so unless I hear objections, I will probably make that change. I'd rather wait a few hours to give people time to make their voices heard.
I believe diverting the die from Prosthetics Deployment Initiatives to Hallucinogen Countermeasures Development would make sense.

Edit: I also believe it is imperative that the plan includes Tactical Airborne Laser development, as you proposed.
 
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[X]Total War – Shortest War, 940R Edition.
-[X]Infrastructure 6/6 105R

-[X] Yellow Zone Fortress Towns (Phase 4) 46/250 3 dice 60R 90%
-[X] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 57%
-[X]Heavy Industry 8/5 160R
-[X] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 7 dice 140R 88%
-[X] Continuous Cycle Fusion Plants (Phase 5) 1/300 1 dice 20R 0%
-[X]Light and Chemical Industry 5/5 100R
-[X] Reykjavik Myomer Macrospinner (Phase 4) 20/640 5 dice 100R 0%
-[X]Agriculture 4/4 60R
-[X] Wadmalaw Kudzu Plantations (Phase 2) 0/300 2 dice 20R 0%
-[X] Freeze Dried Food Plants 0/200 2 dice 40R 21%
-[X]Tiberium 8/7 135R
-[X] Yellow Zone Tiberium Harvesting (Phase 6) 2/375 5 dice 100R 90%
-[X] Intensification of Green Zone Harvesting (Stage 4) 63/100 1 diсe 15R 100%
-[X] Railgun Harvester Factories (Maputo) 0/70 1 dice 10R 85%
-[X] Railgun Harvester Factories (Dandong) 0/70 1 dice 10R 85%
-[X]Orbital 6/6 120R
-[X] GDSS Enterprise (Phase 4) 0/765 6 dice 120R 0%
-[X]Services 4/5 55R
-[X] Prosthetics Deployment Initiatives (Phase 4) 288/320 1 dice 20R 100%
-[X] Neural Interfaced Operating Theater Development (New) 0/80 1 dice 20R 68%
-[X] Hallucinogen Development 0/60 1 dice 15R 88%
-[X] Security Review 1 dice
-[X]Military 12/8 195R
-[X] Advanced Laser System Development 0/60 1 dice 30R 87%
-[X] Prototype Plasma Weapons Development 35/60 1 Administrative dice 25R 91%
-[X] Wingman Drone Development 0/40 1 dice 15R 100%
-[X] Super MARV Fleet Yellow Zone 6a 184/210 1 diсe 20R 100%
-[X] Apollo Fighter Factories (San Francisco) 0/80 1 dice 15R 62%
-[X] Orbital Strike Regimental Combat Team Stations (Phase 2) 136/195 1 dice 20R 88%
-[X] Shell Plants (Phase 6) (Update) 7/150 2 dice 20R 72%
-[X] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%
-[X] Hallucinogen Countermeasures Development 0/40 1 dice 15R 100%
-[X] Escort Carrier Development 0/40 1 dice 15R 100%
-[X]Bureaucracy 4/4
-[X] Security Reviews (Services) 2 diсe 100%
-[X] Administrative Assistance 2 diсe auto


-[]Free Dice 7/7
-[] 3 in Heavy Industry
-[] 1 in Tiberium
-[] 3 in Military and 1 AdminDice

-[] Resources 940/940


[X] Plan Rails to the Front
 
[X] Plan Global Offense Initiative
[X] Plan Probably Won't Be Home By Christmas
[X] Plan Probably Won't Be Home By Christmas, Shuttle Version
[X] Plan Nuuk and Deployment Prep
[X] Plan Putting the foot down
 
All right, I still want to give things a bit more time, but I'm only hearing more in favor of replacing Hallucinogen Countermeasures with Airborne Laser.

Though I do have my own misgivings.

Issues with the leading plans:
- Plan Rails to the Front: no Tactical Airborne Lasers - Tactical Plasma may be useable by aircraft, but this is not a sure thing, where lasers are something which we are pretty certain will provide a boost for air-to-air quickly. Services doesn't need a security review, as compared to Bureaucracy or HI.
Since there has been some agitation in favor of the airborne lasers (as you may see from my previous post), this may well change soon.

I can't do a security review of Bureaucracy or Heavy Industry without burning a Free die on it, which I was disinclined to do.

The average cost of all our avaliable projects is 17.1R per die.
We can afford, on average, projects costing 17.45R per die. So we're primarily dice-limited.

Mind, I'm only counting RpT, not the reserve. This is mostly an indicator for 'how focused should we be on raising income?'.
Average cost per die isn't a great metric. First of all, some of the cheapest-per-die projects are the ones we are almost entirely uninterested in doing any time soon. Second of all, there are a huge number of 10 R/die and 15 R/die military development projects driving the average downwards, but we usually don't take many of those projects in a single turn. Third of all, we have a lot of quasi-mandatory projects we are more or less obliged to spend on for various reasons, and which have costs of 20 R/die.

I believe diverting the die from Prosthetics Deployment Initiatives to Hallucinogen Countermeasures Development would make sense.
I'd consider doing that... if you can explain to me how I'm supposed to use a Services die for a Military project.
 
Approval voting the two plans that develop the Mastodon
[X] Plan Start Playing Hell March
[X] Plan: Eastern Paris Next Winter

Then voting for the relevant plan with more ST stuff
[X] Plan Rails to the Front
 
All right, I still want to give things a bit more time, but I'm only hearing more in favor of replacing Hallucinogen Countermeasures with Airborne Laser.

Though I do have my own misgivings.

I'm not sure that Hallucinogen Countermeasures is one we want to skip. I definitely want air lasers but not at the expense of that.

You've got my vote regardless.
 
[x] Plan Nuuk and Deployment Prep
[x] Plan Steel Rain
[x] Plan Putting the foot down with guaranteed fortresses
[X] Plan Rails to the Front
 
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I'd consider doing that... if you can explain to me how I'm supposed to use a Services die for a Military project.
I was mistaken and thought Hallucinogen Countermeasures Development was a Services project. Talons' plasma weapons are the only thing I'd consider diverting from, but they're probably vital for the Mastodon, which I think should be developed next turn.
 
Average cost per die isn't a great metric. First of all, some of the cheapest-per-die projects are the ones we are almost entirely uninterested in doing any time soon. Second of all, there are a huge number of 10 R/die and 15 R/die military development projects driving the average downwards, but we usually don't take many of those projects in a single turn. Third of all, we have a lot of quasi-mandatory projects we are more or less obliged to spend on for various reasons, and which have costs of 20 R/die.
*shrug*

It's as good as I can get without delving into the narrative side of things. I could add a weight to each project to reflect our interest in that project, but I don't think we're entirely of one mind as to which projects are of interest at all times.

If you have an idea for a better metric that remains impartial I'll be happy to see about implementing it.
 
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I think that hallucinogen countermeasures will be very, very useful for garrisons (including the research installations that the Steel Talons guard), zone troopers, and InOps.

I think that if we want to do a mass zone armor rollout in q2 or q3, hallucinogen countermeasures development now is probably a very good idea. If not, it may be better to wait until q2 and do tac lasers instead.

I'd bet that the countermeasures are a lot cheaper to deploy than tactical lasers though, and considering the sheer size of the other projects that we are considering pursuing, it may be the best choice even without the rollout. Especially if advanced lasers doesn't go through this turn anyways (1 in 6 chance?), and our ability to deploy tac lasers is delayed.
 
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I'm not sure that Hallucinogen Countermeasures is one we want to skip. I definitely want air lasers but not at the expense of that.

You've got my vote regardless.
I'm flattered, but seriously, look at the plan and you tell me what gets the axe...

I think that if we want to do a mass zone armor rollout in q2 or q3, hallucinogen countermeasures development now is probably a very good idea. I can't figure out their relative worth vis-a-vis tactical lasers in either scenario though. I really wish we knew how much energy/cap goods they'll both require. I'd bet that the countermeasures are a lot cheaper though, and considering the sheer size of the projects that we are considering pursuing, it may be the best choice.
The tactical laser pod rollout will probably be relatively small-scale, because it's a weapon that we only need to manufacture for our frontline interceptor squadrons. The total production run can only be so large. I'm tentatively expecting a 100-150 Progress project, tops.

The hallucinogen countermeasures rollout would probably be of commensurate scale, or whatever medication we come up with might just be handled below the resolution limit of the game simulation and not require us to roll dice.

Also, massed Zone Armor makes the hallucinogens if anything LESS of a problem, because our power armor guys are wearing environmentally sealed suits, and operating in smaller, faster-moving units that are harder for the bad guys to hit with their traditional delivery methods.

The problem is that, reality check, we're not going to be able to afford Zone Armor factories until 2060Q3 unless we deliberately put off deploying things that we currently think are vital to develop.
 
Sure. In the games though, the hallucinogenic grenades affect the zone troopers through their armor.

But yeah, I don't know what I was thinking with a zone armor rollout in q2. At best we'd be looking at a few associated developments, not actually deploying them.
 
All right, I still want to give things a bit more time, but I'm only hearing more in favor of replacing Hallucinogen Countermeasures with Airborne Laser.

Though I do have my own misgivings.

You already have my vote, but I support this move to Airborne Laser. I think comparatively, airborne lasers will help more than countermeasures due to the confidence the ground forces have compared to the confidence the air force has. And if possible I would like to have two branches at higher confidence levels rather than just one. Between air force, navy, steel talons, and space force, I think air force can be raised to higher confidence fastest. QM has insinuated space force needs some time to build up institutional knowledge, even with heavy investment.

Air force increasing their air superiority coverage means better suppression of enemy air and enables better support on the ground. Or at least denies enemy air assets from hurting the ground. Possibly helps defend against the Project Varyag airship by denying their air escorts too.
 
Yeah, on further thought I'd only really prefer a halllucinogen countermeasures deployment to a tac laser development. But since they are both devs in this quarter, the latter will probably be more impactful for the war. By the time that the countermeasures would roll out, the worst of the espionage/sabotage/assassinations will probably be done with.
 
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