One thing I noticed: this is "Ocular Implant Development", not Deployment.--[X] Ocular Implant Deployment 83/120 (1 die, 20 R) (100% chance)
One thing I noticed: this is "Ocular Implant Development", not Deployment.--[X] Ocular Implant Deployment 83/120 (1 die, 20 R) (100% chance)
Yeah, well, it's kinda doubtful whether we'll have the budget to consider that in 2062Q1. It'll depend on the completion state of various projects. Personally, I don't think we can afford to finish the project until 2062Q2-Q3, so it's probably for the best if we begin it in 2062Q2-Q3 and just throw multiple dice at it then, rather than trickle-feeding dice in now.Remember that we have to start the Orca Wingman factories, we don't want our carriers to be finished and still miss their Wingman. That would be awkward.
F0lklore, I'm going to be candid with you. I'm drafting plans that have fallow dice in nearly every category because the money just ain't there. There is going to be a hiatus in construction of expensive 15-20 R/die Agriculture projects in early 2062 in any plan of mine, unless Parliament point-blank orders us to, say, ignore the space program entirely so we can fund dairy ranches.The current round of vertical farming won't be enough to get better food variety to the majority of the population so it should be a good idea to try and rejig things for some vertical farming dice rather then bland aquaculture food and working on more "I can't believe it's not tea".
Look, my plans have a slot for "20 R/die project, whichever one is important enough." That's the best I can do. Some of the Talon projects are 20 R/die projects. Realistically, though, if after the turn when we spend 60 R and two dice on Sparkle Shields, Jackson immediately leaves us on the grounds that we didn't give the Talons 20 R out of a 250 R discretionary budget on all topics including civilian industrial spending and the space program... Well, we were never gonna keep Jackson for long in that scenario.Don't forget to include a ST project here like sparkle shields since we want to keep Tali.
That isn't the issue. The issue is that the existing light carriers (as distinct from the Island-class assault ships) are designed for Orca wingman drones, and the first tranche of them are about to leave the shipyards, but we don't have any drones to put on them, making all the time we spent designing them bigger and delaying the design itself useless until such time as we start constructing the drones.The last time we had this problem we nearly run into catastrophe because the navy wanted hulls now and we were busy trying to optimize. An island with no orca wingsmans is more useful than one with orcas that only exists on a drawing board. I have no desire for this to happen again.
I strongly, strongly suspect that the fact that the military even put the project on our docket in the first place indicates that they consider the potential impact of 4-5 dice spent on the armor refit as being at least competitive with the impact of 1-2 dice and 20-25 R spent on something else.I'd rather leave the mil dice idle than spend them on Ferro-Aluminum armor tbh. It's not that much better than our current armor, and we can afford to just let the refits department (eventually) handle it in the background.
Save the resources for a more important project.
I may want to do that. Right now, in this moment, I'm leaving that specific spot on the plan blank, labeled "20 R/die Thing." We can argue about which 20 R/die thing to do in 2062Q1-Q2 later.Go for MRAS prototype. That tech tree will take time to come to fruition so the sooner we push down it the sooner the tech can start maturing.
Thanks for the heads-up. I'll fix that.One thing I noticed: this is "Ocular Implant Development", not Deployment.
Tumblehome design like the Zuwait-ClassI love the Predator render, but man does that Governor cruiser look incredibly top heavy.
Time to do a counterbudget, based on my preferred plan (Plan Save Moneys, with more SCIENCE!):So, I did another 2062Q1 budget draft.
This time, it's based on what our situation looks like if we:
-Take the 25% GDP option during reapportionment.
-Have a 130 R reserve fund (the value from the leading plan, Attempting To Have Banks In Chicago)
-Don't divest any of our existing line items.
-Get +5 RpT from Tiberium Claws.
-Get +15 RpT from the Banks in Chicago's Red Zone Border Offensive; it should probably be more than this, but then, we might not get any at all if it doesn't complete.
-From the extra +20 Tiberium income, we should expect to retain +6, so our income calculation then looks like...
130 R reserve
100 RpT moon mines
0.25*((2115+20) tib +30 tax +50 maintenance savings as per Derpmind) = 558.75 RpT rounds to 560
-165 RpT line items
130+100+560-165 = 625 R to spend.
625/625 R
[] 2062Q1 Draft Plan Attempting To Treasury On A Shoestring (NOT A PLAN FOR THIS TURN)
-[] Infrastructure (3/5 Dice, +32 bonus, 45 R)
--[] Blue Zone Apartment Complexes (Phase 9+10) 82/320 (3 dice, 30 R) (Phase 9, 68% Phase 10)
--[] Urban Metros (Phase 4) (1 die, 15 R) (1/2 median)
-[] Heavy Industry (4/4 Dice, +29 bonus, 50 R)
--[] Personal Electric Vehicle Plants 0/300 (3 dice, 30 R) (19% chance)
--[] Important Project (finish Fusion Phase 9, finish Suzuka, do LVPAD, ???) (1 die, 20 R) (???)
-[] Light Industry (2/4 Dice, +24 bonus, 20 R)
--[] Two dice on Drones, Artificial Wood, or Isolinear Peripherals (???)
-[] Agriculture (3/4 Dice, +24 bonus, 30 R)
--[] Blue Zone Aquaponics Bays (Phase 5) 18/140 (1 die, 10 R) (18% chance)
--[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 (2 dice, 20 R) (2/5 median)
-[] Tiberium (7 Dice + 7 Free Dice, +39 bonus, 325 R)
--[] Tiberium Vein Mines (Stage 2+3+4+5+6) (8 dice, 160 R)
---[] ~97% chance Stage 4, ~39% chance Stage 5, 0.6% chance Stage 6
--[] Red Zone Border Offensives (Stage 1+2) (3 dice, 75 R) (???)
--[] [Super Glacier Mines] (Stage 1) (3 dice, 90 R) (???)
---[] Exact stats are placeholders
--[] May shuffle dice off vein mining to a Red Zone project.
--[] If done, this means even less R for stuff outside Tiberium
-[] Orbital (5/6 dice, +26 bonus, 80 R)
--[] 1-2 dice each on station bay/shuttle yard (3 dice, 60 R) (???)
--[] Orbital Cleanup (Stage 11+12) 32/170 (2 dice, 20 R) (Stage 11, 76% chance Stage 12)
-[] Services (0/5 Dice, +27 bonus, 0 R)
--[] Might switch something from another category over here if there's a nice and cheap new option.
-[] Military (7/8 dice, +26 bonus, 75 R)
--[] Ferro Aluminum Armor Refits 0/350 (3 dice, 15 R) (2% chance)
--[] Railgun Munitions Factories (Phase 1) 0/200 (2 dice, 20 R) (23% chance)
--[] Unfinished/Expensive Military Business (2 dice, 40 R) (???)
---[] Whatever has priority and is really worth it
---[] Zone armor factory, shipyard, ???
-[] Bureaucracy (4 Dice, +24 bonus)
--[] Either a 'recruitment' action or...
--[] Security reviews of Military and Agriculture
--[] Or a mix of one review and one recruitment action
This is still not great, but it's not as bad. We come significantly closer to activating all our dice. Q2 is still gonna be rough (probably a little better than this but not much), but it's all uphill from there.
Incorrect. Banking reforms requires that we maintain a 100R reserve until we are informed otherwise.I think you should have an extra 100 reserves if you're basing things on the currently winning plan. Banking reforms doesn't actually spend 100 resources just requires that we had them in reserve for a turn so I think we get them back at the start of next turn
I think it would be optimistic to assume a super glacier mine is worth 75 RpT (unless it costs a lot more than three dice), until we get proof otherwise.Time to do a counterbudget, based on my preferred plan (Plan Save Moneys, with more SCIENCE!):
-Take the 25% GDP option during reapportionment.
-Have a 325 R reserve fund
-Don't divest any of our existing line items.
-Get +5 RpT from Tiberium Claws.
-Get +15 RpT from the plan's Red Zone Border Offensive, and +25 from the Vein Mines; it should probably be more than this, but then, we might not get any at all if it doesn't complete.
-From the extra +40 Tiberium income, we should expect to retain +10, so our income calculation then looks like...
325 R reserve
100 RpT moon mines
0.25*((2115+40) tib +30 tax +50 maintenance savings as per Derpmind) = 558.75 RpT still rounds to 560
-165 RpT line items
325+100+560-165 = 820 R to spend.
Subtract 100R reserve for Q2: still gives a budget of 720R
Q1 plan assuming average performance
Infrastructure 5 dice +32 5/5 60R
-Blue Zone Apartment Complexes (Phase 9+10) (Updated) 82/320 3 dice 30R 68%
-Urban Metros (Phase 4) 0/150 2 dice 30R 76%
Heavy Industry 4 dice +29 4/4 40R
-Personal Electric Vehicle Plants 0/300 4 dice 40R 71%
Light and Chemical Industry 4 dice +24 4/4 50R
-Civilian Ultralight Factories 0/190 2 dice 30R 28%
-Artificial Wood Development 0/60 1 die 10R 85%
-Isolinear Peripherals Development (New) 0/160 1 die 10R ??%
Agriculture 4 dice +24 4/4 30R
-Wadmalaw Kudzu Plantations (Phase 3) 56/450 3 dice 30R
-die for Security Review
Tiberium 7 dice +39 7+7 325?R
-Tiberium Vein Mines (Stage 3) 77/190? (8 dice, 160 R) ~72% for 4 phases
-Red Zone Border Offensives (Phase 2) 17/250 3 dice 75R
-Super Glacier Mines (Phase 1) 3 dice 90?R
Orbital 6 dice +26 6/6 110R
-5? dice to finish Station Bay, Leopard 2 Factory 100R
-Orbital Cleanup (Stage 11) 32/85 1 die 10R 89%
Services 5 dice +27
-Unknown projects: 95R left over for this
Military 8 dice +26 60R
-Ferro Aluminum Armor Refits 0/350 4 dice 20R 32%
-Railgun Munitions Factories (Phase 1) 0/200 3 dice 30R 81%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
Bureaucracy 4 dice +24
Security Reviews: Agriculture
Recruitment action
Reallocate Focus dice
625/720R
And this plan would, on average (and assuming that the Tiberium Claws increase Vein Mine income from 20-35 to 25-35), give us 120 (vein mines) + 25 (RZBO) + whatever Super Glacier Mines give, which I'm assuming is on average at least 75Rpt.
So, that would provide a Q2 Resource availability of 815... which would be basically enough to get back up to more-or-less regular operations.
That is why I think that a plan which only effectively adds ~20R to the reserves is a mistake.
Then why are you treating the 100 R reserve fund like it's still there for purposes of being something we can spend later?Incorrect. Banking reforms requires that we maintain a 100R reserve until we are informed otherwise.
Put this way.I think you should have an extra 100 reserves if you're basing things on the currently winning plan. Banking reforms doesn't actually spend 100 resources just requires that we had them in reserve for a turn so I think we get them back at the start of next turn
1) I'm not doing Banking Reforms. I think it's a good idea, but it's a 100R line-item that we could wait a few turns on.1) I could be wrong, but... you seem to be double-counting the banking reforms. I may be misunderstanding you, but it looks like you're counting them as money that's still in reserve as though it'd be available for us to spend next turn. I'm pretty sure it won't. If you were doing the accounting the way I am, you'd only count it as +90 to the reserves, not +190. Or, well, +70, because...
2) Your Refugees and Research plan is actually overstating its savings by 20 R. I'm pretty sure your Military budget should add up to 240 R and not 220.