I would like to push back on this narrative. Because while yes, the Treasury only gets the direct benefits of the full income increase for a few turns, we will get indirect benefits based on how much we supply to other segments of GDI.
Yes. I never said passing on the income didn't have
benefits. I just said that we'd be doing it.
As I've said before:
Obviously we can still talk about the merits of the plans. But abatement wasn't really a significant topic prior to the mutation roll.
Rakuhn, I'm not making any new arguments about my plan versus the others, aside from noting the obvious fact that two of the plans start work on a Red Zone inhibitor and one does not.
All my other arguments are the exact same arguments I made before HousePet made the mutation roll-and-song-and-dance-routine. It's quite simple. We have seventeen
median dice required to clear our Military plan targets. Realistically, we need to be sure of finishing all that stuff. That means we probably in practice have more like 19-21 Military dice to go (read: each project taking literally only
one die more than average).
Therefore, a plan that only spends about seven dice on Military plan requirements is therefore not a plan that is trending in the direction of "we get much Zone Armor," unless it is openly a "we get plenty of Zone Armor but fail the Plan requirements" plan.
If you want to have serious wiggle room for Zone Armor in 2061Q3 and Q4, you need to actually make a real dent in our Military plan requirements
now, so that they're at least partly out of the way and we have some freedom of action.
Therefore, vote
Attempting To Be Done By October.
This is the same argument I've been making for about a day and a half now. The mutation rolls only underline why I've been saying it all along.
I'd rather put dice on a Zone Armor factory in Q3 rather than Q4. The sooner a factory is done, the faster it can wind up to full production and distribute Zone Armors. If that means Military has some Plan Goals that aren't done until Q4, so be it.
It's worse than that, unless you're planning major Free dice expenditure on the military in Q3 and Q4 to offset deliberately not spending Free dice on it in Q2. The problem isn't just the military having Plan goals that aren't done
until Q4, it's whether the goals get done
in Q4 at all at this rate. That could be in doubt at this point depending on how the dice go, especially if we only spend 5-6 Military dice on Plan goals in Q3 on account of we're trying to fit a Zone Armor plant in.
(My way-too-early speculation on the next two turns in Military: Q3 we finish up whichever of URLS, Escort Carrier, and Mastodon didn't finish this turn. Then we put dice on OSRCTs and on a Zone Armor factory. Q4 we finish off OSRCTs, put 4 dice on ASAT for 99% since any extra progress will overflow into the next phase, and work on another Zone Armor factory. But this is all very speculative.)
That's not going to work on a diet of 8 Military dice per turn. I drew up tentative thoughts along those lines, I can dig them up...
See, if
Attempting To Be Done By October won, I'd want for Q3:
1 die Bogatyr (if necessary)
2 dice tidying loose end Plan goals (Newark, Mastodons, URLS)
2 dice ASAT (maybe one, you have a point about the desirability of overkilling it in Q4)
2 dice Zone Armor plant
4 dice OSRCT
But... that's eleven dice already. Maybe ten.
And
even then, realistically we need to budget for Q4:
About 3 dice OSRCT
1-2 dice ASAT (maybe 2-3, maybe more based on your point)
At least 1 die tidying an accursed Plan goal that chronically rolls badly.
[LEFTOVER WIGGLE ROOM]
Which could easily be ten more dice if we want "wiggle room" to be of useful size.
And that's
starting from the assumption that we spent ten dice on the military, instead of eight.
The Military dice situation is tight, and
Steak and Tendrils and
Roses Too do nothing to loosen it.
As some reading this on a tablet right now comparing the two leading plans is kind of hard. Can someone tell me the major differences so I decide which one to vote for?
Plan Attempting To Be Done By October (
@Simon_Jester ) (32 votes as of this writing)
Slow rollout of
Tendrils Phase 2, with intent to finish it in 2062Q1 for the income stream
Six dice on hitting Stored Food target.
No
Ranching Domes this turn.
Ten dice on Military, nine of them on Plan targets. 54% chance of finishing the last carrier yard.
Interdepartmental Favors (for +PS)
Founds no bureaus this turn.
Plan Roses Too (
@Crazycryodude ) (39 votes as of this writing)
Slow rollout of
Tendrils Phase 2, with intent I don't presume to say what Crazycryodude intends there.
Six dice on hitting Stored Food target.
Two dice on
Ranching Domes, 1% chance of completion.
Eight dice on Military, seven of them on Plan targets. 4% chance of finishing the last carrier yard.
Civil Satisfaction Surveys AND Interdepartmental Favors
Founds
Bureau of Arcologies and
Department of Consumer Industrial Development.
Plan Steak and Tendrils (Derpmind) (45 votes as of this writing)
Fast blitz to
Tendrils Phase 2 to build cash reserve before reapportionment and boost overall GDI income. 75% chance phase complete
Three dice on hitting Stored Food target.
Three dice on
Ranching Domes, 42% chance of completion.
Eight dice on Military, six of them on Plan targets. 54% chance of finishing last carrier yard, works on Zone Defender modifications
Civil Satisfaction Surveys
Founds
Bureau of Arcologies and
Department of Consumer Industrial Development.
Derpmind dislikes being tagged as I recall, so I didn't.