And four dice into the fortress towns, guaranteeing at least one phase and possibly a second, for a combined total of +9 housing this turn, meaning overall we drop housing to 43 surplus this turn, admittedly with 32 of that being low quality, but that has the benefit of also anchoring our current territory with defensive positions, and sets up green zone intensification phases for tiberium for cheap tiberium harvesting efforts that shouldn't require major amounts of zone armour until we've got it set up.
Beyond that, the 1 high quality housing per turn on its own isn't much, but at the least is consistent high quality housing, and also, notably cheapens our arcology projects.
See, the thing is, I did straight-up
miss that the Bureau of Arcologies was going to provide +1 good Housing per turn and so technically your plan has good housing.
But you've focused in on that to the exclusion of almost everything else I said, and I'm not sure why. Because in all honesty, I don't think "no, I totally have +1 Housing and now arcologies are gonna be about 8% cheaper" is a good answer to "we have 10 units of refugees coming in per turn, and your plan isn't focused on building good housing for them, or housing them efficiently."
It's like, you catch me in a "lie" and that means you don't have to think or talk about anything else I said. Which, you know, I wouldn't mind... if you weren't just a little while ago talking about how the thread doesn't or can't plan. That's the part that seems strange to me. You're telling me that other people (not you, by implication) can't think ahead and can't plan ahead... But when you actually drafted a plan, it seemed like it wasn't even worried about one of the biggest problems GDI faces right now, which is "all those refugees, where are they gonna live?" Now, as it happens, we'd be okay- we have a Housing surplus. But all the unoccupied Housing is low quality, mostly fortress towns, communal housing, and old commieblocks. Speaking as someone who's trying to address quality of life, I've been trying to do better by building apartments. So have most of the other leading plans I've seen... because we are
planning ahead for predictable demands to improve housing quality and get people into nice places to live. A project that slowly turns out a small amount of really nice bespoke housing in arcologies every turn is nice and all, but it doesn't really address the scope of the problem.
But you caught me in a "lie," and that means you get to ignore anything else I said except when you feel like it?
I also spin off the department of alternate energy, adding +3 energy. So that if the fusion plants don't finish, from the actions likely to drain 9 energy, it takes us into our reserve.
For us to actually use all of the reserve, A the fusion plants would have to not finish, they're more likely than not to finish. But you then take 3 projects, all below fifty percent chance of completion. And the odds on all three completing are very low.
You in one breath point out that fusion plants that's likely to finish might not finish. (88%) While at the same time also counting the lower chance of vehicle plants completing against my plan. (71%)
You're right. I forgot to account for the Alternative Energy project. I actually did forget. The immediate impact of the Bureau projects seems to be a blind spot of mine, probably because I'm not used to seeing them in action.
With that said... I still know how to count.
The way I see it, if you're putting four dice on the personal vehicle plants, it's because you intend for the project to succeed. You intend for Anadyr to succeed. As a matter of common sense, I can't do that and then say "well hey, it might be okay, these projects I invested heavily in might not succeed!" Caution suggests that one should have a plan that is robust in case one
gets what one wants. If I had your plan, I'd be planning on needing to cough up Energy for both those projects. Surely you're not saying you
aren't planning for the prospect of success on projects that have a 70% or 80% or higher chance of success? That you're counting on them
not actually finishing? So that's -8 Energy.
On top of that, the freeze-drying and fertilizer plants will succeed with 100% probability each, so presumably if you've been counting along, you're planning on a minimum of -10 Energy from those projects alone. If you didn't want both those projects to complete, you wouldn't invest so heavily in them. And you're presumably
hoping for at least one of your Zone Armor projects to complete. That's another -3... If I were you, I'd be budgeting for at least an outlay of -13 Energy, just so I'm not in trouble from succeeding in my own goals.
In your case, there's an 88% chance that you're okay there, because you put one die in fusion. Absolutely fine.
There's a 12% chance that you're not. A number of simple and obvious solutions suggest themselves, such as taking the fusion
research die and putting it into reactors. That completely eliminates the problem.
This is a normal issue to have in these plans. It's not a big deal. But it feels weird to see this kind of stuff from someone who's also talking about how other people don't plan ahead.
It would have been so easy for you to ensure that all your projects would be absolutely sure to have more Energy than they could possibly use, even in the most wildly successful possible case. And yet you set up your own plan such that if you get what you want, but that one fusion die rolls low, then there's one chance in eight that you become a victim of your own success.
The space stuff? Having industry in orbit will help complete enterprise.
...Starting
Columbia and
Shala will not, in fact, help us complete
Enterprise by such a large margin that it offsets the part where your plan doesn't spend any dice on those things. That... isn't how the space stations work. I'm sorry.
I'm approval voting for Plan Steak and Tendrils because it's the only plan I can stomach voting for since I consider all leading plans evil for not building more hospitals in Services. If we get told this turn result that refugees have to be airlifted/transported/travel to other cities to get to a hospital I will say I told you so to the lot of you.
I can at least respect that. Though I think 'evil' is unfair.
We're effectively building entire cities from scratch here. It's explicitly a problem that we've built the residential blocks but there's not much industry or workplaces there yet. Taking three to six months to get the hospital infrastructure in these entirely new cities up and running isn't that bad. If nothing else, we do still have plenty of older (but less-good) housing in our own existing core cities where we have plenty of long-established hospitals. Nobody's gonna be homeless if they refuse to move to a city that doesn't have its hospitals built yet.
But I can respect a hardline stance on this issue- though I won't be surprised if I end up deciding to do four dice on hospital expansion next turn. Maybe three; the ocular implant tech looks good too.
As for CRP, any calls about whether we need it or not are a bit premature. We can see that Strategic Food Stockpile Construction goes to at least Phase 8, which is far more than we need. I'm puzzled that it even reappeared in discussion.
It's because doing one die of E-CRP (from Infrastructure) for +5 Stored Food has the potential to save us about six dice worth of granary construction (from Agriculture).
So if you want to have dice left over for nice things like
Ranching Domes and
Vertical Farming that produce the tasty stuff... Well, it's a lot easier to budget for those things if you've got a phase of E-CRP helping to fill out the storehouses in case of the worst emergencies.
...
On a related note, one of my big objections to both
Steak and Tendrils and
Roses Too is that they both budget for the ranching domes
before clearing out the stored food issue properly. Me, I'm planning to get that issue settled comfortably before I start doing luxury food projects... But part of how I hope to do that is with a phase of E-CRP. By doing that, I expect that in Q3 and Q4, I'll be able to confidently roll out the ranching domes and a phase of vertical farming, without having to pour
too many Free dice into Agriculture...
...But if you want a non-CRP plan, you need to plan around rolling at least twelve dice purely on food storage projects in Q2, Q3, an Q4. More realistically, plan for 13-14 dice in case something unlucky happens. And
that starts to make the idea of fitting in ranching domes a bit more touch-and-go.
So that's why people are talking about E-CRP, the version where CRP food gets put into storage to only be eaten in the case of Worst Disaster. By contrast,
no one is talking about 'proper' CRP, where it gets done in Agriculture and people are expected to eat it under normal conditions. Yuck.