ConfusedCanuck
Where did it all go wrong?
- Location
- Neverland
[X] Plan Security, Navy, Armor and Talons
I don't think a security review is desirable at this time, and I definitely don't think tarberry development is desirable at this time. It's going to be a way to efficiently produce hydrocarbon fuels and feedstock from plants (e.g. more efficiently than ethanol sourced from whatever we might grow for ethanol). That's nice, but it basically boils down to "+Energy from Agriculture dice." We're going to be under a lot of pressure to continue improving the quality of people's food supply in the coming Four Year Plan, and honestly I don't think we'll find the time to do much with tarberries.-[] 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
I think it's a bad idea to put only one die on OSRCT. Given that this leaves us with a substantial, double-digit chance of project failure, I don't think the Space Force will count is as a "good faith effort" when we spent a lot of the other dice on optional projects that weren't Plan commitments. If it were me, I'd take the die off the plasma cannons and put it on OSRCT, if nothing else.-[] Military 8/8 Dice + 3 Free Dice 250 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 = 20 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
--[] Island Class Assault Ship Development (Platform) 0/40 20 Resources per Die, 1 Die = 20 Resources
--[] Medium Tactical Plasma Weapon Deployment 0/80 30 Resources per Die, 1 Die = 30 Resources
--[] Sparkle Shield Module (Tech) (High Priority) 0/120 30 Resources per Die, 2 Die = 60 Resources
If two dice on a non-mandatory Talons project this turn isn't enough to keep General Jackson, I'm pretty sure three dice won't be either.- 1 Die on Medium Tactical Plasma Weapon Deployment for a 62% chance and a DC of 39 to complete what the Steel Talons want for their interdepartmental favor. No I don't care that we will lose a potential 5 Political Support if that means we get to keep General Jackson.
I think your idea about which areas we're strong and weak in are an arbitrary hodge-podge. Do we "need" to keep all military branches at High confidence? No. We've never succeeded in doing that, and it's debatable whether we ever can or will. GDI's military situation is actually pretty good right now, after all. Likewise, it seems very strange that you rate "lack of tiberium silos" as a "strategic weakness" when the lack of silos has literally never hurt us during the game and could not hurt us except under very unusual circumstances. Similarly, you call our "lack of consumables" a strategic weakness when the military isn't even complaining about it.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 better Tiberium Storage, a lack of Zrbite Sonics and not enough consumables (which can be fixed by building up railgun ammunition).
Nod's ability to tunnel is mostly relevant on very small scales and we seem to have it mostly in check, not least because Nod can't tunnel as aggressively as they used to without hitting tiberium veins, which is admittedly bad but at least affects the enemy as much as us.Tunnelers, the... 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.
This comparison is interesting, now that I think about it.Simon, did you not see my earlier post about dice efficiency? We waited 16 turns in order to save 2.5 dice. Two. Point. Five. Literally ten IRL months to save just a very small amount of dice.
Sometimes I do the same. Sometimes I don't. It's situational for me rather than axiomatic, and it depends on whether there are other factors imposing some degree of time pressure.And as for why I'd switch a die from the Leopard to the Bay? Because I go for those 9% chances. And the 4% chances. And even the 2% chances sometimes. Those do pay off, if we keep doing them when possible.
The don't. The Leopard II has a minor discount to Lunar Mines, a flat -5 progress to each phase. But aside from that maybe giving some kind of narrative bonus, that's it. And the Station Bay? It really doesn't do anything besides the discount. Even the Enterprise Bay vote described it as:Because you're comparing the dice cost of doing Projects C and D with the dice cost of doing projects A, B, then C and D, as if Projects A and B have no purpose or value except insofar as they accelerate C and D.
So back when we decided to complete the Enterprise before Columbia or Shala, the entire point was to save a tiny number of dice. That advantage largely disappears the moment you overspend even one or two dice.Makes stations cheaper. Is kind of it. Relatively limited synergies.
I don't understand the logic of your choice of 'weaknesses' that explains why you choose some of these, and not, say, mediocre housing quality, sudden creation of a lot of new cities with minimal infrastructure and job opportunities, and a stagnant civilian economy we are only beginning to infuse with the goods and resources needed for it to thrive.
- 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, a lack of enough quality Housing for our population.
1: Our "shitty housing" portion of the housing buffer is pretty thick, yes- but those are mostly "2-room apartment for whole family" commieblocks, or "literally a bunker under an artillery battery" fortress towns. We're getting to the point where IF activists can point to YZ-natives being put in ghettos.Possible explanations:
1) They think our Housing buffer is pretty thick, such that everyone will have a place to stay and that at this point the only people still living in Low Quality housing are either recent refugees or there voluntarily.
2) They think that we're likely to be building more apartments in early 2062 anyway, so it's probably fine.
3) They think that +6 Capital Goods for 550 Progress is pretty sweet; it compares fairly favorably to the Crystal Beam Laser Deployment project we just did.
4) They like having a really thick refining buffer.
5) Now that we're committed to doing the project, slamming out something like a third of it quickly just seems like a good move, since it's not like we won't have plenty to do in Infrastructure next Plan.
6) They have a nagging sense of "unfinished business" associated with how long it's been since we last worked on Chicago, and think it's a project worth trying to do as long as there's no immediate reason something specifically bad will happen if we don't.
7) Some combination of the above.
My comments/complaints:[X] Plan Attempting To Have Banks In Chicago
-[X] Infrastructure (5 dice + 2 Free dice, +32 bonus, 140 R)
--[X] Yellow Zone Fortress Towns Phase 6 273/300 (1 die, 20 R) (100% chance)
--[X] Chicago Planned City (Phase 4) 3/550 (6 dice + HI die, 120 R) (71% chance)
-[X] Heavy Industry (4 dice + 2 Free dice, +29 bonus, 110 R)
--[X] Continuous Cycle Fusion Plants (Phase 9) 236/300 (1 die, 20 R) (81% chance)
--[X] Advanced Alloys Development 0/120 (2 dice, 30 R) (94% chance)
--[X] Suzuka Prototype Hover Chassis Factory 0/175 (2 dice, 40 R) (50% chance)
--[X] Chicago Planned City Phase 4 (1 die, 20 R) (see above)
-[X] Light Industry (4 dice, +24 bonus, 80 R)
--[X] Bergen Superconductor Foundry (Phase 3) 251/380 (2 dice, 60 R) (79% chance)
--[X] Civilian Drone Factories 292/380 (1 die, 10 R) (52% chance)
--[X] Artificial Wood Development 0/60 (1 die, 10 R) (85% chance)
-[X] Agriculture (4 dice + 1 Free die, +24 bonus, 65 R)
--[X] Strategic Food Stockpile Construction Phase 4 134/200 (2 dice, 20 R) (99.99% chance of Phase 4)
--[X] Vertical Farming Projects (Stage 2) 65/240 (3 dice, 45R) (89% chance, less if progress decay)
-[X] Tiberium (7 dice + EREWHON!!!, +39 bonus, 170 R)
--[X] Red Zone Border Offensives (Stage 1) 0/250 (3 dice, 75 R) (74% chance)
--[X] Liquid Tiberium Power Cells (Phase 1+2) 41/280 (2 dice, 40 R) (99% Phase 1, 15% Phase 2) (-5/?? PS from Phase 1/2)
--[X] Visceroid Research Programs 0/120 (2 dice, 30 R) (99% chance) (-10 PS)
--[X] Venusian Tiberium Studies 95/120 (E die, 25 R) (91% chance)
--[X] Tiberium Harvesting Claw Deployment 363/380 (autocompletes without dice)
-[X] Orbital (6 dice, +26 bonus, 120 R)
--[X] Station Bay 0/400 (3 dice, 60 R) (3/5 median)
--[X] Leopard II Factory 0/350 (3 dice, 60 R) (2% chance)
-[X] Services (5 dice, +27 bonus, 110 R)
--[X] Human Genetic Engineering Programs 77/120 (1 die, 25 R) (100% chance) (-5 PS)
--[X] Regional Hospital Expansions (Phase 1) 121/300 (2 dice, 50 R) (42% chance)
--[X] Ocular Implant Deployment 83/120 (1 die, 20 R) (100% chance)
--[X] Hallucinogen Research 0/60 (1 die, 15 R) (88% chance)
-[X] Military (8 dice + 2 Free dice + AA die, +26 bonus, 240 R)
--[X] Ground Forces Zone Armor (London) 121/180 (1+AA dice, 40 R) (98.6% chance)
--[X] Island Class Assault Ship Development 0/40 (1 die, 20 R) (100% chance)
--[X] Sparkle Shield Module 0/120 (2 dice, 60 R) (91% chance)
--[X] OSRCT Stations (Phase 4) 319/395 (2 dice, 40 R) (100% with Seo bonus)
--[X] ASAT Defense System (Phase 4) 36/220 (4 dice, 80 R) (99.9% with Seo bonus)
---[X] Deliberate overkill onto Phase 5, because this is foreseeably needed in the next Plan
-[X] Bureaucracy (4 dice, 100 R)
--[X] Erewhon: I Hear You Like Space and Tiberium Research So Here Is Space Tiberium Research
--[X] Administrative Assistance: Awoo Zone Troopers Of London
--[X] Banking Reforms (-100 R)
--[X] Make Political Promises (Updated)
---[X] FMP: Complete Electric Vehicle Factory in Next Plan: +1d6 steps.
---[X] Market Socialist: Complete Electric Vehicle Factory in next Plan: +2d6 steps.
---[X] Homeland Party: Complete 2+ BZ Inhibitors by end of next plan: +3d6 Steps.
---[X] Biodiversity Party: Compete Dairy Ranching Domes phase 2 by end of next plan: 1d10 steps.
---[] Initiative First: Ahahaha Go Play Hopscotch In A Yellow Zone Minefield: -??? steps.
This one is better, aside from putting too many free dice into Military - they really don't need anything like that much investment, that quickly. Tali isn't going to leave immediately if we don't put a bunch of dice into Steel Talons - that's a long-term warning. (I think she's wanting to see a Plan commitment to increased ST funding during Reallocation.)[X] Plan Attempting To Have Banks And Walls Of Guns
-[X] Infrastructure (5 dice, +32 bonus, 70 R) (old)
--[X] Yellow Zone Fortress Towns Phase 6 273/300 (1 die, 20 R) (100% chance)
--[X] Urban Metros (Phase 4) 0/150 (2 dice, 30 R) (76% chance)
-[X] Blue Zone Apartment Complexes (Phase 9+10) 82/320 (2 dice, 20 R) (Phase 9, 9% chance Phase 10)
-[X] Heavy Industry (4 dice + 1 Free dice, +29 bonus, 90 R)
--[X] Continuous Cycle Fusion Plants (Phase 9) 236/300 (1 die, 20 R) (81% chance)
--[X] Advanced Alloys Development 0/120 (2 dice, 30 R) (94% chance)
--[X] Suzuka Prototype Hover Chassis Factory 0/175 (2 dice, 40 R) (50% chance)
-[X] Light Industry (4 dice, +24 bonus, 80 R)
--[X] Bergen Superconductor Foundry (Phase 3) 251/380 (2 dice, 60 R) (79% chance)
--[X] Civilian Drone Factories 292/380 (1 die, 10 R) (52% chance)
--[X] Artificial Wood Development 0/60 (1 die, 10 R) (85% chance)
-[X] Agriculture (4 dice + 1 Free die, +24 bonus, 65 R)
--[X] Strategic Food Stockpile Construction Phase 4 134/200 (2 dice, 20 R) (99.99% chance of Phase 4)
--[X] Vertical Farming Projects (Stage 2) 65/240 (3 dice, 45R) (89% chance, less if progress decay)
-[X] Tiberium (7 dice + EREWHON!!!, +39 bonus, 170 R)
--[X] Red Zone Border Offensives (Stage 1) 0/250 (3 dice, 75 R) (74% chance)
--[X] Liquid Tiberium Power Cells (Phase 1+2) 41/280 (2 dice, 40 R) (99% Phase 1, 15% Phase 2) (-5/?? PS from Phase 1/2)
--[X] Visceroid Research Programs 0/120 (2 dice, 30 R) (99% chance) (-10 PS)
--[X] Venusian Tiberium Studies 95/120 (E die, 25 R) (91% chance)
--[X] Tiberium Harvesting Claw Deployment 363/380 (autocompletes without dice)
-[X] Orbital (6 dice, +26 bonus, 120 R)
--[X] Station Bay 0/400 (3 dice, 60 R) (3/5 median)
--[X] Leopard II Factory 0/350 (3 dice, 60 R) (2% chance)
-[X] Services (5 dice, +27 bonus, 110 R)
--[X] Human Genetic Engineering Programs 77/120 (1 die, 25 R) (100% chance) (-5 PS)
--[X] Regional Hospital Expansions (Phase 1) 121/300 (2 dice, 50 R) (42% chance)
--[X] Ocular Implant Deployment 83/120 (1 die, 20 R) (100% chance)
--[X] Hallucinogen Research 0/60 (1 die, 15 R) (88% chance)
-[X] Military (8 dice + 5 Free dice + AA die, +26 bonus, 300 R) (old)
--[X] Ground Forces Zone Armor (London) 121/180 (1+AA dice, 40 R) (98.6% chance)
--[X] Ground Forces Zone Armor (Santiago) 0/180 (1 die, 20 R) (1/2.25 median)
--[X] Island Class Assault Ship Development 0/40 (1 die, 20 R) (100% chance)
--[X] Advanced ECCM Development 0/40 (1 die, 20 R) (100% chance)
--[X] Sparkle Shield Module 0/120 (2 dice, 60 R) (91% chance)
--[X] Modular Rapid Assembly System Prototypes 0/125 (1 die, 20 R) (22% chance)
--[X] OSRCT Stations (Phase 4) 319/395 (2 dice, 40 R) (100% with Seo bonus)
--[X] ASAT Defense System (Phase 4) 36/220 (4 dice, 80 R) (99.9% with Seo bonus)
---[X] Deliberate overkill onto Phase 5, because this is foreseeably needed in the next Plan
-[X] Bureaucracy (4 dice, 100 R)
--[X] Erewhon: I Hear You Like Space and Tiberium Research So Here Is Space Tiberium Research
--[X] Administrative Assistance: Awoo Zone Troopers Of London
--[X] Banking Reforms (-100 R)
--[X] Make Political Promises (Updated)
---[X] FMP: Complete Electric Vehicle Factory in Next Plan: +1d6 steps.
---[X] Market Socialist: Complete Electric Vehicle Factory in next Plan: +2d6 steps.
---[X] Homeland Party: Complete 2+ BZ Inhibitors by end of next plan: +3d6 Steps.
---[X] Biodiversity Party: Compete Dairy Ranching Domes phase 2 by end of next plan: 1d10 steps.
---[] Initiative First: Ahahaha Go Play Hopscotch In A Yellow Zone Minefield: -??? steps.
It's chonky, overarmed, and ready to ruin Nod's day. Just what we expect from Steel Talons, and I love it.
GDI isn't going to somehow "kill" or "replace" Open Hand or any other religion. It's not actually providing "answers to questions that faiths often struggle with providing". The government being kinda socialist isn't some kind of mortal blow to Open Hand/Nod philosophy, or any religion. If anything, it's easier to see our current determined socialist streak as an affirmation and confirmation of those beliefs. But sure, whatever, you do you.AFAIK the things that most kill a faith are hypocritical leadership and more reliable answers to the question of 'why is the world the way it is'.
The Open Hand is not likely to get the first anytime soon. To put it simply, from all appearances the Open Hand started as a movement and is lead by members of the Noddist faith who honestly and sincerely believe in the better sides of it, and practice them. They're also not afraid to call out members of the faith who don't.
The second is something GDI is working on. Not directly opposing the Noddist faith, but simply providing answers to questions that faiths often struggle with providing, as well as doing a lot of things that in Nod territory are probably done by clergy or from a religious standpoint. It is the Initiative, not the Initiative's religious bodies, that provide housing, medical support, food, and a host of other social security and communal benefit and spirit forming services.
Oh God, I would mash that button so hard. Just so we could plan around it and stabilize things.@Ithillid, write-in for the Political Reform option: "Starting in 2064, Treasury's allocation is changed to yearly deductions of a fixed sum, determined at the start of each 4YP." Valid?
I'm pretty sure that if the sausage contains blood from animals, it's not vegetarian as far as most vegetarians are concerned.Also, an oddball idea: Vegetarian blood sausage. That is, fungus bars, spiced with blood harvested from cattle and the like...
I'm not sure that'd be classed as "dairy farms."especially breeding studs that otherwise wouldn't directly contribute to food output. Propably modifies the dairy farms, may or may not have mechanical effects beyond the fluff of getting more pseudo-meat on the table.
Lastly, I very much hope our dairy farms include rabbits raised for meat and wool, given they're just about perfect for that.
The Leopard II project accelerates lunar projects, not just lunar mines. We have a lot of probable future lunar projects ahead of us, in the form of moon base construction, construction of refineries on the moon to eventually take some of the load off orbital stations like Enterprise, possibly mounting defensive systems on the moon in case of Visitor attack, and so on.The don't. The Leopard II has a minor discount to Lunar Mines, a flat -5 progress to each phase. But aside from that maybe giving some kind of narrative bonus, that's it.
The discount doesn't vanish when we finish the last of the Big Four. There are a lot of other space station projects out there. We've only seen some of them hinted, but they're there. Thus, we would have an incentive to build the station bay anyway, because it lets us build more stations, and we're not done building stations when we finish the big two from this plan.And the Station Bay? It really doesn't do anything besides the discount.
In fairness, you're right. I missed that.Simon I don't have the time right now to reply to the rest of you criticisms but housing quality is in there under Operational Weaknesses:
...But now you're contradicting yourself.As for minimal infrastructure, job opportunities and a stagnant civilian economy? Those aren't weaknesses because NOD is worse than us in all of those things on average and we have In-Ops for the above average.
Actually we kinda do need vertical farms or something like them.My vote, because we don't need vertical farms yet, but our units could always use more pew-pew PD.
(1, 2, 7) You're kind of talking about this as if we haven't been engaged in intensive apartment constructionSo, addressing this first, because I think that doing Chicago now is actually more of a mistake than many people are realizing.
1: Our "shitty housing" portion of the housing buffer is pretty thick, yes- but those are mostly "2-room apartment for whole family" commieblocks, or "literally a bunker under an artillery battery" fortress towns. We're getting to the point where IF activists can point to YZ-natives being put in ghettos.
2) From the current Apartment description: "With many of the urban cores now furnished with a pod of apartment buildings, expanding them will still be noticeably logistics expensive..." This suggests some sort of change, and also problems with actually providing transport to said apartments. With 2 more phases of Apartments, we'll be at +18 Logistics, and the major source of Logistics is... Infrastructure. It's just as "probably fine" as the Capital Goods situation.
3) 6 Capital Goods for 550 progress is... not great. It's okay when you add in everything else that Chicago adds, but not amazing.
4) We have a ~900 point Refining buffer. Asking for more now, when we'd have to do it later anyway, is absurd.
5) We're committed to doing the project sometime in the next 4 years. Doing it now, when we have an *urgent* issue that can only be addressed by using Infrastructure dice, is problematic.
6) We have a *fuckton* of "unfinished business" projects. Hmmm. Sounds like it's time to go through again and dust off Plan FIFO.
Really. I believe that trying to work on Chicago right now is a mistake, that will play into the hands of Initiative First and the anti-government-control factions of the FMP. And, likely, result in our losing out on stealing population from Nod that we otherwise would be able to, if we try to ensure that the refugees get decent housing.
1) Chicago! See above.My comments/complaints:
1: Chicago. See above.
2: Artificial wood seems like a "develop more Consumer Goods" tech, which is not bad, but since we're at +72 on that, I'd prefer the isolinear peripherals project. It is cheaper though, so not a major complaint.
3: I think that you're underestimating the use of a security review for Agriculture, both actual need and perception-based due to the old issues with Nod sabotage.
4: Putting Erewhon on studying Venusian Tiberium may not be mechanically optimal (over Claws), but it sounds like it will result in hilarity, so I'm good with it.
5: Not enough dice on Orbital. SPAAAAACE!
6: I think overkilling ASAT is a mistake, but only because Phase 5 isn't something I think we'll be working on for a year or two. Opportunity cost compared to doing other things like the improved Sonic weaponry.
7: I see the argument for Banking, although I think it's probably not nearly as urgent now that we boosted the Grants a lot.
8: Seo got bonked by Granger when he ranted about Initiative First, remember? (Q1 2058 Results, "Personal Musings" section, second paragraph.) Yes, it's not in the plan, but still. *bonk*
I don't actually know when the amphibious assault ships go away, but if the Navy is making passive-aggressive remarks about how unfunded they are, I want to respond now, not get surprised later.This one is better, aside from putting too many free dice into Military - they really don't need anything like that much investment, that quickly. Tali isn't going to leave immediately if we don't put a bunch of dice into Steel Talons - that's a long-term warning. (I think she's wanting to see a Plan commitment to increased ST funding during Reallocation.)
Comments:
1: Urban Metros and Apartments are good - we need to put work into expanding all our cities.
2: Still no Agriculture security review. We'll see how many pigs we lose to the black market sometime later, I guess.
3: Offensive Navy ships won't be going away immediately, and neither will Tali.
4: see above for commentary on ASAT, banking, and another bonk for the IF not-actually-a-thing.
While I agree, in general, we have repeatedly been told that there are other new techs and bonuses gated behind the experimental agriculture stuff.They don't want a plateful of inedible tarberries, and we don't really need the tarberries.
Ye gods. This thing will totally teabag an Avatar warmech it shot down.
The first section, I feel, partially misses my point. I'm not saying that we're ethically bound to continue building housing despite having built a lot - I'm saying that the conditions are such that ethics, politics, and practicality mean we should continue to build decent+ quality housing because we still have a lot of people still living in shitty housing, even though the situation is better than it was. Stopping for a turn won't be disastrous, but this particular turn is kinda the worst one to stop on, because of the politics of Reallocation. Yes, we have 10 pops less living in low-quality housing than this time last year, but that just shows how bad the situation was before. As for the Capital Goods, that would be more of an argument if we weren't sitting on a pretty comfortable surplus for the year or so I anticipate before we complete Nuuk 4.(1, 2, 7) You're kind of talking about this as if we haven't been engaged in intensive apartment construction
Just for reference, we are now discussing whether to begin (and rapidly complete) our ninth phase of apartments. It is currently 2061Q4. One year ago, in 2060Q4, we were on Phase Two of apartments. Over the course of that year, we have constructed a total of eight phases of medium/high-quality housing, plus a few points from the Bureau of Arcologies.
We've brought in -40 Housing worth of refugees, and built about +50 Housing worth of... housing. Pretty good housing, too. We are not ethically bound to continue prioritizing Housing at all costs when we have managed to build so much housing so fast. And I mean fast. So fast that we've improved average housing quality during a year-long period of warfare and massive refugee influxes to the tune of a double digit percentage of our population. Let me just repeat that.
GDI citizens, including the immigrants, have on average more and better housing conditions now than they did a year ago, in spite of all the normal things that would naively lead us to expect exactly the opposite to happen.
Building literally no Housing for a turn will just revert us to the kind of indicator levels we had in 2060Q4, which while not ideal, were by no means disastrous. No disaster will befall us if we take a single quarter to prioritize something else. I don't think it'll be a problem. I don't think it'll make things significantly worse in any way that they would not already have become worse anyway. I don't think us building another two phases of apartments in a hurry now and not later would make that much difference.
...
(3, 4) I agree that the refining cap doesn't pressingly need to be higher right now, I threw that in as speculation. However, again, +6 Capital Goods for 550 Progress, while not great, is nothing to sneeze at. All the genuinely more efficient options still open to us are Heavy Industry megaprojects of a type we cannot hope to complete in less than two turns even with meme plan levels of effort.
Why is the tail end of a plan when we are explicitly trying to save up a reserve, a bad time to do security reviews?3) The old sabotage was over a decade ago, the security review will happen soon anyway, I'm not saying nothing can go wrong but the tail end of a plan isn't a great time to do security reviews anyway, and I'm still trying to treat the Milk and Honey movement like a thing that exists by continuing to steadily improve food quality despite the refugee influx.
4) Thanks.
5) Conceded.
6) Eh, fair. A large part of my determination on that subject is that ASAT Phase 4 isn't just a promise we made as a deal, it was baked into the Plan. We didn't even get a vote on it. I'm pretty sure someone out there takes it dead seriously and is going to be pissed, or at least going to spend a lot of time shitting on the Treasury's reputation for delivering on its promises, if we don't finish it.
7) Hopefully, but the banking reforms have the potential to become self-sustaining and self-expanding a la fractional reserves.
8) I accept the bonk. Nevertheless, Hideo Ozawa can go play hopscotch in a Yellow Zone minefield.
...But now you're contradicting yourself.
If it's not a weakness unless Nod is better at it than we are, why is our rail network a weakness? We haven't gotten any narrative cues that the lack of railroads is directly causing major problems, and Nod's territory is just as split up and disrupted as ours if not more so. What makes you think that their transportation system is better to the point where it's our "operational weakness," but not theirs?
[ ] Rail Network Construction Campaigns (Phase 5)
A further wave of construction will finalize securing the routes to the Australian Red Zone, and ensure improved supply to GDI's various fronts. At this point however, further construction of rail networks is likely to see increasingly small improvements in the overall supply network, while new city centers are the largest growing strain.
(Progress 39/325: 15 resources per die) (+4 Logistics)
(Progress 0/325: 15 resources per die) (+4 Logistics)
(Progress 0/325: 15 resources per die) (+3 Logistics)
I don't mind researching them. We can see what that does. I just recommend prioritizing poulticeplants over tarberries, and want to remind everyone that we are definitely not out of the woods when it comes to having Agriculture Plan goals we need to find ways to fulfill in the coming Plan.While I agree, in general, we have repeatedly been told that there are other new techs and bonuses gated behind the experimental agriculture stuff.
We don't need them right now. Absolutely agree.
But we absolutely should do them at some point. Maybe even shave off a dice each plan dedicated to moving one of them to completion or something. Not sure.
But I'm certain there are worthwhile effects from the 4 experimental plants even if it just looks like +1cap good or whatever.
Look, we've taken something like +50 population/housing units of refugeesThe first section, I feel, partially misses my point. I'm not saying that we're ethically bound to continue building housing despite having built a lot - I'm saying that the conditions are such that ethics, politics, and practicality mean we should continue to build decent+ quality housing because we still have a lot of people still living in shitty housing, even though the situation is better than it was. Stopping for a turn won't be disastrous, but this particular turn is kinda the worst one to stop on, because of the politics of Reallocation. Yes, we have 10 pops less living in low-quality housing than this time last year, but that just shows how bad the situation was before.
Electric cars. -2. Tiberium claws. -2. Station bay. -1. Hospitals. -1. Assorted war factories. -1, -5 total, -2, -2 more if we do an amphib shipyard. X stages of vein mines. Easily -6 to -10.As for the Capital Goods, that would be more of an argument if we weren't sitting on a pretty comfortable surplus for the year or so I anticipate before we complete Nuuk 4.
Guess I'll just play to the other 85% of the voters, then.And yes, Ozawa can play minefield hopscotch... the problem is dismissing the tens of thousands of voters (close to 10% of Parliament, even if their share of the electorate is probably shrinking) who follow him, as well.
Devil's advocacy here, but we airlift out the tiberium from a lot of our glacier mines, because maintaining overland routes through Red Zones is hard and involves taking the tiberium through Nod territory overland in a lot of cases.Different operational weakness:
We are about to go into Red Zone Offensives hard and that means attacking the Australian Red Zone which we don't yet have enough Rail to.
Because Nod isn't in a position to even attempt that type of harvesting, despite much better Red Zone access than us? Again, the problem I have here isn't with you saying "this is a thing we should work on." It's that you label this as a list of "weaknesses" with the implication that you have objective criteria for what does and does not constitute weakness.So we literally don't have the Logistics network for our Tiberium Harvesting done yet. How is that not an operational weakness?
Devil's advocacy here, but we airlift out the tiberium from a lot of our glacier mines, because maintaining overland routes through Red Zones is hard and involves taking the tiberium through Nod territory overland in a lot of cases.
If we can manage air lifts of tiberium out of a MARV hub around the site of Genoa, Italy, or a bunch of glacier mines on the Italian peninsula... we can manage without dedicated rail lines to the mining sites in the Australian outback.
I'm not saying we shouldn't have such rail lines, but listing it as a big deal in the same breath as, say, Nod's ability to throw nukes at us for lack of SADN... no. Just no.
Because Nod isn't in a position to even attempt that type of harvesting, despite much better Red Zone access than us? Again, the problem I have here isn't with you saying "this is a thing we should work on." It's that you label this as a list of "weaknesses" with the implication that you have objective criteria for what does and does not constitute weakness.
But your criteria aren't consistent. X isn't a weakness because we're better at it than Nod anyway. Y is a weakness even though we're doing okay, no one's gotten hurt or anything, and Nod can't do it at all!
I'd feel more intellectually honest about it if you would just make a list of "problems we need to solve, in descending order of priority." Because "we're good at this, but not as good as we'd like" isn't a weakness, but is definitely a problem. Likewise, "this is a problem GDI already solves and is functional in spite of, but could do better at" is not a weakness, but can be a problem.
Super Glaciers are dependent on doing the Red Zone Border Offensives projects first, not on rail connections. Rail connections would likely help reduce/offset Logistics costs, but they have never been said to be essential.No Simon. I'm tired, I need to write and I still recall the whole Super Glaciers being dependent on having Rail connections and otherwise being just ordinary Glaciers thing.
So @Ithillid a question for you that you probably already answered at least once:
Do we need Rail connections to be able to do Super Glaciers instead of ordinary Glaciers?
If that is what you want to vote for I would suggest you put your vote down so it can be counted properly.My vote, because we don't need vertical farms yet, but our units could always use more pew-pew PD.