If so that implies dice rolling remains in effect and, while still good, that's not nearly as good as I was assuming.
Hrm!
I'd assumed the same thing, but now I look at it again, 13 turns makes no sense for 100 progress per turn, should be 12 turns. Nor does that equal a median roll in HI, and the 15 point omake buffer zone, should be 14 turns.
For the 2 dice investment option, it would be 6 turns for 100 per die. But if it was median roll, it would be 7 turns.
 
I was assuming locking the dice in reduced the resource cost and gave it a set 100 points of progress per die. At the cost of losing the dice till project completion.

If it actually locks the dice in at a reduced cost but we still roll them like normal... I'm not sure that's actually worth the loss of flexibility anymore.

The dice being locked in for multiple turns is a really big deal.

At 100 progress per die I thought that was very competitive and you could make arguments for losing 4 dice for 3 turns for 1200 progress. That's worth juggling free dice around and sacrificing working on other projects in the category.

If it's just regular dice rolls on the locked in dice... I don't think that's worth it.

Man... I've flipped back and forth on this thing.
 
I kinda just want to be able to lock some valuable dice, and have the project complete relatively quickly, but without having to worry about how many dice to lock, or whether I want to add more.
If the project drags on for a long time, then we just get multiple updates of 'progress continues'.

So maybe something like lock 2 Free dice, 2 Department dice and 1 Bureaucracy dice, spend 5x the per die cost of the project, receive 500 progress per turn. No further spending allowed.
Maybe roll 1 die each turn, just so that something has rolled for crit fail/success.
That would get Boston 5 completed in 5 turns, with a cost of 375R instead of ~450R. But at the cost of not being able to stop the investment until completion, and using some of our more valuable Free and Bureaucracy dice, nor would we be able to surge it faster.
 
[X] Plan Roses Too
I'm fine with giving people their eggs , milk and treats, and we can always use more political support to cover for the mad science projects.

[ ] Predictive Modeling Management (New)
While Artificial Intelligence is far from a panacea, it is a significant way to adjust overall strategic modeling, and make development significantly more predictable. While it will not eliminate the possibility of things going horrifically wrong, it will improve overall outcomes.
(-10 Capital Goods) (Changes dice to 2d50)

If we didn't need cap goods so badly for upcoming projects I'd be really tempted to go full machine state right now.

[X] Plan Steak and Tendrils
 
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I kinda just want to be able to lock some valuable dice, and have the project complete relatively quickly, but without having to worry about how many dice to lock, or whether I want to add more.
So, the issue here is that I don't actually want projects completing more quickly. They are already straining my suspension of disbelief. So, instead, what I am making the project do is give you more flexibility in your dice pool, including the ability to go up to 70 dice from your current cap of 60.

Beyond that, yes, dice are still rolled. For those timeframes I was simply going to the closest whole dice number to 50 percent chance of completion.
 
@Ithillid
Sorry if it has already been answered, but how would crits/crit fails be handled in case Predictive Modeling Management and it's transition from d100 to 2d50 were implemented?
 
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Also @Ithillid do the 2d50 double our Dice Capacity? Or just our Dice? Edit: And while I am at it does that action halve the price of Dice as well? Or do we pay for each Die fully still?
 
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[x] Plan Attempting To Be Done By October
[x] Plan Attempting To Be Done By October with more Bogatyr
Sorry for bothering you, but I just looked at the vote tally and noticed that your vote was not counted correctly, since you did not use the complete plan name:

[] Plan Attempting To Be Done By October with more Bogatyr and all dice activated
 
Also @Ithillid do the 2d50 double our Dice Capacity? Or just our Dice? Edit: And while I am at it does that action halve the price of Dice as well? Or do we pay for each Die fully still?
All it means that when I assign a die. I roll 2D 50 instead of one d100. You still pay full cost. It does not double your dice capacity. It just changes what I roll when I am calculating out the results of the vote.
 
[X] Plan Steak and Tendrils
[X] Plan Hello Civilian Are You Having A Satisfactory Day?
[X] Plan Roses Too
[X] Plan If you can't do it alone, get some help.
[X] Plan Running on Glass v2.3:
 
[X] Plan Steak and Tendrils
[X] Plan Hello Civilian Are You Having A Satisfactory Day?
[X] Plan Roses Too
[X] Plan If you can't do it alone, get some help.
[X] Plan Running on Glass v2.3:
 
Having a few scattered thoughts about projects. Not plans, just projects that are on a lot of plans. Or not on any plans.


I very strongly favor Interdepartmental Favors. They are a now or not for the rest of the year project. I'll grant there's no guarantee of there being any favor we want to trade, but those Tiberium Power Pants and gene engineering projects aren't going to get any traction until we can take the political hits from them. More PS now please.

I've made a lot of jokes about the zrbite dev, but it's somewhat complicated . Sure, sonics are pretty good weapons, but they've really fallen by the wayside as time has gone on, and are likely to continue doing so as we move into space. Sound weapons don't work there. But, as far as abatement goes, sonics are still very important, and we need to keep on top of that. I wouldn't support any large scale deployment of sonic weapons, but limited deployment to keep funding our abatement technologies is very worthwhile.

Zone Defender Revisions will be key in the next 4YP, and to GDI's military in general. Gana just shread normal infantry far too quickly, and as more are developed it's just going to fet worse as you know I already feel strongly about defensive technologies, and this is an extention of that. We can kill Nod's machines and monsters, but we lose a few of our own in the process.

Zone Lancer dev is also important, but farther down the line. It's important for keeping ZOCOM pushing their envelope, and would be our first mass deployment of personal scale energy weapons. Propellant based weapons are probably going to be phased out completely within the scope of the quest, and while plasma might not become a GDI standard, it's important to start somewhere.

I've already talked about the new shield technologies, light combat lasers and what I'm either going to call Dummy Links or Mechanical Buddies, but are currently called Unmanned Support Ground Vehicles. Not to repeat myself, but I remain convinced these are key technologies and no major platform should be developed until the Talons figure out what does and doesn't work with these things. Maybe excepting an APC so we can cart around all the power armor efficiently, but that's it, and it's going to need refits with all this tech once developed or just be outright replaced by a heavy APC.

Bogatyr reverse engineering is... also complexe. We don't have to take the project on at all and we'll still get benefits. But we do get more and quicker benefits by doing so. The Navy, I believe, took one look at this thing and said they didn't want any more water borne ships. And if we can make ships like this ourselves, that's very understandable. I suspect the navy wants to get into the space game and wants to eat the space forces while they're at it. And with knowledge that the Scrin left a gate behind that, in theory, they could turn one and come back for round two with, it's kinda justified. But technically we don't have to do it. I wanna do it, but that's just because I like cool tech.

Moving away from military technologies, I favor one more round of rail lines to connect us directly with the Australian Red Zone. I'm hoping this could direct future Red Zone Offensives there first, work out some of the teething issues in a place that only has green death rocks and not mecha lizard people shooting lasers at at ground forces on their first day in the field. Or ZOCOM people fresh from other assignments and seeing a Red Zoner for the first time in maybe a year.

Harvester Claws are more resource gathering and abatement tools, which we can never have enough of. Important and needs to be finished before the end of the year for a lot of good reasons. Vein Mines are currently our only method of attacking underground Tiberium, and the Claws are a big step up from what we were using.

The ocular implants is something I'd like to wait on until we do medicinal hallucinogen dev. I remember reading that current hallucination inducing techniques weren't good enough for eye replacements back when we were making cyberlimbs, so that should dovetail nicely.

I managed to spawn over ten pages of discussion with my opinions on Ranching Domes, and near every plan has them right now. I consider that a successful effort. Beef and butter!

I think that's most of the random thoughts I had. Most plans look good, so I'll sleep on choosing any more and have another look when I wake up.
 
[X] Plan Steak and Tendrils
[X] Plan Hello Civilian Are You Having A Satisfactory Day?
[X] Plan Steak Domes and Goals
[X] Plan Roses Too
[X] Plan Running on Glass v2.3:

(every plan that atleast does the Archology Dice spin off)
 
If a die rolls nat 50, see if the other die is greater than or equal to 25? If yes, crit, if no, no crit?
 
I can confirm I did miss that bit. Thanks.

Hrm...
For the Boston 5 example, for a 6 turn completion it saves us 1 die each turn for 6 turns, and reduces the R cost from 450 to 240. Now that is pretty decent discount. Except that a cost discount for long projects isn't what I'm looking for. I want to get the project done quickly, without the downside from a surge effort.
Others may not feel the same way you do. Part of the point of implementing this is, indeed, to reduce costs and make it more attractive to front-load major industrial projects well in advance, at times when we might otherwise decide we don't have the funds.

With that said...

We are paying 20 Capitol Goods and 2 Free Dice to unlock this system. I feel like it has insufficient whelm.
I do think, @Ithillid , that the Free dice cost is pushing it a bit much. If we implement this system of lock-in, the Free dice are going to be extremely valuable and important, even more so than they are now, because they may represent all the wiggle room we have left for urgent or small-scale projects in certain categories. I would much rather pay a higher Capital Goods price to unlock this system than sacrifice Free dice, unless you're planning to provide us with a way to get those Free dice back.

Those Free dice are worth roughly 160 Progress per turn, directed wherever we want, and we'll need that ability to direct that progress where we want more than ever if we're locking in megaproject investments. It is a big sacrifice to make, and one that will necessarily make us more cautious and conservative about actually using the megaproject-locking system.

Someone remind me please, have we explored the health benefits of exoskeletons yet? Both as a replacement for wheelchairs, and to ensure that anyone hauling heavy stuff for a living doesn't throw out their back.
I'm pretty sure that the widespread availability of various types of robotic drones has done a lot to help address that issue, in that there's presumably some kind of cargo-moving robo-forklift thingy that does a lot of what would in the 20th century have been "heavy lifting."

I am saying that declaring that we are doing all the things and the rest of GDI is doing fuck all is wrong, that the rest of GDI absolutely also needs all the money we can give them, and that we should not be so desperate to hoard all the money we can get away with hoarding.
The rest of GDI needs money. We need money. Everybody needs money.

Right now, we have (relative to our needs) lots of money. The rest of GDI is hard up for money.

In 2062Q1, Parliament takes about half our money and gives it to the rest of GDI. This hopefully improves GDI's situation, but it knocks us down much harder than it lifts everyone else up. Our budget is cut in half to increase their budget by 50%, and those are not equivalent. And that's fine! But it means we're suddenly knocked down to a level that makes us relatively worse off than the other departments are now. And yet, Parliament isn't going to tell us to quit our jobs- our jobs as they are presently defined- and take the year off for lack of funds.

Nobody's gonna be happy if (as has happened before) we effectively do nothing with Agriculture and very little with Services for a whole year because those areas are "optional" and we don't have the money to go around. Nobody's gonna be happy if in 2063 Gideon pops a nuclear missile off at North Boston and vaporizes it because we couldn't afford to build the SADN system. Nobody's gonna be happy if we're cramming refugees into the shittiest housing left because it's all we can find, or standing around scratching our heads trying to figure out how to hit an ambitious Capital Goods target.

People will still blame us for this even if we signed away every penny of income we had- because in ten years, it has become customary under GDI's de facto political system for Treasury to be responsible for these things.

Yes, we do a ton of stuff on top of gathering the taxes and paying the bills, but if it weren't for the fact that we are playing a game, the Treasury would've been forced to shed most of its control on discretionary spending by 2058 because the emergency is over.
Well, assuming there's no way in real life to sell the survivors of multiple apocalypses that the planned economy that lifted them most of the way out of the last apocalypse is in fact okay.

I suppose that's only happening because this is a game in your opinion, but it's not something so obviously wrong that you can just say "the rest of you are being unrealistic and it's morally wrong for us to want to continue the planned economy, instead of just staying in our lane and mining tiberium quietly." Which is very much the implication that comes out of your post for me and some of the others responding to it.

However, at the same time, we are still responsible for ensuring the rest of GDI also has money to shove around, and I want us to have the biggest revenue stream we can get by end of Q4 2061, so that all the other components of GDI can do things as well, rather than being so constantly starved of funding they have to keep asking the Treasury for everything.

Hell, one of the key issues during the Regency War is that InOps has been effectively underfunded for the entire Plan because despite the Treasury losing something like 50% of its funding, some 300 RpT, GDI honestly needs shittons more money, and even shifting 500 RpT won't get even close to the amount of money GDI in general needs to do all the things that need doing. So I want to shift the largest quantity of money into the rest of GDI possible, and the easiest way to do that is by growing our income stream substantially prior to Reallocation.
I think it's a bad idea to eat the seed corn, and I think that's what you're proposing to do. I get the logic, but we're really hard up for early 2062 funds here.

If things go broadly according to my hopes, we'll be able to release additional funds in mid-Plan after the Red Zone expansions can resume. We'll have a lot of options. But if we sign away those 75 RpT by hurrying on Tendrils, we're going to be stuck staring at the long list of stuff we're still, now, in this moment expected and unable to do for considerably longer than otherwise. No amount of funds disbursed to the general fund will change that.
 
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I do think, @Ithillid , that the Free dice cost is pushing it a bit much. If we implement this system of lock-in, the Free dice are going to be extremely valuable and important, even more so than they are now, because they may represent all the wiggle room we have left for urgent or small-scale projects in certain categories. I would much rather pay a higher Capital Goods price to unlock this system than sacrifice Free dice, unless you're planning to provide us with a way to get those Free dice back.
So basically this is something where you have, sort of in the same time period, the potential to unlock a fairly substantial number of free dice, between a second AI dev project, this time with potential rerolls to force good results, potential recruits with free dice, and potentially a few other things that I have not talked about yet.
 
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