For a total of 5790. Doing the yards before starting the stations will give them time to build up a fleet of ships during the station building phase, downside being they might not actually do much until we are done with Shala/Colombia. Idk, thoughts @Simon_Jester, @Derpmind and other plan optimizers?
Kudzu. That +1 to all dice also gives a +1 to Orbital dice, so the sooner we get it done, the better off we'll be.

We could also give Orbital an AEVA, but I don't recommend it. +3 to 6 dice for 16 turns is 3*6*16=288 extra Progress, so if we did it immediately next turn we'd be basically trading 3 Services dice for 3 Orbital dice's worth of progress over four years. (About 4 dice of progress, minus the 1 Orbital die it costs.) This on top of the -4 CG and -3 Energy.
This is BOTCommander. He will stab people in order to activate all Orbital dice. :p
It is worth sacrificing for. Orbital hungers for dice.
 
[X] Fusion Shipyard
[X] Gravitic Shipyard
[X] Station Bay

Sorry advance material but fusion will be more useful for booming our spatial industry.

And I aggree with other on leo2->station bay->columbia 3-> shala 3-> at least fusion shipyard then 1 stage of each station and when the 2 are finish Gravitic Shipyard (the new Gravitic vessel being built as soon as SCED give its greenlight to give people more experience before the construction of the bay).
 
Reminder that we made a promise, of the political influence kind, to design design and deploy a new G-drive ship all quick like. Maybe two years will be fast enough, but I would hold my breath on that.

Also Orbital is of a low priority for me, however much influence I have, and it'll be fighting hard against Services, Agriculture, and Military dice.
 
Yes. That assumption is deeply questionable and other people have called you out on it too. At a bare minimum, you should prominently display the assumption.

The problem with 'Mighty Casey's' actions wasn't that he wanted to make himself look better.

The problem with his actions was that he was too arrogant to consider that he might miss. That is to say, that things might not go according to plan. Thus, he gave up irreplaceable opportunities to succeed, because he didn't think he would need them.

You are advocating spending -10 Capital Goods on an optional action with limited immediate payoff, because at best it may (not will, may) prevent us from suffering a Natural 1. The cost of this is that we lose the ability to then use those Capital Goods for any other purpose, including the "saving our asses" purpose some of us anticipate needing them for.

I don't care about your motives in doing so. My point is that even if your intentions are honorable, this is reckless.

It's bad to tell lies about what other people believe.

I've already told you; I'll want to do Red Zone operations (which provide both great income and great mitigation) when ZOCOM gives us the all-clear.

- Fair I will in the next version of my plan. You do understand that you are assuming how Vein Mines work too? We only did one Stage of them. We have no idea how the Stages work or how many of them we have the option of doing.

- Casey passed on two strikes in that poem. He never swung the first two times. I would have swung each time. And I am trying to swing each time in this thread, but I'm not the only one who gets asked if we swing.

- We have 130 Capital Goods in reserve right now. If we go into the negative income with Capital Goods that reserve starts shrinking. We don't go into the red immediately. Let's use that stockpile to gain better odds of doing more things each turn.

- We have canon posts for what ZOCOM wants in order to do Red Zone Offensives:

  • Zone Operations Command
ZOCOM sees its two primary priorities as suit upgrades and the mass delivery of Zone Armor to the other branches of the military. This is an ever more pressing concern as ZOCOM anticipates that the Treasury will seek to make a broad advance into the Red Zones for harvesting purposes. ZOCOM cannot provide enough personnel to cover such operations on its own, and without Zone Armor the risk of tiberium contamination is far too great to hand off even shallow Red Zone operations to the Ground Forces. Just as importantly, ZOCOM is currently looking to rededicate itself to the deep Red Zones, and relieving it of its current heavy infantry duties elsewhere would free up the necessary manpower.

-[ ] ZOCOM: Build at least 2 Zone Armor factories before the end of the year: +5 Political Support

we build those 2 Zone Armor Factories and ZOCOM can do the offensives. We need a lot more Zone Armor factories to avoid another Italy, but just leading regular grunts in Zone Armor is doable with those 2 done. I'm doing a third as a just in case in my plan.

Reminder that we made a promise, of the political influence kind, to design design and deploy a new G-drive ship all quick like. Maybe two years will be fast enough, but I would hold my breath on that.

Also Orbital is of a low priority for me, however much influence I have, and it'll be fighting hard against Services, Agriculture, and Military dice.

We need to wait for the SCED to design an advanced version of the Gravity Engine before we can design the Conestoga or we will have to redesign it and waste resources.
 
We need to wait for the SCED to design an advanced version of the Gravity Engine before we can design the Conestoga or we will have to redesign it and waste resources.
Or, the designers of the Conestoga incorporate sufficient space for upgrades into the design so that there will be minimal waste. Because GDI tries not to put incompetent people on our design teams, and *not* allowing for possible upgrades when it's known that one is being worked on, qualifies as "incompetent" in my book.

Similarly, I don't think the G-Drive Shipyard bay will really need the Conestoga design specs to be built to handle such ships- it's going to be built to handle multiple designs of ships, because we know it will need to be reconfigurable.
 
An acceleration increase of 0.5gs means a decrease in travel times of roughly 4.6% 👨‍🔬 to any destination and of course gets us just that little bit closer to 1g+.
 
The strategic stockpile of cap goods isn't a bank. Its like the food stores. If we're using them it's a bad thing and we will rightfully get shit over it. We're trying to rebuild the stockpile, not use it because we're incompetent at budgeting.
 
The strategic stockpile of cap goods isn't a bank. Its like the food stores. If we're using them it's a bad thing and we will rightfully get shit over it. We're trying to rebuild the stockpile, not use it because we're incompetent at budgeting.
Oh, yeah. Any plan which is designed around going into the negatives on any indicator is a very bad plan. Full stop. It would have major impacts on the civilian economy, manufacturing, and of course politics.
 
Oh, yeah. Any plan which is designed around going into the negatives on any indicator is a very bad plan. Full stop. It would have major impacts on the civilian economy, manufacturing, and of course politics.

Sigh. Then it's better if we don't do the Banking action until we rebuild our resource income as well. I'll see about modifying my plan with that in mind.
 
As far as timing goes... my preferred order would be Leopard 2 factory + Station Bay, Columbia 3, Shala 3, shipyards, Columbia 4, Shala 4, Columbia 5, Shala 5. And then re-evaluate, look at those station's bays, and Lunar development. Some re-evaluation can be done after the shipyards, but we'll probably want to still put the majority of our space focus on the stations.
Again, I think the gravitic yard should be deliberately postponed past the Phase 3 mark of the stations (which we will reach quickly), on to the Phase 4/5 mark. Among other things, it's 30 R/die, so it's the kind of thing you want to tackle later in a Plan.

But the fusion yard or the materials bay are different and should be started sooner.

I also think that to avoid sheer explosive shock efforts, it might be worth splitting focus on two projects at a time, as I outlined in my previous post. Remember how Ithillid is triyng to tacitly encourage us to do that.

I'd like to put enough free dice into Orbital to get at least a modest possibility of completion of both the Leopard 2 factory and the station bay Q4...
Bad news. Assuming that by "a modest possibility" you mean "more than 10% chance," that's going to take five dice (49% chance) on the station bay and four (32% chance) on the Leopard yard. Scraping up that many Free dice in the Q4 budget is kind of rough, in that it means we need to either near-totally give up on having Free dice for any military projects (e.g. the Talons' optional stuff or the Shark yard), or we need to give up on having Free dice for anything else (e.g. Chicago).

I think we can honorably opt out of going in that hard for those projects and let them complete in 2062Q1-Q2, though I do plan to do the great bulk of the work on the Leopard II yard this coming turn, in Q4.

How confident are you of activating all Orbital dice in the first 2 turns of the coming plan?
Remember, one of the reasons Starbound set aside the moon mining income for us is to make sure we could afford to do exactly that. They're probably going to be a bit pissy if we don't. But we do have the money if we're ruthless about using it. Having rollover funds from 2061 helps, and pretty surely will have them, but it isn't even strictly necessary.

Kudzu. That +1 to all dice also gives a +1 to Orbital dice, so the sooner we get it done, the better off we'll be.

We could also give Orbital an AEVA, but I don't recommend it. +3 to 6 dice for 16 turns is 3*6*16=288 extra Progress, so if we did it immediately next turn we'd be basically trading 3 Services dice for 3 Orbital dice's worth of progress over four years. (About 4 dice of progress, minus the 1 Orbital die it costs.) This on top of the -4 CG and -3 Energy.
Remember, the +3 doesn't evaporate at the end of the Plan. We're trading three Service dice now for +3 Progress forever.

I'd be in favor of doing it here and now if I didn't want to save the Capital Goods for vein mining. I'd be in favor of doing it as soon as possible in 2062, pending availability of a budget.

I think in Orbital it's actually worth it, not least because Orbital tends to have really big projects that take a lot of dice. A category like Military or Services itself, where most projects are only 2-3 dice deep, not so much, because you're not saving an entire die most of the time.

Reminder that we made a promise, of the political influence kind, to design design and deploy a new G-drive ship all quick like. Maybe two years will be fast enough, but I would hold my breath on that.
Gravitic drive starships tend to cost 30 R/die, so we don't do them right away anyway. Our worst probable case is "design Conestogas, two dice, then build gravitic shipyard, 6-7 dice." We don't need to sweat over not starting that project in 2062.

Or, the designers of the Conestoga incorporate sufficient space for upgrades into the design so that there will be minimal waste. Because GDI tries not to put incompetent people on our design teams, and *not* allowing for possible upgrades when it's known that one is being worked on, qualifies as "incompetent" in my book.
Until we at least have a clear idea of what the new drive will involve and what its power requirements are and so on, we cannot design a ship around it. Remember that the improvements may not be small. They may involve radical reconfigurations of hardware designs we stumbled upon the first time only through crude experimentation.

So having to figure out "shit, we're going to need a specialized piece of machine for working such-and-such on-site" may not even be possible until we understand how a second generation gravity drive works.

There's no hurry. No compelling need to rush the gravitic yard that much. Let's not.

Sigh. Then it's better if we don't do the Banking action until we rebuild our resource income as well. I'll see about modifying my plan with that in mind.
That's completely different.

The banking action is all about how we choose to allocate money. No one is going to be judging us externally if we leave dice fallow because we spent those Resources on something else that people legitimately value, like investment in the private economy via the banking reforms.

People will very much judge us, from the outside, if we go into negative Capital Goods and start dipping into the "in case of apocalypse" stockpiles we were supposed to be rebuilding because we just spent -10 Capital Goods on a weird nerd project only Treasury nerds understand or care about.

The root cause of the problem here is that Predictive Modeling or whatever it's called is an optional project, not mandatory. It does not change the rules of the game by so much that we are under an obligation to do it if it does not benefit us to do so. For that exact reason, it behooves us to avoid doing it until we know those resources are not needed for some other, mandatory project.

The banking reform is different because it is not mandatory that we spend R to activate all our dice every turn. Thus, the possibility of us being less able to do so in 2062Q1 is not necessarily a disaster.
 
Again, I think the gravitic yard should be deliberately postponed past the Phase 3 mark of the stations (which we will reach quickly), on to the Phase 4/5 mark. Among other things, it's 30 R/die, so it's the kind of thing you want to tackle later in a Plan.
On the other hand iirc the Gdrive ships have the longest build times so it might be smart to start it somewhat earlier to get production going.
How confident are you of activating all Orbital dice in the first 2 turns of the coming plan?
Somewhat confident. We make 100RpT from space mining, for now space mining money is not subject to reallocation. 100R is enough to fund 5 orbital dice for most projects, if we put some on orbital cleanup we can get by.
 
Quote of my mathpost, now edited to correct for some mistakes I made the first time around:

OK doing my own mathpost so I can do my own preliminary plan afterwards:

Yellow Zone Fortress Towns (Phase 6) 220+21+32 = 273/300
Blue Zone Apartment Complexes (Phase 8) (Updated) 15+47+74+10+96 = 242/160 (Phase 9) 82/160 -3 Log +6 Hous
Emergency Caloric Reclamation Processor Installations (Phase 1) (Updated) 0+79+32 = 111/80 (Phase 2) 31/80 +5 FiR
Continuous Cycle Fusion Plants (Phase 9) (Updated) 137+78+29 = 244/300

Crystal Beam Industrial Laser Deployment 433+29+40+85+87 = 674/600 +6 CapG +10 E
Distributed Heavy Industrial Authority +2 CapGpT -30 RpT -1 Heavy Industry Die

Bergen Superconductor Foundry (Phase 3) 0+64+27+55+9+96 = 251/380
Ranching Domes 228+2+24 = 254/250 +8 ConG -4 F -2 E -2 Lab +5 PS
Strategic Food Stockpile Construction (Phase 3) (Updated) 128+56+46+7+72 = 309/175 (Phase 4) 134/200 +2 FiR -3 F
Tiberium Processing Plants (Stage 2) 20+43+97+78 = 238/200 (Stage 3) 38/200 +600 Processing Capacity -4 E -3 Log
Tiberium Inhibitor Deployment (RZ-7 North America) 0+74+39 = 113/120 Completes with +10 Semi-Canon Omake. +2 RZ Abatement +2 PS
Tiberium Harvesting Claw Deployment 0+69+82+95+117 = 353/380
Edit 2: Venusian Tiberium Studies (New) 0+51+44 = 95/120
Edit: GDSS Enterprise (Phase 5) 997+61+57+88+73+59+49+75+186 = 1645/1535 +2 CapG +2 ConG +2 Industrial Bays +10 PS
Lunar Rare Metals Harvesting (Phase 2) 56+27+26 = 109/115 Completes with +10 Semi-Canon Omake +5 RpT
Edit 2: Human Genetic Engineering Programs (Tech) 0+45+32 = 77/120
Edit 2: NOD Research Initiatives 87+86+32 = Edit 3: 205/200
Regional Hospital Expansions (Phase 1) 0+27+40+54 = 121/300
Edit 2: Ocular Implant Development (Platform) 0+51+32 = 83/120

Edit 2: Orbital Strike Regimental Combat Team Stations (Phase 3) 5+34+13+48+87+33+51+86+9+248 = 614/295 (Phase 4) 319/395
Universal Rocket Launch System Deployment (Phase 3) 133+93+26 = 252/200 -2 E
Ground Forces Zone Armor (Set 1) (Updated) New York 0+100+31+52 = 183/180 -2? Lab -3? E -1? CapG
Ground Forces Zone Armor (Set 1) (Updated) London 0+56+39+26 = 121/180
Escort Carrier Shipyards (High Priority) Newark 179+92+26 = 297/240 -5 E -2 CapG
Mastodon Heavy Assault Walker Deployment (High Priority) 144+89+26 = 259/225 -3 E -1 CapG -1 Lab -1 STU


Political Promises:
-5 CapG -20 RpT
+ Complete Chicago Planned City by end of Q4 2065
+ Complete Ranching Domes
+20-2? = 18? Red Zone Abatement by end of Q4 2065

Interdepartmental Favors:
+ Develop and Deploy Governor A by ??? +5 PS
+ 2-1= 1 Zone Armor Factory by Q4 2061 +5 PS
Develop and Build 1 Conestoga Class by ??? +5 PS
-60 RpT in Q4 of 2062-2065 +10 PS

NOD Research Roll: 8-1 = 7
Quotes for results:





Resources:‌ ‌1200-30+5-20 = 1155 + 0+1200-60-110-120-50-160-160-125-285 = 130 in‌ ‌reserve‌ ‌(-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(-35-20 = -55 ‌allocated‌ ‌to‌ ‌grants)‌(+25? from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) + (-30 from Distributed Heavy Industrial Authority)(-60 in Q4 of 2062, -60 in Q4 of 2063, -60 in Q4 of 2064, -60 in Q4 of 2065)

Political‌ ‌Support:‌ 75+5+2+10+5+5+5+10 = 117? Can we go above 100 PS?
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 55-1 HI = 54/60

Tiberium Spread
22.47-0.14+0.93 = 23.26 Blue Zone
0.01+??.?? = ??.?? Cyan Zone
1.69+0.14-0.93 = 0.90 Green Zone
22.32-0.19+0.67-??.?? = 22.80? Yellow Zone (93 points of mitigation)
53.51+0.19-0.67 = 53.03 Red Zone (65+2 = 67 points of mitigation)

Current Economic Issues:
Housing: +47+1+6-10 = 44 (20-1-6+10 = 23 population in low quality housing) (-10 per turn from refugees) (+1 high-quality housing per turn)
Energy: +17+10-2-4-3?-5-3 = +10? (+4 in reserve)
Logistics: +30-6 = +24? (-3? from military activity)
Food: +27-3-4-3 = +17 (+20+5+2 = 27 in reserve)(-3 per turn from increasing population) (Perennials: +1 on Q4 2061, +1 on Q1 2062, +1 on Q4 2062, +1 on Q1 2063, +1 on Q4 2063)
Health: +13 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +16+6+2+2-1?-2-1-5 = +17? (+130 in reserve) + (+2 per turn from sub-departments)
STUs: +11-1 = 10
Consumer Goods: +58-4+3+3+2+8+2 = +70 (-10 from demand spike) (-4 per turn from increased population) (+3 per turn from Private Industry) (+3 per turn from sub-departments) (+2 per turn from perennials. -1 per turn Q2 2063, -1 per turn Q1 2064) (Net +4)
Labor: +47+4+2-1-1-2-2?-1 = 46? (+4 per turn from medical care) (+2 per turn from Immigrant qualifications) (-1 per turn from private industry) (-1 per turn from other government) (Net +4)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2115/2470+600 = 3070)‌ ‌
Taxation Per Turn: +30?
Space Mining Per Turn: +95+5 = +100
Maintenance Reductions: +40
Green Zone Water: +6

Plan Goals
Food: 8-5-2 = 1 points in reserve
Processing: 280 points
18? Red Zone Abatement by end of Q4 2065

Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Complete at least one more phase of URLS production
Complete GDSS Enterprise
Complete at least one more phase of Space Mines

Complete Karachi Planned City by end of Q4 2065
Deploy Mastodon
Complete All remaining Escort Carrier Shipyards
Deploy Crystal Beam Industrial Laser

Edit: Complete Chicago Planned City by end of Q4 2065
Develop and Deploy Governor A by ???
Complete 1 Zone Armor Factory
Develop and Build 1 Conestoga by ???

Edit 2: I forgot Seo's various action bonuses when it comes to research actions and station building.

[ ] Plan Running on Glass v4.2:
-[ ] Infrastructure 5/5 + 2 Free Die 170 Resources:
--[ ] Yellow Zone Fortress Towns (Phase 6) 273/300 20 Resources per Die, 1 Die = 20 Resources
--[ ] Suborbital Shuttle Service (Phase 2) 22/250 25 Resources per Die, 6 Dice = 150 Resources
-[ ] Heavy Industry 4/4 Dice 75 Resources:
--[ ] Continuous Cycle Fusion Plants (Phase 9) (Updated) 244/300 20 resources per Die, 1 Die = 20 Resources
--[ ] North Boston Chip Fabricator (Phase 5) 36/2400 15 Resources per Die = 15 Resources
--[ ] Suzuka Prototype Hover Chassis Factory 0/175 20 resources per Die, 2 Die = 40 Resources
-[ ] Light and Chemical Industry 4/4 80 Resources:
--[ ] Bergen Superconductor Foundry (Phase 3) 251/380 30 Resources per Die, 2 Die = 60 Resources
--[ ] Civilian Drone Factories 292/380 10 Resources per Die, 1 Die = 10 Resources
--[ ] Artificial Wood Development (Tech) 0/60 10 Resources per Die, 1 Die = 10 Resources
-[ ] Agriculture 4/4 Dice 40 Resources:
--[ ] Tarberry Development (Tech) 0/40 20 Resources per Die, 1 Die
--[ ] Strategic Food Stockpile Construction (Phase 4) 134/200 10 Resources per Die, 2 Die = 20 Resources
--[ ] Security Reviews Agriculture 1 Die
-[ ] Tiberium 7/7 Dice + 1 Free Die + Erewhon Die 195 Resources:
--[ ] Liquid Tiberium Power Cell Deployment (Phase 1) (Updated) 41/140 20 Resources per Die, 2 Die = 40 Resources
--[ ] Visceroid Research Programs (Tech) 0/120 15 Resources per Die, 1 Die + Erewhon Die = 30 Resources
--[ ] Venusian Tiberium Studies (New) 95/120 25 Resources per Die, 1 Die = 25 Resources
--[-] Tiberium Harvesting Claw Deployment 353/380 Autocompletes next turn.
--[ ] Red Zone Energy Refits (Phase 1) (New) 0/350 25 Resources per Die, 4 Dice = 100 Resources
-[ ] Orbital Industry 6/6 Dice + 1 Free Die 120 Resources:
--[ ] Orbital Cleanup (Stage 11) 32/85 10 Resources per Die, 2 Die = 20 Resources
--[ ] Leopard II Factory 0/350 20 Resources per Die, 5 Dice = 100 Resources
-[ ] Services 5/5 Dice 110 Resources:
--[ ] Human Genetic Engineering Programs (Tech) 77/120 25 Resources per Die, 1 Die = 25 Resources
--[ ] Hallucinogen Development (Tech) 0/60 15 Resources per Die, 1 Die = 15 Resources
--[ ] Regional Hospital Expansions (Phase 1) (New) 121/300 25 Resources per Die, 2 Die = 50 Resources
--[ ] Ocular Implant Development (Platform) 83/120 20 Resources per Die, 1 Die = 20 resources
-[ ] Military 8/8 Dice + 3 Free Dice + 1 AA Die 240 Resources:
--[ ] ASAT Defense System (Phase 4) 36/220 20 Resources per Die, 3 Dice = 60 Resources
--[ ] Orbital Strike Regimental Combat Team Stations (Phase 4) 319/395 20 resources per Die, 1 Die + 1 AA Die = 40 Resources
--[ ] Ground Forces Zone Armor (Set 1) (Updated) London 121/180 20 Resources per Die, 1 Die = 20 Resources
--[ ] Ground Forces Zone Armor (Set 1) (Updated) Tokyo 0/180 20 Resources per Die, 2 Die = 40 Resources
--[ ] Shark Class Frigate Shipyards (High Priority) Seattle 0/300 20 Resources per Die, 4 Dice = 80 Resources
-[ ] Bureaucracy 4/4 Dice:
-[ ] Administrative Assistance OSRCT Stations 2 Die
-[ ] Security Reviews Agriculture 2 Die

170+75+80+40+195+120+110+240 = 1030/1155

- 1 Die on Yellow Zone Fortress Towns for a 100% chance and a DC of 1 to complete Phase 6.
- 6 Die on Suborbital Shuttle Service for a 100% chance and an Average DC of 4 to complete Phase 2 and a 87% chance and an Average DC of 37 to complete the entire Action. We have been planning to do this for the entire plan and I see no reason not to finish it.

- 1 Die on Continuous Cycle Fusion Plants Phase 9 for a 89% chance and a DC of 12 to complete this phase.
- 1 Die on North Boston Phase 5 to get that rolling since the plan is to finish it in 2062 last I checked.
- 2 Die on Suzuka Prototype Hover Chassis Factory for a 50% chance and an Average DC of 51 to complete this action and get us some hovertrucks.

- 2 Die on Bergen Superconductor Foundry Phase 3 for a 79% chance and an Average DC of 33 to complete this Phase of Bergen.
- 1 Die on Civilian Drone Factories for a 52% chance and a DC of 49 to complete this action.
- 1 Die on Artificial Wood Development for a 85% chance and a DC of 21 to complete because that lets us see if this is a Deployment Action to take early into the new plan when we need to keep a tight Budget.

- 1 Die on Tarberry Development for a 100% chance and a DC of 1 to complete this action and have some Energy options in Agriculture.
- 2 Die on Strategic Food Stockpile Construction for a 100% chance and an Average DC of 2 to complete Phase 4 and be done with this plan goal.
- 1 Die on Security Reviews as it's been 3 Years since the last one and Agirculture actions are cheap enough that it makes no difference if we wait a turn to do it.

- 2 Die on Liquid Tiberium Power Cell for a 99% chance and an Average DC of 3 to complete Phase 1 and a 15% chance and an Average DC of 73 to complete Phase 2. So 10 to 20 power gained on this action.
- 1 Die and Erewhon on Visceroid Research Programs for a 82% chance and a DC of 31 to complete this action. This will synergize with both Human genetic Engineering and Liquid Tiberium Power Cells so might as well give it a try next turn.
- 1 Die on Venusian Tiberium for a 100% chance and a DC of 1 to complete this and finish the Tiberium Heist.
- 4 Dice on Red Zone Energy Refits to get that rolling and not have to build more fusion power plants. 65% chance and an Average DC of 45 to complete a Phase this turn.

- 2 Die on Orbital Cleanup for a 100% chance and a DC of 1 to complete Stage 11 and a 76% chance and an Average DC of 36 to complete the whole action chain, get Energy sattelites, be done with it and get a small amount of bonus resources in reserve from it.
- 5 Dice on Leopard II Factory for a 77% chance and an Average DC of 41 to finish one of the two actions we are planning to do before building the other two stations.

- 1 Die on Human Genetic Engineering Programs for a 100% chance and a DC of 1 to complete this action.
- 1 Die on Hallucinogen Development for a 88% chance and a DC of 18 to complete that and get people some more stims to take the edge off.
- 2 Die on Regional Hospital Expansions for a 42% chance and an Average DC of 55 to complete Phase 1.
- 1 Die on Ocular Implant Development for a 100% chance and a DC of 1 to complete this action and get people some sight replacement.

- 3 Dice on ASAT Phase 4 for a 93% chance and an Average DC of 26 to complete this plan goal.
- 1 Die + 1 AA Die on Orbital Strike Regimental Combat Team Stations for a 94% chance and an Average DC of 18 to complete this plan goal.
- 1 Die on Ground Forces Zone Armor in London for a 83% chance and a DC of 18 to complete the new plan goal.
- 2 Die on Ground Forces Zone Armor in Tokyo for a 39% chance and an Average DC of 57 to complete and get ZOCOM some more relief.
- 4 Dice on the last Shark Class Frigate Shipyard for a 64% chance and an Average DC of 46 to complete the last of the current crop of shipyards.

- 2 Die on Administrative Assistance on OSRCT Stations.
- 2 Die on Agriculture Security Review. I'm not interested in having a chance to fail this review.

We have Strategic Needs, Operational Needs and Tactical Needs. And Weaknesses for each of those too:

- Our Strategic Needs are to keep the confidence level of all our military branches High and to have enough Resources per Turn to activate all Dice while gaining more Dice. We have enough Resources until Reallocation hits, but our military confidence could use a boost especially with the Navy and ZOCOM.

- Our Strategic Weaknesses currently are a lack of full new generation Tiberium processing (which we can mitigate by building new processing plants, but isn't going away until we do both the retrofit and the new generation of Tiberium storage/silos) and not enough consumables (which can be fixed by building up railgun ammunition).

- Our Operational Needs are a better distribution of personnel (civilian and military), a better defensive envelope around the Earth so NOD can't use the orbits against us (so the completion of the ASAT system and the installment of new armaments for it), rapid expansion of space infrastructure and Tiberium abatement in all environments (we are currently not doing enough to mine it out of Blue Zones, Edit 2: specifically Vein Mines and other Tiberium excavation Actions, we are not cleaning the ocean floor enough, the Red Zones don't have complete containment lines and we are not doing enough in Glacier Mining).

- Our Operational Weaknesses currently are a lack of completed Railways in Blue and Green Zones for better direct population transfer, a lack of Zone Armor so that ZOCOM isn't doing the job of the regular military and a lack of enough quality Housing for our population.

- Our Tactical Needs are better education for all (Litvinov is going to be really helpful with this), Labor pool expansions, Mental Health treatment actions, more options in Orbital Supremacy (Orbital Lasers, High Altitude Ion Cannons, Orbital Nuclear Stockpiles and Orbital Strike Regimental Team Combat Stations), Edit 2: completing all Frigate shipyards, developing and deploying Governor As, deescalation of everyday life from the war footing and better preparation of our population for participation in military actions.

- Our Tactical Weaknesses currently are an insufficient amount of Yellow Zone Fortress Cities, lack of NOD anti-stealth deployment (this used to be just NOD Stealth, but we had a NAT 100), lack of Orbital Lasers Edit 2: for shooting down missiles, Tunnelers, the Himalayan (isolated, which can be fixed with a MARV Hub and Karachi), South African (too many eggs in one basket, can be mitigated with Reykjavik Capstone) and Arabian Blue Zones (ZOCOM HQ and the Blue Zone from which the Mecca complex is run, needs a MARV Hub and more Fortress Cities) and the lack of Plasma Shuttle Logistics which would enable better binding of the Blue Zones into a more coherent entity.

Edit: Whoops forgot to reply:

That's completely different.

The banking action is all about how we choose to allocate money. No one is going to be judging us externally if we leave dice fallow because we spent those Resources on something else that people legitimately value, like investment in the private economy via the banking reforms.

People will very much judge us, from the outside, if we go into negative Capital Goods and start dipping into the "in case of apocalypse" stockpiles we were supposed to be rebuilding because we just spent -10 Capital Goods on a weird nerd project only Treasury nerds understand or care about.

The root cause of the problem here is that Predictive Modeling or whatever it's called is an optional project, not mandatory. It does not change the rules of the game by so much that we are under an obligation to do it if it does not benefit us to do so. For that exact reason, it behooves us to avoid doing it until we know those resources are not needed for some other, mandatory project.

The banking reform is different because it is not mandatory that we spend R to activate all our dice every turn. Thus, the possibility of us being less able to do so in 2062Q1 is not necessarily a disaster.

Simon I have repeatedly argued that not activating all the Dice is a disaster with my plans. Why would I stop now?
 
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My biggest concern with the Station Bay is that it doesn't actually give us any new capabilities. It even says it has limited synergies. It makes building Stations cheaper. But are we not intending to take our space operations a bit further than just Earth's orbit?
To maximise our investment on the opportunity cost, we'll likely end up building loads of orbital habitats. Which is good, but these could be lunar habitats, or Martian habitats instead.
Well, my biggest concern is that Lunar, and possibly even Martian, cities are, IC, an utter waste of time. The whole point of GDI's space construction plans is not just to get people off the Earth, it's getting them away from Tiberium. And as a certain Temple Prime going Boom fiasco showed, LEO is nowhere near far enough!
A lunar city, in this context, is at best a temporary stopgap, where people could be stuffed in 'I can't believe I miss the luxuries of right-after-TW3 life' conditions while GDI space industry desperately pumps out more habitat stations that, with engines they can easily be fitted with, can then burn for minimum safe distance from the imminent Earth-sized Liquid Tiberium bomb explosion. And then there's Venus, to make things more 'fun'.

So, no. Until such a time as when we could, In-Story, say that 'No, we are absolutely sure the Earth will not randomly explode from Tiberium forming liquid pockets in the upper crust' we will be far better off building more space-based habitation that can GTFO should the worst come, than moon( or planet)-based ones that in the aforementioned situation would just be more people to evacuate.
And considering the only way we could say that is by getting and building the TCN... Well, we'll have already won by that point.
So yeah.

[X] Gravitic Shipyard
[X] Advanced Materials Bay
[X] Station Bay
 
Well, my biggest concern is that Lunar, and possibly even Martian, cities are, IC, an utter waste of time. The whole point of GDI's space construction plans is not just to get people off the Earth, it's getting them away from Tiberium. And as a certain Temple Prime going Boom fiasco showed, LEO is nowhere near far enough!
A lunar city, in this context, is at best a temporary stopgap, where people could be stuffed in 'I can't believe I miss the luxuries of right-after-TW3 life' conditions while GDI space industry desperately pumps out more habitat stations that, with engines they can easily be fitted with, can then burn for minimum safe distance from the imminent Earth-sized Liquid Tiberium bomb explosion. And then there's Venus, to make things more 'fun'.

So, no. Until such a time as when we could, In-Story, say that 'No, we are absolutely sure the Earth will not randomly explode from Tiberium forming liquid pockets in the upper crust' we will be far better off building more space-based habitation that can GTFO should the worst come, than moon( or planet)-based ones that in the aforementioned situation would just be more people to evacuate.
And considering the only way we could say that is by getting and building the TCN... Well, we'll have already won by that point.
So yeah.

[X] Gravitic Shipyard
[X] Advanced Materials Bay
[X] Station Bay

I will say that unless Earth literally experiences a Rapid Unscheduled Disassembly event, the moon is perfectly safe from such a detonation. It's 384,000 km away. Any cities we build there are liable to have more in common with arcologies than cramped quarters like we have now, and are also going to be at least partially buried to stave off radiation concerns, which adds even more protection against such an event.

LEO, yes, does have the advantage of probably being able to reposition out of such blast ranges. The Moon and Mars are too far away to care.
 
I can see station, but I would think advanced material or Fusion bay would be better second than Gravitic, see above reasons like SCED improving the G-Drive and designing a Conestoga class first.
between the 6 base orbital dice, 7 free dice, 2 AA dice, and Erewhon, we can get completion chances for the 2 bays and conestoga class well above 80 percent across the board. or we can get in the 40s and get the leopard 2 yard to the same level.

if we go for advanced materials and not fusion yard, then i agree we should do adv mat about a year before gdrive yard. but if not, i would just get it all done now while we have the extra income.
 
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