[ ] Early Prototype General Artificial Intelligence Development
While development of true artificial intelligences is politically severely problematic, it is also an area where if a model can be developed that is sane, stable, and willing to help the Initiative, it could be a revolutionary breakthrough in many ways.
(Progress 66/120: 20 resources per die) (-10 PS)

[ ] Human Genetic Engineering Programs
The human genome is a mess, especially in the modern day. Starting with an extreme bottleneck in diversity, and being evolved for a group of endurance predators on the open savannah rather than sedentary office workers, there are many things that can be done to either fix problems such as lactose or gluten intolerances, or increase the variability of the genome.
(Progress 0/120: 25 resources per die) (-5 PS)
Love those two
 
[X] Plan Mass Military
[X] Plan ICS, OSRCT, Auroras, Super Orcas, Eezo!
[X] Plan ICS, OSRCT, Auroras, Super Orcas, Fly Columbia!
[X] Plan Mass Military and the Mysterious Martian Materials
 
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[X] Plan Mass Military
[X] Plan ICS, OSRCT, Auroras, Super Orcas, Eezo!
[X] Plan ICS, OSRCT, Auroras, Super Orcas, Eezo, Fly Columbia!
[X] Plan Mass Military and the Mysterious Martian Materials
 
[X]Plan REFIIIIIIT
[X]Plan No Middle East MARV 1.1

[X] Plan: Package Delivery, Amazon Version
-[X] Infrastructure: 7/5 dice, 105R
--[X] Integrated Cargo System 207/800 7 dice 105R 82%
-[X] Heavy Industry 4/4 dice, 90R
--[X] Continuous Cycle Fusion Plant (Phase 3) 258/300 1 die 20R 97%
--[X] Blue Zone Heavy Industrial Sectors 336/500 2 dice 50R 49%
--[X] Hover Chassis Development (New) 0/60 1 die 20R 84%
-[X] Light and Chemical Industry 4/4 dice, 60R
--[X] T-Glass Foundries (Stage 1) 117/350 4 dice 60R 83%
-[X] Agriculture 3/3 dice, 20R
--[X] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 59%
--[X] Extra Large Food Stockpiles 1 die auto
-[X] Tiberium 6/6 dice, 120R
--[X] Tiberium Processing Refits (Phase 2) 20/100 1 die 20R 67%
--[X] Offshore Tiberium Harvester Stations (Phase 2+3) (New) 0/400 5 dice 100R 65%
-[X] Orbital 5/5 dice, 100R
--[X] GDSS Philadelphia II (Phase 5) 1227/1425 4 dice 80R 97%
--[X] GDSS Enterprise (Phase 4) 0/765 1 die 20R 1/10 median (After Philly 5 bonuses?)
-[X] Services 4/4 dice, 50R
--[X] Domestic Animal Programs 0/200 3 dice 30R 75%
--[X] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 90%
-[X] Military 11/6 + A dice, 205R
--[X] Super MARV Fleet Yellow Zone 6a 182/210 1 die 20R 100%
--[X] Orca Refit Deployment 0/200 3 dice 45R 70%
--[X] Aurora Strike Bomber Factories - Oslo 0/90 2 dice 30R 94%
--[X] Aurora Strike Bomber Factories - Anchorage 0/90 2 dice 30R 94%
--[X] Orbital Strike Regimental Combat Team Station (Phase 1) 0/220 3 + A dice 80R 83%
-[X] Bureaucracy 3/3 dice
--[X] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
--[X] Decrease Prices on Consumer Goods (New) 1 die auto
 
I am noticing a trend in some plans to ignore the incoming income requirements- we are getting 9 more dice next turn and need a big income increase to activate them. Avoiding that is a good way to put a squeeze on finishing the plan and reduces the number of projects overall that we push out.
We have options though, doing the shock Kudzu rollout for one thing, BZ Power, and railgun harvesters are all dice cheap. It might be less efficient in that sense but it's not like we'd be forced to leave dice on the table.

[X] Plan Mass Military and the Mysterious Martian Materials
[X] Plan Mass Military
[X] Plan Airforce gets planes
[X]Plan REFIIIIIIT
 
Concerning the Mass Military plans: I really think we should complete Savannah sooner rather than later. It's low-hanging fruit right now, but it won't be next quarter when we get really R-limited.
 
...eh?

He pulled the Make Political Promises action and there's nothing else really objectionable to my knowledge.
He has two plans that have a *pretty significant difference* in orbital activities. I would...appreciate it if we have people read the plans they are voting for and try to decide 'which of these would I rather win' if it turns out both of them are in the lead.
 
Now, I distinctly remember something said about it before but to confirm:

@Ithillid, IIRC you said that if the dice overflow on a project that is not multiple phase project, the overflow will go towards faster deployment or something like that?

So with that in mind I want to know two things - if we put more dice than necessary on Aurora Strike Bombers, will the military get the first batch of them faster?

And, can we also use Interdepartmental Favors to do a one-time infusion of Resources (not RpT) towards pushing more Aurora Strike Bombers out, this turn?
 
[X] Plan Mass Military
[X] Plan ICS, OSRCT, Auroras, Super Orcas, Eezo!
[X] Plan ICS, OSRCT, Auroras, Super Orcas, Fly Columbia!
[X] Plan Mass Military and the Mysterious Martian Materials
 
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[X] Plan Mass Military
[X] Plan ICS, OSRCT, Auroras, Super Orcas, Eezo!
[X] Plan ICS, OSRCT, Auroras, Super Orcas, Eezo, Fly Columbia!
[X] Plan Mass Military and the Mysterious Martian Materials
 
I don't know how about we find out before any potential problems crop up rather then after we finish the complex global scale transport management system, after all the few times NOD infiltrators got past our security the results were pretty serious.
On the scale of the system's operations, I think that any large-scale* threat would have to be big enough that the very nature of the system would make it easy to catch. Globally integrating the transport chain makes it easier to catch someone who's systematically cooking the books in an attempt to steal supplies, not harder.

GDI's passive security measures are good enough that I'm willing to hold off the focused security search for one turn, in exchange for:

(1) actually getting the project done three months sooner so that we have it if we're attacked, and
(2) getting to spend an extra Free die on Military that would otherwise be needed to offset the extra Infrastructure die we'd need if we did want ICS this turn, and
(3) being able to use Bureaucratic Assistance to finish the Savannah MARV fleet, freeing up yet another Military die.

I'd rather not be so worried about the hypothetical possible Nod infiltrator threat that I delay a major security measure I want to implement against the very real and known threat of Nod's field armies.
_____________

(Note that I'm concerned about large scale problems. As in "actually enough to cause a meaningful global problem" as opposed to "well shit, Nod just trolled some local rear area quartermaster into delivering four Pitbulls and eight truckloads of rations to a fake address and now Nod is driving them away")

I hope that everyone who's voting for both of Simon's plans is planning to come back later and prune your damn votes.
Ehh.

The only difference between them is Columbia versus the Martian mystery materials.

A space-loving pro-Columbia voter who likes my "Fly, Columbia!" plan might very well be prepared to approval-vote the version without Columbia if they don't think the Columbia plan is going to win.

We have options though, doing the shock Kudzu rollout for one thing, BZ Power, and railgun harvesters are all dice cheap. It might be less efficient in that sense but it's not like we'd be forced to leave dice on the table.
I'd be strongly hoping to avoid some of those. Blue Zone Power, in particular, arguably is leaving dice on the table, because if we spend a few dice on it in 2059Q4, then those dice become a useless sunk cost until and unless we also invest several more dice to finish the project. If we don't commit to finishing it, we'd have done better to never begin it at all, even if it meant leaving Heavy Industry dice fallow.

And with so much else to do in that category, the cost of having a quasi-mandatory project eat several more Heavy Industry dice in subsequent turns, just because we wanted to save a few Resources is... painful.

He has two plans that have a *pretty significant difference* in orbital activities. I would...appreciate it if we have people read the plans they are voting for and try to decide 'which of these would I rather win' if it turns out both of them are in the lead.
Again, pro-Columbia voters may well want to approval-vote for a plan that doesn't include Columbia but is otherwise identical, given the hostility some voters have towards Columbia that might well cause the "Fly, Columbia!" version of the plan to lose.

Now, you ARE right that if the "Fly, Columbia!" plan looks like it'll win, there's going to be some issues with all those approval votes.

But we can cross that bridge when we come to it.

Personally, I don't expect a plan with Columbia to win, even though I favor it myself, because I've heard quite a few voices very hostile to beginning the project at this time for a variety of reasons. So I'm not even expecting it to come up, and there will be ample time to sort things out if it becomes an issue.
 
We have options though, doing the shock Kudzu rollout for one thing, BZ Power, and railgun harvesters are all dice cheap. It might be less efficient in that sense but it's not like we'd be forced to leave dice on the table.
Doing subpar project in the place of better projects when we have the opportunity to ensure we can push forward on projects that are useful is leaving dice on the table. Let alone if mil refits finish this turn as well
 
[X] Plan Mass Military

[Hover Chassis Development (New)
The Scrin made wide use of various forms of antigravity hover vehicles in their invasion of earth. Reverse engineering this into a set of repulsorplates, GDI has managed to reach a point where those plates can be mounted on a chassis and used across multiple fields. However, at least to begin with, they need a basic chassis.
(Progress 0/60: 20 resources per die

Well I know what I want for Christmas. Maybe once we clean out some other options we can grab it.
 
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