Ithillid said:
It does not quite work like that. There is no DC X for getting off the hook for Karachi. The higher DCs are more along the lines of being able to make bigger and broader changes to the plan goals.
Using this as a launchpad more than directly responding to Ithillid, but...
In the case of the Stored Food target, we could probably get away with a slight
modification to the plan, such as needing to hit the target a couple of years later, or just having it be
smaller so we didn't have to build like 900 points worth of repositories in the current Plan and also eat up a huge pile of surplus Food we may need to feed our refugees. Like, "+10 Stored Food by 2061Q4, +10 more by 2063Q4" would be a
lot easier for us to handle, because it'd give us some time to recover our balance.
So how much harder is it going to be to hit our targets if we give up a heavy industry dice?
Somewhat. We typically get one phase of fusion power from four Heavy Industry dice. Over the course of the next four turns, we will have four less Heavy Industry dice to invest (-16 Energy, because we're gonna be working on fusion plants every turn anyway), but we'll get +12 Energy back. If we roll unlucky on our active efforts, it might take five dice to get that same phase of fusion plants, but
only if we're noticeably unluckier than average does it actually break even. We can manage despite the extra costs, but it's a handicap.
Karachi might be painful, though, what with the Siege of the Himalayas going down. There is going to be pressure to Do Something before Nod pulls out another trump card and reduces our timer from three-four years to maybe one.
The thing is that Karachi isn't the only solution to that problem. After all, the problem was "solved" during Tiberium War III by the expedient of "defeat Nod."
It's entirely reasonable for our plan for relieving BZ-18 to be "okay, after Steel Vanguard dies down, we take 12-18 months, tool up and amass forces to commit GDI's entire military reserve to Operation Break Krukov's Fucking Spine, which will take pressure off BZ-18 and enable us to relieve them from the north."
Also, just the act of strengthening our navy to the point where we can
defend a Karachi landing even in theory is going to enable us, if we so choose, to put a lot more pressure on Nod-held India. At which point they have to shift air forces, long range munitions, and attention, if nothing else, to the problem of coastal defense.
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.
Basically, what it comes down to for me is that we really really need to figure out what we can do with the harvester tentacles, and the continuing success of Steel Vanguard has a LOT more to do with our willingness to build railroads and shell factories than it does with our willingness to build tiberium harvesting centers out in the Green Zones. When I'm already committing all of our Infrastructure dice and
six of our seven Tib dice to things that specifically support Steel Vanguard (forts, railroads, Indianapolis, and
Yellow Zone Harvesting)...
I figure I'm allowed to use the seventh for something else that's really freakin' important in the long run.
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.
Actually, it's likely to have no net effect or make the strain worse, because the Energy return on investment is worse. Averaged out over the long haul, it's effectively equivalent to saying "okay, fusion phases now cost 400 Progress instead of 300, but you are always guaranteed to roll a 51 on the dice whenever you invest dice in them." That's not a great deal, especially right now when we're trying to get maximum amounts of Energy for minimum amounts of dice investment.
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'm in favor of jumping on it as soon as we have enough Energy in hand to cover our surge of wartime requirements from the shipyards and other war factories, and aren't stressing about how we're going to meet our Plan commitment for Capital Goods. Give me 3-4 turns and I will be all over that like scalp polish on Kane.
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?
@Lightwhispers is being more hardcore than I am about slow-walking facilities to avoid wasting dice. I think he takes the principle a little too far, but I respect/get what he's doing. My problem with
Plan Phoenix is that it
doesn't adhere to this principle for the Firehawk drone factories, instead pushing a full six dice on them to mash the GET IT NOW button (with a bit less than a 2/3 chance of success).
In short, the Air Force gets a rush-priority project done, potentially wastefully, while the Navy gets a funding increase but with trickled funding that imposes delays on achievement of results. The Navy gets four dice, the Air Force gets six, when given which branch of the military is taking more of a pounding lately, it should be the other way around.
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.
I respect the logic, mind you, but frankly, the
naval crisis associated with the Regency War won't end until,
at least, the first tranche of
Sharks hits the water from at least 2-3 of our frigate yards. Even if the Regency War ends on land, it won't end on the sea until we can defend our convoys on the sea... which means either "until we have escort carriers" or "until we have a shitload of frigates."
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.
Nah, the frigates are actually pretty impactful for Karachi.
See, the problem with Karachi isn't that we urgently need a new category of amphibious landing ships for it or something. It's within relatively convenient airmobile range of BZ-4 and we've
got the orbital drop troops, so we can just vertical-envelop the shit out of their local forces to get a beachhead.
The problem is that we need a big solid iron fist of naval might
in general to protect the
ongoing oceanic supply route into Karachi, while also punching Nod-held India hard enough to keep them from having all the initiative in the theater because
we have what it takes to hit
them. A big old fleetball of our fleet carriers, cruisers, and battleships, supported by frigates, would actually be OK for that, I think. "Offensive Fleet" designs would be good, but not required.
The problem we face right now is that our "Multirole Fleet" combatants (cruisers, battleships, fleet carriers) are so busy running defense that they can't exercise their powers of offensive action. "Defensive Fleet" ships (escort/conversion carriers, frigates) can lighten that load and free up "Multirole Fleet" ships to fight a 'multirole' campaign.
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.
Your math's out of date. Our Heavy Industry bonus is +29, not +15, and that's been true for a long time. So it
IS a lot closer to four dice than five.
If you roll 4d100+(4*29) on a 0/300 project, bearing in mind that with omake bonuses you only need to hit a target of 285 to clear the phase...
You have a 79.2% chance of clearing the phase. And you have a better chance of getting the fusion phase with three dice (and having a whole die of rollover to the next phase) than you do of needing five dice.
The realistic mean cost for building a phase of fusion plants from scratch,
on average, is four dice and 80 R for +16 Energy. Has been for some time.
With the autofusion project, it's five dice and 50 R for +15 Energy.
...
The autofusion project is much better return on investment in Resources (which are plentiful right now), but worse investment in dice (which are scarce,
especially in Heavy Industry).
The autofusion project is a
great idea in 2062 after reallocation, when funding all our dice is a big stretch and we need the Energy but can afford to put off investment in any specific Energy-hog projects that require MOAR POWER NAO DAMMIT.
it is a
bad idea in 2060 in the middle of a war when we're scraping the bottom of the barrel for every Heavy Industry die we can beg, borrow, or steal because we have a huge Capital Goods commitment to meet and also need like two or three whole phases of extra power plants just to feed all the war factories we're building.
Again,
autofusion is Resource-efficient, not Dice-efficient. Right now, dice are the problem, not Resources, so we're not helping ourselves with autofusion.
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?
Because more and more of the Nod forces have shot their bolt and I don't expect them to successfully escalate the damage they can inflict much, and because we really do have a lot of other things we can spend the +RpT on.
A lot of the rebuilding here is things like factories that are optional but not critical to our people's way of life and ability to feed themselves. It's one more priority to balance against others, not "do this or people starve or are miserable."
That said, I'm actually willing to compromise on this point if the budget allows it. Imma go check.
1) I'd rather we get the ships done first, between the two picks.
My plan gets us probably two sets of shipyards going this turn and gives us a good angle on getting at least one more yard next turn. I'm not sure we can do a lot better without a massive ANCHORS AWEIGH meme plan that effectively ignores
Shell Plants and
Firehawk Drones.
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.
That said, I'm actually willing to compromise on this point if the budget allows it. Imma go check.
@Simon_Jester The spare 10 R your plan has could be used to upgrade the Reconstruction Commissions from Aggressive to Maximal. So the question is less about making compromises elsewhere this turn and more about exactly what our income will be like next turn.
Specifically our current income is 985, with 35 reserve. If we complete both the Maximal Reconstruction Commissions and the Resettlement Programs, we will lose 35 of that. However, under your plan our income will increase by 20 from Heavy Metal Mines and by 5 minimum from the Yellow Zone Harvesting. That means our income at the start of the next turn is 975 minimum, with no reserve. Sticking with Aggressive would increase that to 985 minimum, with a reserve of 10.
I personally think the dice we will save from maximizing our reconstruction efforts in the face of the on going war and Reynalo's potential guerrilla campaign is worth having 20 less R at the start of next turn.
Yeah, I'm thinking of it.
EDIT:
@Cursix ,
@Crazycryodude , you got it. Plan now goes whole hog on a 30 RpT reconstruction fund. Cursix, do you like my plan better now?