[X] Agri 0/3 dice
    -[X] Tiberium 6/6 dice 130R
    --[X] Red Zone Tiberium Harvesting (Stage 11) 46/130 2 dice 50R 98% (13% Stage 12)
    --[X] Tiberium Glacier Mining (Stage 11) 30/180 2 dice 60R 63%
    --[X] Railgun Harvester Factories Albany 0/70 1 die 10R 70%
    --[X] Railgun Harvester Factories Porto 0/70 1 die 10R 70%
    -[X] Orb Ind 5/5 dice 75R
    --[X] GDSS Philadelphia II (Phase 4) 100/715 3 dice 60R (3/9 median)
    --[X] Nanotube Hull Panelling Development 0/30 1 die 5R 95%
    --[X] Expand Orbital Communications Network (Phase 5) 79/135 1 die 10R 69%
    -[X] Services 4/4 dice 70R
    --[X] Green Zone Teacher Colleges 0/200 1 die 5R (1/3 median)
    --[X] Remedial Education Program Expansions 0/120 1 die 5R 12%
    --[X] NOD Research Initiatives 124/160 1 die 30R 100%
    --[X] Scrin Research Institutions 328/350 1 die 30R 100%
    -[X] Military 6/6 +6 free dice 180R
    --[X] Wartime Factory Refits (Phase 2) 52/90 1 die 20R 91%
    --[X] Shimmer Shield Development 0/60 1 die 20R 74%
    --[X] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 94%
    --[X] Tube Artillery Deployment 0/200 3 dice 45R 55%
    --[X] Hydrofoil Shipyards (Busan-Ulsan) 69/85 1 die 10R 100%
    --[X] Naval Defense Laser Refits (New) 0/330 5 dice 75R 52%
    -[X] Bureau 3/3 dice
    --[X] Lobby For Establishment of Negotiation Corps (New) DC 130 3 dice 15PS 91%
    -[X]Plan Go Go Power Harvesters
    -[X] Blue Zone Arcologies (Stage 2) 3 dice 45R 100%
    -[X] Tidal Power Plants (Phase 3) 3 dice 30R 95%
    -[X] Automated Civilian Shipyards 2 dice 30R 80%
    -[X] Continuous Cycle Fusion Plants (Phase 2) 2 dice 40R 0%
    -[X] Light and Chemical Industry Security Review 1 die
    -[X] Reykjavik Myomer Macrospinner (Phase 2) 3 dice 60R 78%
    -[X] Perennial Aquaponics Bay (Stage 2) 3 dice 30R 30%
    -[X] Red Zone Tiberium Harvesting (Stage 11) 2 dice 50R 98%
    -[X] Tiberium Glacier Mining (Stage 11) 2 dice 60R 63%
    -[X] Railgun Harvester Factories (Albany)
    -[X] Railgun Harvester Factories (Porto) 1 die 10R 77%
    -[X] Nanotube Hull Panelling Development 1 die 5R 100%
    -[X] Orbital Cleanup (Stage 8+9) 3 dice 30R 70%
    -[X]GDSS Philadelphia II (Phase 4) 1 die 20R 0%
    -[X]Green Zone Teacher Colleges 2 dice 10R 12%
    -[X]Remedial Education Program Expansion 2 dice 10R 74%
    -[X] Orca Refits Deployment 3 dice 45R 54%
    -[X] Wartime Factories Refits (Phase 2) 1 die 20R 91%
    -[X] Naval Defense Laser Refits 5 dice 75R 52%
    -[X] Hydrofoil Shipyards (Busan-Ulsan Combined Port) 1 die 10R 100%
    -[X] Military Security Review 1 die
    -[X] Light and Chemical Industry Security Review 2 dice 99%
    -[X] Military Security Review 2 dice 99%
    [X]Plan Reap Nanotubes
    [X] Plan Running the Eyewall v. 3.2
    -[X] Tidal Power Plants (Phase 3) 154/300 10 Resources per Die, 2 Die = 20 resources
    -[X] Blue Zone Arcologies (Stage 2) 548/650 15 Resources per Die -2E on Completion, 3 Dice = 45 Resources
    -[X] Continuous Cycle Fusion Plants (Phase 2) 0/300 20 Resources per Die, 2 Die = 40 Resources
    -[X] Automated Civilian Shipyards 139/250 20 Resources per Die -1CapG -4E on Completion, 2 Die = 40 Resources
    -[X] Red Zone Tiberium Harvesting (Stage 11) (Updated) 46/130 25 Resources per Die, 1 Die = 25 Resources
    -[X] Red Zone Containment Lines (Stage 5) 74/180 25 Resources per Die, 1 Die 25 Resources
    -[X] Tiberium Glacier Mining (Stage 11) 30/180 30 resources per Die -2Log on Completion, 2 Die = 60 Resources
    -[X] Railgun Harvester Factories Albany 0/70 10 Resources per Die -2E -1Lab on Completion, 1 Die = 10 Resources
    -[X] Railgun Harvester Factories Porto 0/70 10 Resources per Die -2E -1Lab on Completion, 1 Die = 10 Resources
    -[X] GDSS Philadelphia II (Phase 4) 100/715 20 Resources per Die, 3 Dice = 60 Resources
    -[X] Nanotube Hull Panelling Development (New) 0/30 5 Resources per Die, 1 Die = 5 Resources
    -[X] Expand Orbital Communications Network (Phase 5) 70/135 15 Resources per Die, 1 Die = 15 Resources
    -[X] Remedial Education Program Expansions (New) 0/120 5 Resources per Die, 2 Die = 10 Resources
    -[X] NOD Research Initiatives 124/160 30 Resources per Die, 1 Die = 30 Resources
    -[X] Scrin Research Institutions 328/350 30 Resources per Die, 1 Die = 30 Resources
    -[X] Wartime Factory Refits (Phase 2) 52/90 20 Resources per Die -3CapG on Completion, 1 Die = 20 Resources
    -[X] Shimmer Shield Development 0/60 20 Resources per Die, 1 Die = 20 Resources
    -[X] Sonic Mobile Artillery Vehicle Development 0/40 10 Resources per Die, 1 Die = 10 Resources
    -[X] Tube Artillery Deployment (New) 0/200 15 Resources per Die, 2 Die = 30 resources
    -[X] Hydrofoil Shipyards (Busan-Ulsan) 69/85 10 Resources per Die -6E -2Lab on Completion, 1 Die = 10 Resources
    -[X] Naval Defense Laser Refits (New) 0/330 15 Resources per Die, 5 Dice = 75 Resources
    -[X] Lobby For Establishment of Negotiation Corps (New) -5 Political Support per Die, 4 Dice = -20 PS DC 100/120/130
 
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. :p
 
and maybe a die or two on railgun-harvester factories, which can fill in the gaps in the remaining processing capacity
Railgun harvesters are non-Tiberium income. It's cost savings from having to do less repair and replacement of battle-damaged harvesters, not increased harvesting yields, so it won't count towards capacity.

TLDR we can spam them next turn alongside processing plants and storage research.


Disregard this I suck :V
 
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Railgun harvesters are non-Tiberium income. It's cost savings from having to do less repair and replacement of battle-damaged harvesters, not increased harvesting yields, so it won't count towards capacity.
Really? Was that explained somewhere? Because I thought it meant hardier Harvesters that can mine more reliably and continuously in more contested areas without being damaged and/or destroyed as often, which should mean more Tiberium gathered and processed.
 
Both @uju32 and @Simon_Jester have covered what I wanted to, so I won't rehash their arguments.

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.
If you have the spare resources for that now, could I convince you to use it to grab Nanotube Hull Panelling Development 0/30 1 die 5R 95%? While admittedly that might mean needing to shift a free dice off of security reviews, I'm seeing a lot of talk on discord that this is what's keeping them from voting on your plan.

For me personally as well, I'd very much like to make sure we get that research done.

I am willing to accommodate the changes, but with one caveat. As the plan has been available for a while, I am hesitant to change it without giving people a chance to object.

ATTENTION for people voting Plan Heavy Income with Factory Refit (for ZOCOM):
Are there any objections with me removing 1 die (10R) away from Tidal Power? The 10 resources saved will go to Nanotube Hull Panelling Development (using 1 free die) and Remedial Education Program Expansions (using the remaining services die to attempt to 1 turn this). Unless there are more than a few objections, I will update the plan in 12 hours from now.

(Sorry @Simon_Jester, but I would rather finish the hull paneling and remedial education program in one turn than for temporary progress on apartments for now.)
 
Derpmind's a ma'am, not a man.
Oops.
My apologies for the error, @Derpmind .

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
Narrative effects for having low margins of Tib Processing capacity?
Id appreciate a citation if you can find it. Because I cant. And narrative effects are usually signposted a couple turns in advance.

I mean, not having a Processing capacity buffer is a potential vulnerability for Nod exploitation, but thats arguably no worse a vulnerability than dropping down to very low Energy or +1 or +2 Logistics. Or havig one Myomer Factory.
Because if nothing else, it should be easier for Nod to harry supply lines and harvesting in the field without a lot of investment.

I wouldnt like to linger there for a long time either, mind, especially given as Processing Capacity is relatively cheap.
Building a generous buffer at those costs seems reasonable.
What I dont agree with is the assertion that a shortterm dip has narrative effects. I cant find any.

Nevermind that the nature of Plan Quests requires running thin margins at least some of the time.
Thankfully, Nod does not run that section of the Treasury

:p
 
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Both @uju32 and @Simon_Jester have covered what I wanted to, so I won't rehash their arguments.

I am willing to accommodate the changes, but with one caveat. As the plan has been available for a while, I am hesitant to change it without giving people a chance to object.

ATTENTION for people voting Plan Heavy Income with Factory Refit (for ZOCOM):
Are there any objections with me removing 1 die (10R) away from Tidal Power? The 10 resources saved will go to Nanotube Hull Panelling Development (using 1 free die) and Remedial Education Program Expansions (using the remaining services die to attempt to 1 turn this). Unless there are more than a few objections, I will update the plan in 12 hours from now.

(Sorry @Simon_Jester, but I would rather finish the hull paneling and remedial education program in one turn than for temporary progress on apartments for now.)
I really, really hate to leave Infrastructure dice fallow, but that's at least a respectable reason to do so... :(

I can live with it.

Thankfully, Nod does not run that section of the Treasury

:p
They do, however, have the means to apply the hand grenades and nuclear weapons to disrupt our refining operations, if they try hard enough.
 
[X] Plan Heavy Income with Factory Refit (for ZOCOM)
[X] Plan Logistics, Tiberium and Expansion
[X] Plan Wartime Factory Refits and orca's

Edit

[X] Plan: Get Me Orca Backup!
 
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Got bored, so I wrote a variation of Plan All Into Mil.
It goes slightly less into Military, diverting more resources into getting us more resources next turn.
I've also tuned the Military projects towards completing some of those Very High Priority things.
While it doesn't directly work towards new hardware for ZOCOM, it does still give them Wartime Factory Refits, Orca Refits, more missiles and ablats.
Once the cheap and deliverable now projects are out of the way, I'd be keen to start building the Sonic Artillery and Havoc Scout.

[X] Plan: Get Me Orca Backup!
-[X] Infra 4/5 dice 50R
--[X] Tidal Power Plants (Phase 3) 154/300 2 dice 20R 62%
--[X] Blue Zone Arcologies (Stage 2) 548/650 2 dice 30R 91%
-[X] Heavy Ind 4/4 dice 80R
--[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 2 dice 40R (2/4 median)
--[X] Automated Civilian Shipyards 139/250 2 dice 40R 80%
-[X] L&CI 0/4 dice
-[X] Agri 0/3 dice
-[X] Tiberium 6/6 dice +2 free dice 170R
--[X] Red Zone Tiberium Harvesting (Stage 11) 46/130 2 dice 50R 98% (13% Stage 12)
--[X] Tiberium Glacier Mining (Stage 11) 30/180 3 dice 90R 96%
--[X] Railgun Harvester Factories Albany 0/70 1 die 10R 70%
--[X] Railgun Harvester Factories Porto 0/70 1 die 10R 70%
--[X] Railgun Harvester Factories Vladivostok 0/70 1 die 10R 70%
-[X] Orb Ind 5/5 dice 75R
--[X] GDSS Philadelphia II (Phase 4) 100/715 3 dice 60R (3/9 median)
--[X] Nanotube Hull Panelling Development 0/30 1 die 5R 95%
--[X] Expand Orbital Communications Network (Phase 5) 79/135 1 die 10R 69%
-[X] Services 4/4 dice 70R
--[X] Green Zone Teacher Colleges 0/200 1 die 5R (1/3 median)
--[X] Remedial Education Program Expansions 0/120 1 die 5R 12%
--[X] NOD Research Initiatives 124/160 1 die 30R 100%
--[X] Scrin Research Institutions 328/350 1 die 30R 100%
-[X] Military 6/6 +4 free dice 135R
--[X] Wartime Factory Refits (Phase 2) 52/90 1 die 20R 91%
--[X] Orca Refit Deployment 0/200 3 dice 45R 54%
--[X] Universal Rocket Launch System Deployment (Phase 2) 105/200 2 dice 30R 86%
--[X] Ablat Plating Deployment (Stage 4) 3 dice 30R 84%
--[X] Hydrofoil Shipyards (Busan-Ulsan) 69/85 1 die 10R 100%
-[X] Bureau 3/3 dice
--[X] Lobby For Establishment of Negotiation Corps (New) 3 dice 91%

6/6 Free Dice
580R/590 R

Retaining this vote, as it works towards Orca Refits and has a decent amount of dice on Glaciers. (But could be doing more...)
[X] Plan Wartime Factory Refits and orca's
 
[X] Plan: Get Me Orca Backup!
If I may, I'd recommend taking the two free dice off of harvesters so you can put it on shimmer shields and Sonic Arty. You have a 10r surplus right now and taking the two dice off of harvesters frees up 20r, so you can afford both. We'd only be losing out on a one-time 10r of income total by deferring the harvester factories compared to the 40-60 from not doing another glacier phase, so it's absolutely a trade worth doing imo.

Do that and I'll throw you an approval vote.
 
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