Hmm, really should vote for one of the two leading plans- both have potential energy issues so that is out as a decided, both hit some essential mil spending and at least 1 glacier so there goes that tie breaker. I would like more resources but on the flip side extra mil spending is nice. Then again income plan has 4 dice on philly vs 3 in the all in. But income plan is rushing the 120 progress education project which i do not feel needs to be finished this turn and if we never split dice we never hit min dice needed for projects. While important to spend R on I do not feel it is important enough to drop 2 dice this turn.
Hmm, really should vote for one of the two leading plans- both have potential energy issues so that is out as a decided, both hit some essential mil spending and at least 1 glacier so there goes that tie breaker. I would like more resources but on the flip side extra mil spending is nice. Then again income plan has 4 dice on philly vs 3 in the all in. But income plan is rushing the 120 progress education project which i do not feel needs to be finished this turn and if we never split dice we never hit min dice needed for projects. While important to spend R on I do not feel it is important enough to drop 2 dice this turn.
Yes hence potential energy issues instead of energy issues- we might have some issues this turn if NOD acts and need more power rolled out next turn. Actually spending 2 dice on fusion is enough of a tiebreaker- we need a lot of energy for projects that have opened up.
@Void Stalker , I don't know what you'll decide (though I support Heavy Income, for all the obvious reasons income gain is good and because it's admittedly a distant descendant of one of my draft plans)...
...But I do hope you're able to come to a conclusion in the next ten minutes or so. My sympathies.
It should be noted that having an extra +50 or so RpT makes it a lot easier to crash-complete a round of fusion reactors next turn if we need to, while still accomplishing other priorities like a major military expansion and finishing work on the Philadelphia Phase 4 or at least having a fighting chance of getting there.
No plan is guaranteed to get them this turn. Heavy Industry gives us the resources to overtake Mil's investment next turn, compared to what it could afford at the same time.
Ignoring the point defense laser refits altogether isn't a good idea just because we can't finish it this turn. It's a 330-point project that isn't a prerequisite for any other specific project this turn to succeed, and that has no rollover into a subsequent phase. It's stupidly wasteful to just arbitrarily dump a jillion dice into it to give it a 99% chance of completion or whatever.
Any major project with no rollover or phasing/staging, in almost ANY field should, whenever possible, be slow-walked, with only enough dice committment up front to give a 50% or less chance of completion on the first turn, then with additional dice committed as necessary depending on how the first wave of dice rolls turn out.
That's normal, not some kind of cowardly rejection of the need to complete the project. It's just the thing you do when you aren't actively going out of your way to constantly waste time spending 7-8 dice on a project that turned out to only need five.
So it's still important to treat certain projects as a priority, even if you can't complete them in one turn by blasting them with a jillion dice.
Looking at it though the income would have had much more effect if we had done so last turn and still could have squeezed in research work- of note I was able to get down to 3 idle dice on a plan for this turn and our service expenditure will drop overall R next turn in addition to picking up at least 1 glacier, 1 rz harvest and 1 or 2 +5 from railgun harvesters. So in many ways the income push is less important this turn than it was last turn.
Looking at it though the income would have had much more effect if we had done so last turn and still could have squeezed in research work- of note I was able to get down to 3 idle dice on a plan for this turn and our service expenditure will drop overall R next turn in addition to picking up at least 1 glacier, 1 rz harvest and 1 or 2 +5 from railgun harvesters. So in many ways the income push is less important this turn than it was last turn.
It's N*(40 to 60) versus (N+1)*(40 to 60). It's always better to have it this turn than next turn, and it will continue to pay dividends quest-wide.
Keeping that context in mind, if the difference in importance feels that great, that's implicitly an argument to getting it this turn instead of next or later, wouldn't you say?
Getting more income last turn would have meant full dice use this turn- next turn on the other hand we should be at full dice use either way- and frankly doing macro in LCI over superconductor next turn is probably a better idea since we should be getting energy from HCI and thus need the cap goods from macro.
[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'll admit, that's honestly what I said when I saw it- was about to reply but saw this was already there. Still. God Damn it Tidal Plants! You had ONE JOB. ONE. JOB.
I assume that Double Nat 1 could be that the Tiberium in the water is worse than expected, to the point where the project just can't be completed and is no longer an option for us (thus wasting all the money we poured into it.)
Still, better a Double Nat 1 there than say, Glacier Mines.
Little dissapointed by the lackluster tech rolls, but oh well. With the +5 bonus to rolls, that still gives us a 97 for NOD tech... super excited to see what comes of that!
Ok, the tidals was truly a WTF??!! moment.
This said, there are other projects which would be probably a whole lot worse.
This said, at the minimum this project is lost, I assume.