[X] Plan MORE POWER But No Tiberium Power

I'm not 100% on either leading plan honestly, I think harvesting tentacles in particular are kind of a waste of a Tib die that could instead be going to the simultaneously cheaper and war-supporting GZ intensification. But I've been away all weekend and have a lot to catch up on so provisionally I think I like this one's military and HI allocations better. Maybe I'll find the time to come back later before the vote closes and make a revision/combo/new/whatever plan but for now I'll take it.
 
I'm just hoping a plan that doesn't give up a heavy industry die wins.

The energy trickle is interesting and I'm all for it eventually, but we have a lot of heavy industry to do at the moment.
We are already needing to sink a significant percentage of our HI dice into power production, and we will continue to do so whether or not DAE happens. All DAE does is formalize that, and take some of the strain off.
 
We are already needing to sink a significant percentage of our HI dice into power production, and we will continue to do so whether or not DAE happens. All DAE does is formalize that, and take some of the strain off.
Also, and this is me speculating, but I have a feeling that with time and improved technology, we will get increased returns from this investment. So it may well be worthwhile jumping on this early.
 
I am not understanding the distribution of dice in Carrier yards. Would it not be more effective to concentrate the Carrier dice on either the Battleship yard conversion or new Yards instead of splitting them between projects to increase the chance of getting at least one built next quarter?
The point is that neither will produce ships in time to affect the outcome of the Regency War. Carriers will have a lead time of at least a year, from when the shipyards are completed, so it's more efficient to accept a possible delay in order to get more out quicker, in the long run.
 
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.
 
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.
Especially when the results they are seeing will likely make other Warlords consider naval solutions in the future. Obviously weakness needs patched up or Nod might think they own the waves.

And of course if the ship WAS meant for Karachi we would have chosen one of the Offensive designs like the assault ship instead of the frigate.
 
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.

Math doesn't agree.

Ok, average value of heavy industry die: ~65 (average on a d100 = 50.5, with a +15 bonus per die)
Average # dice to complete 300 point project: 5 (less than 5, but you can't spend a fraction of a die)
Thus, cost to complete 300 point project at 20 resources/die = 100. But we can even say it's 80 - it's actually only 270 at this point because of existing progress, which is close enough.

So, we get 16 energy for 80 resources, which simplifies down to 2 energy for 10 resources.

The alternative energy gets us 3 energy for 10 resources.

So the alternative energy project is around 50% more efficient than the average result of directly managing fusion plants.
 
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.
Okay, but that action also budgets in for rebuilding against Nod sabotage for the rest of the war. If it could possibly make a difference, why not take the (and to be blunt, 30 rpt is not that much more of a strain than 20 when we're just cracked 1000 rpt) minimal extra cost?
 
Math doesn't agree.

Ok, average value of heavy industry die: ~65 (average on a d100 = 50.5, with a +15 bonus per die)
Average # dice to complete 300 point project: 5 (less than 5, but you can't spend a fraction of a die)
Thus, cost to complete 300 point project at 20 resources/die = 100. But we can even say it's 80 - it's actually only 270 at this point because of existing progress, which is close enough.

So, we get 16 energy for 80 resources, which simplifies down to 2 energy for 10 resources.

The alternative energy gets us 3 energy for 10 resources.

So the alternative energy project is around 50% more efficient than the average result of directly managing fusion plants.
Except Simon was fairly clear they were talking about dice investment, not resources. It is less efficient in terms of energy/dice

Okay, but that action also budgets in for rebuilding against Nod sabotage for the rest of the war. If it could possibly make a difference, why not take the (and to be blunt, 30 rpt is not that much more of a strain than 20 when we're just cracked 1000 rpt) minimal extra cost?
I agree with you here. At the moment we have fairly plentiful rpt, might as well spend it to repair damage quicker and get the modifiers back
 
Last edited:
Math doesn't agree.

Ok, average value of heavy industry die: ~65 (average on a d100 = 50.5, with a +15 bonus per die)
Average # dice to complete 300 point project: 5 (less than 5, but you can't spend a fraction of a die)
Thus, cost to complete 300 point project at 20 resources/die = 100. But we can even say it's 80 - it's actually only 270 at this point because of existing progress, which is close enough.

So, we get 16 energy for 80 resources, which simplifies down to 2 energy for 10 resources.

The alternative energy gets us 3 energy for 10 resources.

So the alternative energy project is around 50% more efficient than the average result of directly managing fusion plants.

You are correct that in terms of Energy per Resources the Division of Alternative Energy is more efficient. However in terms of Energy per Die manually building Fusion is more efficient.

Specifically Alternative Energy gives 3 Energy per Die
Fusion takes 4 - 5 dice on average as you have said, which means it is effectively 4 - 3.2 Energy per Die. A superior alternative to Alternative Energy when we are die limited.
 
The alternative energy division is a good play for once the war's over and we go back to the usual peacetime levels of energy expenditure (small but regular expenditures on vertical farming, GZ/YZ infrastructure, arcologies, LCI projects, etc.) It lets us keep a reliable energy income at good budget efficiency, so perfect for keeping us running early next FYP. But during the war, when we need to crash build energy intensive military industry ASAP and don't care how much it costs, the dice efficiency is more important than the budget efficiency. Fusion plants are what we need to get us through the Regency War, then the alternative energy will make our lives significantly easier during the peace and rebuilding once the fighting dies down. But starting the alternative energy program right now is kneecapping ourselves at the height of the war.
 
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.
1) I'd rather we get the ships done first, between the two picks.
2) I'm mostly thinking for the immediate future; I doubt the damages will stop this turn. I can see some happening over the next couple turns, especially since they just seeded a load of operatives with that fake refuge stunt. And the fighting is also likely to last for a couple more turns too, so there's risk of retaliation there. I just see very little reason not invest that 10 extra rpt.
Edit: Disregard the first point, I've misread some of the plan.
 
Last edited:
Back
Top