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!
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?