Planquests... have changed.
Here is my take, only based on the Fallout intro.

Quests, quests never change.
The Spacebattlers used quests to gather memes and likes.
The QQ-ers used it to fulfill their fantasies.
SV Users used them to shape their site into an internet superpower.

But quests, quests never change.

In the 21st century, quests are still used to acquire the attention of those on the internet. Only this time, the spoils of questing are also its content; plans and discussions. For this, SV would break away from SB, users would invade the QM's messages, and the player base would dissolve into quarreling, bickering planners, bent on controlling the last vestiges of player choice.

In a short time after the vote options were shown, planning would come again. In two brief hours, most of the plans had already been decided. And from the pile of discussion posts, new plans would struggle to arise.

A few posters were able to get to the safety of having an impartial view. You are one of those posters. Imprisoned safely behind your ignorance of several hundred Discord messages, you have lived hours ignorant of this knowledge. That is about to change.
 
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Chair force is saying they have enough missiles for now, so maybe do hallucinogen gas countermeasures instead?
All branches of the armed forces use those missiles, and getting to Phase 2 of the URLS rollout is relatively straightforward and costs like 1-2 dice, so it's still worth it arguably.

Then again, our troops may soon be swimming in hallucinogen attacks if the Indian Nod warlord has large amounts of them, so the switch isn't necessarily a bad idea. Those countermeasures are also worth it.

I really hope development isn't being led by one Dr. Jonathan Crane we really don't need that nutter runing around! :D
I'm pretty sure he's the fucko who invented the stuff we're trying to counter in the first place...

The politicians want Capital Goods? Fine. As soon as Q1 while we do the Sprint we can pump lots of Free Dice into Nuuk to make them happy again. That's something we can solve without delaying Karachi.
Honestly?

We don't have to delay Karachi to work on Capital Goods projects now.

Whether we spend 15 dice (!!!) or only 10-12 dice on the Military category this turn isn't going to make a decisive difference as to Karachi's success or failure.

Rail is cheap and does not consume energy or capgoods and does not stretch us in any manner before we poke the hornets nest.
Yes, but it's also pretty much entirely superfluous on a turn where we're planning to complete the ICS for +18 Logistics. Building railroads is a waste of time in Infrastructure right now, more than at any other time in the history of the game, because we have a +18 Logistics project literally 90 Progress away from completion at the same cost per die as a +4 Logistics railroad project that takes 275 Progress.

We should be doing almost anything else with Infrastructure. Building apartments so we can keep refugees out of commieblocks. Building arcologies for our eventual Plan commitment. Building fortress towns to fortify our borders against the predictable Great Nod Warlord Dogpile.

Even leaving the dice fallow and spending the R somewhere else would probably be more profitable right now.

Okay, what is so special about the lunar Heavy metal mines that we can't put a single die into Columbia?

Starbound are our allies damn it, don't leave them hanging for this election over a few damn pennies! We're already expanding resource trickle with Tiberium! Lunar mines are most useful for an actual lunar colony we haven't planned for yet!
Frankly, Starbound seems to be doing okay going into this election; they're not going to be screwed over by us 'failing' to work on Columbia. I'd favored it for a while, but the support base isn't there, so let's just concentrate on the very ambitious Plan commitments we specifically promised Starbound to do when we asked them what they wanted and they told us. If Starbound wasn't happy, they were free to ask for more, or to initiate some kind of deal with us.

We're holding up our end of the bargain... at great expense.

As a side note, I would kind of like to discuss Tiberium Inhibitor deployment. I don't know if it's a typo, but three of the zones for that don't look like they cost Energy… and frankly we've had the dang things forever and constantly put off using them.
Yellow and Red Zone inhibitors don't cost Energy, they just require us to build the MARV hubs in that particular Zone.

The problem is, they're expensive per die, and the tiberium abatement payoff isn't that great compared to what we can get by going for other projects that (unlike the inhibitors) provide Resource income.

Do you have an idea on what to spend those two dice? I personaly think that this research is ok, even before elections, because it isnt as charged as building the liquid riberium power plants, but if you have a good alternative i would like to hear it.
I dunno, tiberium refinery refits? We've been meaning to do those, and the cost is only 20 R/die, right?
 
Railroads don't have much Number Go Up benefit right now, nor any narrative benefit I can think of. I also don't think Lunar Rare Metals Harvesting is worth it right now, considering the terrible income. Amending my vote.
[X] Plan Catching-Up The Military
 
[]Plan Robots, Ace Combat, and Combine Harvesters

@Vehrec , I have a few problems with this plan. First of all, I'm not convinced the railgun harvester factories are a great idea. They pay off a little, but it feels like a cheap way to burn Tib dice, which sits ill with also doing an Inhibitor at 30 R/die.

Second, I think you'd do better to focus on just throwing a shedload of dice at Lunar Heavy Metals instead of splitting with Lunar Rare Metals. The rare metals mines are obviously great from the viewpoint of the "phases of mines completed" metric we're actually looking at for our Plan commitment, but in terms of immediate payoff, not gonna lie, they're Resource-inefficient. I'd rather have the rewards of six dice on Heavy Metals (20 RpT in hand next turn) than the rewards of four on Rare and two on Heavy (5-10 RpT in hand next turn).

Third, well, I can't find any leading plans that don't commit to Capital Goods Reserve buildup, so I guess yours being that way isn't really something I can do anything about.
 
I should point out, more seriously: We should probably do Hallucinogen Development in conjunction with Hallucinogen Countermeasures Development. At least narratively one should support the other.
 
First of all, I'm not convinced the railgun harvester factories are a great idea. They pay off a little, but it feels like a cheap way to burn Tib dice, which sits ill with also doing an Inhibitor at 30 R/die.
The plan (and most other plans) also calls for Hover Chassis Development, which could have implications for the Railgun Harvester project.
 
While Yellow Zone Fortress Towns are nice Apartments are half cost and give more Housing, and you appear to be stretched for resources here. The Logi cost should be negligible with ICS coming in most likely next turn.

-YZ Fortress Towns are high priority for securing our military supply routes. Not for Housing.

^ what Uju says here. Our 'logistics' is more than just the face logistics score. The Fortress towns gives waypoints and defensive hardpoints for troops to bunker down in and so on. The difference between nod having miles and miles of undefended railway to pick and choose where and when to attack and steal supplies at their leisure, or of having a major military force in the area ready to respond and patrolling to prevent shit like that.

To give another example, we could build dockyards and all the civilian cargo ships in the world. Without an actual navy to defend it all that logistics is then suddenly massively vulnerable to raids from Nod. Same principle for our ground routes/railways and the fortress towns. It gives us the ability to protect our stuff.
 
I should point out, more seriously: We should probably do Hallucinogen Development in conjunction with Hallucinogen Countermeasures Development. At least narratively one should support the other.
I dunno. You could equally well argue that the countermeasures should be done first, in case something goes horribly wrong during development of the medicines based on the main thing.

You can also argue that the countermeasures are of much greater strategic importance, since Nod hucks this shit at us on the regular and historically we've had no goddamn clue how to help people who suffer permanent brain damage from it.

The plan (and most other plans) also calls for Hover Chassis Development, which could have implications for the Railgun Harvester project.
How does that make building more factories for the existing type of railgun harvester a better idea!?

Although in all fairness, the railgun harvesters probably still have a role for a long time after we roll out the first hover harvesters. Railgun harvesters are likely to be easier to maintain, and we'll feel less stupid if Nod manages to capture a few and repurpose them into something else.
 
Any questions/comments are welcome.
If you could list the dice available in the Summary, that would be great. Makes it easy to see how much wiggle room we have where.

A fourth major wave of fusion plants will begin to wrap up this generation, as GDI looks to move to marginally more efficient second generation continuous fusion plants. While they are not yet ready, they will be in one to two years, as final testing continues.
This is extremely concerning, and I don't think I've seen anyone comment on it.
There is no CCF Phase 5. No further HI Energy projects for 1-2 years.
So we need to seriously ration, or start considering alternative sources.
Such as: Tib Power, investing more in LCI, trying for Orbital Power Stations, or Tarberries.

I also notices that BZLIS is no longer there. So we have no cheap +Health option available now.
 
If you could list the dice available in the Summary, that would be great. Makes it easy to see how much wiggle room we have where.


This is extremely concerning, and I don't think I've seen anyone comment on it.
There is no CCF Phase 5. No further HI Energy projects for 1-2 years.
So we need to seriously ration, or start considering alternative sources.
Such as: Tib Power, investing more in LCI, trying for Orbital Power Stations, or Tarberries.

I also notices that BZLIS is no longer there. So we have no cheap +Health option available now.
We have the ability to keep running CCF phases, they just won't be developed towards 2nd Gen CCF power plants.
 
My point is that it actually makes it less appealing, as a new, better model could end up being designed.
Not in any reasonable timeframe, those harvesters will be a boon for ZOCOM at any rate and will help a fair bit in the push on karachi.

My biggest worry is that we'll be spooling up Apollo factories and a lot of our military techs right as we start karachi.
 
^ what Uju says here. Our 'logistics' is more than just the face logistics score. The Fortress towns gives waypoints and defensive hardpoints for troops to bunker down in and so on. The difference between nod having miles and miles of undefended railway to pick and choose where and when to attack and steal supplies at their leisure, or of having a major military force in the area ready to respond and patrolling to prevent shit like that.

To give another example, we could build dockyards and all the civilian cargo ships in the world. Without an actual navy to defend it all that logistics is then suddenly massively vulnerable to raids from Nod. Same principle for our ground routes/railways and the fortress towns. It gives us the ability to protect our stuff.
Yeah. It's worth noting that the "Yellow Zone Intensification" project is now "Green Zone Intensification". So Fortress Towns are building out further into the Green Zones, fortifying them and protecting our supply lines and harvesting operations.
 
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