I like this a lot. The only thing I disagree with is Seattle instead of Dublin or New York. And that is because, while I know people have strong opinions about finishing the frigate yards first as they will help our naval situation, we didn't promise the frigates, we promised the carriers.
Improved Continuous Cycle Fusion Development should wait for the next bergen phase we will complete the current stage of power plants, the lasers and the new chips first as they are plan goals or needed to complete plan goals
I like this a lot. The only thing I disagree with is Seattle instead of Dublin or New York. And that is because, while I know people have strong opinions about finishing the frigate yards first as they will help our naval situation, we didn't promise the frigates, we promised the carriers.
That's fair, it doesn't change the budget at all to make the three frigate dice into three carrier dice, I'll probably post two versions with the different shipyards when the vote goes live.
Oh god I didn't get back from work until seven and the vote opens before eight and there's no time to read everything and figure it out and have the plan up fast and I KNEW this would happen goddammit...
Oh god I didn't get back from work until seven and the vote opens before eight and there's no time to read everything and figure it out and have the plan up fast and I KNEW this would happen goddammit...
I don't think you're going to have trouble getting people to vote for you even if you put your plan up 12 hours late, there's a 2 day and 22 hour voting period.
Still tweaking my draft plan to account for the new options, but I'm going to be controversial and say we don't actually need to rush the improved fusion power research. We need to complete the current round of fusion plants ASAP, but after that we can pretty much manage the rest of the FYP on the power coming from the mandatory lasers project. Especially since Red Zone operations generate power now that we've got ion storm collectors. We may need one last phase 9 of first gen fusion plants depending on circumstance, but right now our HI dice need to be going into our Plan targets instead of shinies.
This is all very, very true. And the fusion improvement project is cheap enough that we can do it to the tune of one die per turn even in early 2062; it's not a 40 R/die monster like I'd feared.
We cannot afford to be distracted by the shinies. If we want the money to even do, for example, the Scrin gacha, and to finish Anadyr, and to finish the portals, and so on, we need to power through the current phase of tendrils. THEN, in Q2, we can tackle harvester claw research and a bunch of other Cool Shit.
It's heavily implied that Improved Continuous Cycle Fusion needs at least Bergen 3 to get real benefits from our superconductors, and other techs we can research (microfusion, Sparkle Shields) might also improve it. Doing this research too early will slow down it's effectiveness and lock in a lot of current methods for just a tiny improvement.
We can manage lasers just fine in Q2-Q4, I'm confident. Eight dice should see the project done, and eight dice over three quarters isn't hard. We just need to prioritize and avoid wasting dice.
I'll start my own suggestions off with a pretty pure memeplan: doing it all for the research and tentacles. Though it doesn't quite live up to it's name, I don't research wood or many other technologies!
If you're going to take things in this direction, you should probably put two dice on Mastodons and two dice on URLS, because there's no clear advantage to overkill on the URLS factories. This would also save you 5 R, which you might be able to use elsewhere.
I don't think you're going to have trouble getting people to vote for you even if you put your plan up 12 hours late, there's a 2 day and 22 hour voting period.
We cannot afford to be distracted by the shinies. If we want the money to even do, for example, the Scrin gacha, and to finish Anadyr, and to finish the portals, and so on, we need to power through the current phase of tendrils. THEN, in Q2, we can tackle harvester claw research and a bunch of other Cool Shit.
I am actually sharply against that.
I fully expect there to be some synergy between the GDI harvesting methods, tendrils and claws.
To research the claws while we are deploying the tendrils can lead to the second phase of tendril deployment being a deployment of a further improved design.
Fully deploying the tendrils first only to research the claws just afterwards only for our researchers going: "oh… actually we now have a better combined design and just deployed gathering improvement is already obsolete." would be a huge shame and something I hope to avoid.
I think Phase 2 of tendrils will need to be split done in two turns unless we roll well with the initial eight-die surge. The lack of rollover means we don't really want to push it, which makes researching claws alongside of heavy tendril investment more practical in Q2.
I am actually sharply against that.
I fully expect there to be some synergy between the GDI harvesting methods, tendrils and claws.
To research the claws while we are deploying the tendrils can lead to the second phase of tendril deployment being a deployment of a further improved design.
Fully deploying the tendrils first only to research the claws just afterwards only for our researchers going: "oh… actually we now have a better combined design and just deployed gathering improvement is already obsolete." would be a huge shame and something I hope to avoid.
Or we could do as Tenchifew says. Put like four dice into Tendrils Phase 2, one into claws, two into something else (there is no shortage of good candidates). If claws further improve Phase 2 of tendrils, well and good. if not, at least we've knocked the tendril project down to something reasonably achievable in Q3.
I am actually sharply against that.
I fully expect there to be some synergy between the GDI harvesting methods, tendrils and claws.
To research the claws while we are deploying the tendrils can lead to the second phase of tendril deployment being a deployment of a further improved design.
Fully deploying the tendrils first only to research the claws just afterwards only for our researchers going: "oh… actually we now have a better combined design and just deployed gathering improvement is already obsolete." would be a huge shame and something I hope to avoid.
[X] Plan Carriers, Goals and Food Reserves
Infra 6/6 110R +34
-[X] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[X] Blue Zone Apartment Complexes (Phase 3+4) (Updated) 72/320 3 dice 30R 65%
-[X] Suborbital Shuttle Service (Phase 1) 92/200 2 dice 60R 97%
HI 5/5 +1 free 180R +29
-[X] Continuous Cycle Fusion Plants (Phase 8) (Updated) 67/300 2 dice 40R 9%
-[X] Crystal Beam Industrial Laser Deployment (New) 0/600 2 dice 40R 0%
-[X] Isolinear Chip Foundry Anadyr 85/320 2 dice 100R 8%
LCI 5/5 55R +24
-[X] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[X] Civilian Drone Factories 104/380 3 dice 30R 24%
-[X] Artificial Wood Development (New) 0/60 1 die 10R 85%
Agri 4/4+1 free 60R +24
-[X] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 2 dice 20R 18%
-[X] Freeze Dried Food Plants 151/200? 1 die 20R 91%
-[X] Strategic Food Stockpile Construction (Phase 2) 38/150 2 dice 20R 89%
Tiberium 7/7+2 free 255R +39
-[X] Harvesting Tendril Deployment (Phase 1) 0/600 8 dice 240R 95%
-[X] Tiberium Harvesting Claws Development (New) 0/80 1 die 15R 80%
Orbital 6/6 120R +26
-[X] GDSS Enterprise (Phase 5) 102/1535 3 dice 60R 0%
-[X] Lunar Rare Metals Harvesting (Phase 1+2) 45/305 2 dice, 40R (96% chance of Phase 1, 12% chance of Phase 2)
-[X] Lunar Regolith Harvesting (Phase 2) 276/320 1 die 20R 98% chance
Services 2/5 45R +27
-[X] Hallucinogen Development 0/60 1 die 15R 88%
-[X] NOD Research Initiatives (New) 0/200 1 die 30R 0%
Military 8/8+3 free 195R +26
-[X] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 4 dice 80R 81%
-[X] Skywatch Telescope System 64/95 1 die 15R 100%
-[X] Railgun Munitions Development 38/60 1 die 10R 100%
-[X] GD-3 Rifle Development 0/30 1 die 10R 100%
-[X] Escort Carrier Shipyards (Dublin) 0/240 3 dice 60R 54%
-[X] Escort Carrier Shipyards (Nagoya) 171/240 1 die 20R 73%
Bureau 4/4 +24
-[X] Conduct Economic Census 4 dice 1 Erewhon die 93%
Free 7/7
1 Agri, 1 HI 3 Mil, 2 Tiberium
Current thoughts- trying to rush the better power dev option as well as get started on lasers which is going to be a 3 turn project most likely. Lasers will get us a lot of energy back. Dropped mil spending a bit to up free dice in HI and Tib (Harvesting claws will be a nice addition)
Infra- 1 die on YZ fortress to try and finish it and secure the final gains we made during the regnency war as well as giving us a better defensive line for the skirmish phase things are shifting to. Apartments because we need housing and it is a plan goal and finally 2 dice on suborbital shuttle to get some better supply lines to the Himalayas to help move material in to keep it running against the siege. Be it mil forces, food, ammo or whatever else they need.
HI- Holding off on fusion dev since it sounds like doing other techs will improve what we get out of it- 2 dice on a new fusion phase because we need one last one to give us a buffer with all the energy projects required by plan goals until we get new fusion online as well as the power we get from tbi. Putting some dice into crystal beam as that is a plan goal that will take time to get down but also gives a good amount of energy as well. Finally min chance to finish Anadyr since it is expensive, a plan goal so we want to get it moving and if we do finish on 2 dice it gives us more flex moving forward.
LCI-
Food and cheap projects to use R elsewhere. Since civillian drone is not a must finish this turn project might as well see if we can get it at 3 dice while also grabbing a 10R research project.
Agri-
Food production and Food reserve which is what I expect to roll out here through Q3 adjusting free dice based on how we roll this turn.
Tiberium-
Harvesting Tendril phase 1 gives a bunch of income which we need to close out the plan with portal and the tech gachas in service, also this way we can get phase 2 out this plan without having to pound it hard. Harvesting claw is to get more income tech ready to deploy before we start next plan to make recovery quicker, combined with phase 2 of tendrils we should be in good shape to recovery income quickly next plan.
Orbital- Max efficiency for getting the plan goals done, also nets some income.
Services- Cuts here to fund projects elsewhere (Anadyr is 50R per die and tendrils is 30R per die) but we should be at full 5/5 Q2 thanks to tendrils and lunar mines. Starting the NOD gacha since we can drop a die or two next turn to have a chance to finish.
Mil- OSRCT is both a plan goal as well as a quick reaction force for use anywhere on the globe so expanding that when we go into the skirmish phase or to drop into Himalayas as needed seems like a good idea at expanding our mil capability right now. Along with that getting the plan goal railgun munitions done should help a bit in a more immediate manner. Unlocking the phased GD-3 project as well so we can start rolling it out to frontline units (probably biasing towards Himalays units) as a likely cheaper mil project to go with an expensive services (full portal and scrin/nod gachas) section next turn and something that helps in close quarters. Also should not be as cap good and energy hungry as zone armor so we can try to push out one phase of GD-3 this plan and then likely use it for cheap spending to start next plan. Pushing forward two carrier yards since those are plan goals and we are trying to lower mil spending to catch up on progress elsewhere. We also need escort carriers so that the fleet carriers can be deployed to support Karachi so the sooner we get the yards finished the sooner we can push the Karachi button, having the flex to hit it earlier will be nice in case things turn bad in the Himalays for us.
Bureau- Census to figure out our issues. Next turn I would probably go for 1 or 2 security reviews
Plan Goals
Looking to Finish:
Income: 20 Points more than enough
Railgun Munitions Development- 1 dice at 100%
Complete at least two more phases of Blue Zone Apartment Complexes- one will finish chance of the second (65%)
Making Progress:
Complete at least three phases of Space Mines- 1 at 98%, 2nd at 96%, 3rd at 12%
Consumer Goods: 12 Points 4 at 100% and 4 at 73%, Chicago will provide 8 and is tentative Q3 (see processing)
Food: 18 points in reserve +8 into reserves, 28% for another +2
Complete OSRCT Phase 4- 4 dice 81% to finish Phase 3
Complete GDSS Enterprise- 3 dice to start last phase
Complete All remaining Escort Carrier Shipyards- 1 at 73% 1 at 54%
Complete Isolinear Chip Foundry Anadyr- 2 die at 8%
Deploy Crystal Beam Industrial Laser- start now likely finish Q3
Future Turns:
Processing: 280 points - tentative Q3 Chicago
Complete at least one more phase of URLS production - tentative Q2
Complete Karachi Planned City by end of Q4 2065 - next plan
ASAT Phase 4- tentative start Q2
Deploy Mastodon- tentative Q2
I think Phase 2 of tendrils will need to be split done in two turns unless we roll well with the initial eight-die surge. The lack of rollover means we don't really want to push it, which makes researching claws alongside of heavy tendril investment more practical in Q2.
Or we could do as Tenchifew says. Put like four dice into Tendrils Phase 2, one into claws, two into something else (there is no shortage of good candidates). If claws further improve Phase 2 of tendrils, well and good. if not, at least we've knocked the tendril project down to something reasonably achievable in Q3.
I actually would prefer for us to go 7/8 dice on tendril deployment phase 1 this turn and one die into claws.
This way we have a good chance researching the claws this turn, and a near certainty to research it next turn, getting this probable synergy.
[ ] Red Zone Tiberium Harvesting (Stage 12) (Updated)
A strike up the Congo river is a substantial investment, but one that can be maintained under current conditions. While further expansion of the attack on the Red Zones is a high priority practically and politically, there are other driving requirements at this time.
(Progress 29/150: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation) (+1 Energy)
[ ] Red Zone Border Offensives (Stage 1) (Updated)
With the Initiative now controlling significant stretches of territory along the edges of Red Zones, it is high time to begin exploiting them for their resources. While it will be expensive to do so, this kind of work can both fuel an economic boom, and push back the Red Zones while expanding GDI control.
(Progress 0/250: 25 resources per die) (Additional income trickle [15-30 resources]) (2 points of Red Zone Mitigation) (+2 Energy)
So YZ harvesting is no longer an option until nuke threats are gone, but RZ frontlines are opened up. Too bad there's probably not enough ZOCOM to do this with, at least until the Zone Armor factories are done first anyways.
[ ] Tiberium Harvesting Claws Development (Tech) (New)
Tiberium harvesting claws are a derivative of the Brotherhood of Nod's tiberium harvesting technology. While not as good at clearing the surface, the digging claws are far better at extracting subsurface tiberium. While adding a secondary fleet of diggers will significantly improve overall tiberium production, the most major impact will be on the Tiberium vein mines.
(Progress 0/80: 15 resources per die)
While the Tendrils are an already developed tech, this is probably much cheaper to deploy, along with how it can make Tiberium Vein mines an even more feasible alternative to RZ harvesting to get more income from while not needing to expand the military to protect more territory.
I actually would prefer for us to go 7/8 dice on tendril deployment phase 1 this turn and one die into claws.
This way we have a good chance researching the claws this turn, and a near certainty to research it next turn, getting this synergy.
I actually would prefer for us to go 7/8 dice on tendril deployment phase 1 this turn and one die into claws.
This way we have a good chance researching the claws this turn, and a near certainty to research it next turn, getting this synergy.
Seven dice on tendrils gives us about a 30% chance of not completing the phase and losing 90 R from the 2061Q2 budget, as opposed to a 5% chance if we roll eight dice.
The problem is that finding a second Free die for Tiberium, well, it's kind of rough on planning.
I actually would prefer for us to go 7/8 dice on tendril deployment phase 1 this turn and one die into claws.
This way we have a good chance researching the claws this turn, and a near certainty to research it next turn, getting this synergy.
Seven dice on tendrils gives us about a 30% chance of not completing the phase and losing 90 R from the 2061Q2 budget, as opposed to a 5% chance if we roll eight dice.
The problem is that finding a second Free die for Tiberium, well, it's kind of rough on planning.
We have to finish enterprise by the end of the year and as it is we need all the orbital dice to finish our plan requirements for orbital, there is no flex for filling out the bay.
They also got more expensive. but yeah, it is the storm collectors. Bad news, not as efficient as doing dedicated energy plants, good news, Energy from Tib dice.