And a slightly modified Plan Phoenix, which puts reconstruction on the commission, in order to get both a phase of CCF and Nuuk completed, does Kudzu for the cost savings and PS, and tries to actually get Firehawk drones out there to preserve our population of skilled pilots.
My concern with Plan Phoenix is that... Well, first off, you're dropping the Indianapolis project, which is kind of a thing where if it isn't done quickly it has no military benefit because Gideon gets to buy time like he wanted. This gives us a...
low but not negligible chance of getting the fortresses done.
Also, you're only putting four dice on fusion, which means a real, significant chance of the fusion phase not completing, at which point we go into Energy negatives from all the other stuff you're building.
Also also, the
Division of Alternative Energy isn't actually that good of a deal, because it provides less Energy return on dice investment than just building the fusion plants manually.
Later it might be worth it, but not now when we have a huge pile of Energy-intensive military projects that need doing along with the Nuuk phases.
I also think you are
severely shorting the Navy, with only four dice invested and no effort put into frigate yards. I get the desire to rush
Firehawk Wingman Drones this turn, but it's going to be dice-wasteful if the first 4-5 dice roll well, while still having a sizeable chance of not completing the project... and it kind of locks us into a
consistently dice-wasteful strategy of trying to shock/rush-build 300+ point projects in single turns rather than pacing ourselves. Given how many Military commitments we have, this just isn't a great strategy overall; we need to keep multiple projects going and be able to complete 1-2 of them a turn rather than crash-building single projects from scratch in a hurry.
I'm aware, but it's only the one yard. It's not like I've drop a lot of other naval projects. I fully agree both carriers and the naval lasers are a must, but if we don't plan on doing Karachi soon a frigate yard can wait. Meanwhile, better weapons help right now, and we do want to keep pushing on other fronts.
That "just one yard" is a third of our overall dice investment in the Navy this turn. Furthermore, the frigates aren't only something we're pushing because of Karachi. They're also a big part of our effort to counter Nod's ability to raid our naval supply lines into the ground
as a whole, which is a big problem in its own right and which probably won't go away until we upgrade the Navy enough to
force it to go away. Because Nod's naval capabilities will remain fairly strong even as Steel Vanguard dies down and as many of the Nod warlords on land start to back off because we've beaten their ground forces up.
Sorry, missed that.
Also,
@Simon_Jester :
You might want to recount your service dice,
Yeah, I mentally said "dial back
Automated Medical Assistants by one die" and then didn't fully write that out in the line. Budgeting was correct.
So in my mind, I'd
already dropped a die. It's explicitly fixed now. One die on AMA, two dice on
Mind Shields, one die on
Operating Theaters, one die on refugee aid.
and I believe you have a typo in the merchantmen carrier conversion progress.
Yeah, I forgot to explicitly spell out that we'd made 150 progress. My budgeting and chance of success were correct though.
I dislike Rearm splitting between fortress towns and railways, seems like in trying to do both you'll accomplish little of value short term where railways would be very useful,
Agreed.
but also dislike POWER's military spending and not going maximum on the rebuild initiative.
1) What's wrong with the military spending?
2) Rebuild initiative... ah. The way I figure it, all the actual projects on offer can be completed with about four dice worth of spending at 10 R/die. That's 40 R worth of expenses,
total. The functional difference between 20 RpT and 30 RpT of reconstruction budget isn't gonna make much difference.
I think that the MORE POWER plan is going to have to drop a die from services.
What are people's thoughts on
2 dice on Automatic Medical Assistants (no chance of success this turn, but sets us up for an easier completion in future turns)
vs
1 die on Expand Resettlement Programs (autosuccess), and 1 die on Automatic Medical Assistants?
I suspect that I prefer the latter, but my imagination is failing me as to what the refugee situation will look like with and without the resettlement program.
I had already dropped a die from AMA. If you looked at the exact wording, I changed "2/4 median" to "1/4 median," but forgot to update "2 Dice, 40R" to "1 Die, 20 R."
It's fixed now.