Tissue Regeneration, iirc.

I'd expect them to be really valuable for orbital non-tib based manufacturing too. Being able to create something that produces exactly what you want is really versatile.
 
Hm. I'm sorry; I'm more accustomed to people who often make factual errors for reasons other than "they are unwell," and who feel as though their basic soundness, solidity, and judgment are being called into question if the errors are treated as evidence of unwellness.

I can imagine a person for whom errors about matters of fact are the main symptom of unwellness, and I'm sorry if you're in that position.

If it's not obvious to you, you have my full and cheerful permission to never worry about the question again and let it be someone else's problem. Thank you for the concern, I mean that sincerely, but you are not responsible for providing deftly timed mental health interventions in case I start coming apart at the seams. You are not getting paid nearly enough for that.

Now, if you think well of me and want to help my general mental welfare as a matter of general principles, and you really want to know what you could do... Well, the best thing you can do if you're trying to make some infinitesimal positive contribution to my life is to be open to alternative hypotheses during Internet arguments- not only mine, but those of others in general. I will be trying to learn to do the same, on the assumption that I'm probably having adverse effects on others along those lines myself!

The world hasn't stopped screaming since I was a child, only the volume changes day by day, I have some memories of the world not screaming when I was a child, but that was decades ago so I have no idea what to do with you being sorry about my mental state, but thank you all the same.

I try Simon, I have been trying for awhile and have been improving in my attempts, but they don't always succeed.

I think the fundamental problem is that they are very expensive to build, even though they are dense. Real world skyscrapers are disproportionately expensive to build too. The reason almost no one builds fifty-story buildings outside the heart of a city center is because almost anywhere else in the world, it's more cost-effective to build ten five-story or twenty-five two-story buildings on ten or twenty-five times as much land. Arcologies are probably not immune to this effect. If they were, we'd be a lot more likely to build them in real life, because it's not really a lack of technology that stops us so much as a lack of economic incentive to do the required engineering.

And let's not forget that unlike skyscrapers, arcologies are meant to be as closed a system as one can get them to be meaning they are much wider that skyscraper. I mean that is why most modern suggestions for building arcologies have them be pyramids and not a rectangular box sticking into the sky.
 
Tissue Regeneration, iirc.

I'd expect them to be really valuable for orbital non-tib based manufacturing too. Being able to create something that produces exactly what you want is really versatile.
We really need to knock out all our weird plant projects soon.

I know they all seem like they don't have much of a effect but I bet anything they each combine with other stuff and are gating some crazy sci-fi projects behind them.
 
It's not that it doesn't do something important. It's that it does it in such a way that mass production of the technology will probably be inherently very fraught, because of how steep the competition for STUs is getting.

We've got a nearly endless supply of amazing things we could develop if only we had nigh-unlimited resources of all kinds. It's very hard to sort out which of them are actually worth the cost, and a very bad idea to assume we're making a mistake by "failing to" leap on certain technologies immediately.
We dont know the STU cost of microfusion, other STU projects like hovercraft deployment, or the STU income increase of the improved Tib refining process so that seems premature. Also most of the STU costing projects are upgrades of capabilities we already possess, not entirely new ones. And anyway given the inevitable synergy with power armor and energy weapons among other things if I had to pick one use of STU of all of our planned projects it would be... gravitic space ships actually, and hovercraft second, but this would be third.

I am not assuming that not taking it has been a mistake. It seems like it to me but I lack enough info to do that, would have to go through the turns and see what we took over it for example.

Relatively easily. We have carbon nanotube foundries; they're an ingredient of our ablative tiles. This is itself the next expansion phase of the project. I think GDI sensibly decided distributed manufacturing was a better choice for this particular project. Honestly, I worry about how overcentralized our production of chips and superconductors is, and regret that we never got around to building the Tokyo fabber. I'm very relieved that we have Reykjavik and Johannesburg running at once, likewise.
Centralized meg-factories were a very good decision given the state of GDI economy at quest start, as they are much more cost efficient. We can decentralize just fine after building them. And indeed very much should. Come to think of it perhaps that might be part of why some parties wanted those industrial capstones, so that another such factory can be started and some degree of decentralization achieved.

Up to a point, but it depends on the type of medical care being provided. Improving health care in some ways (e.g. the recent innovations we've made in automated assistance for doctors and nurses, and in automated equipment for surgical suites) clearly improves quality of life and healthcare outcomes. Improving it in other ways (e.g. just building more of something we already have and which isn't currently over its capacity) may not.

Poulticeplants in particular are likely to mostly just increase supplies of existing medications that we already seem to have enough of. There might be some indirect displacement effect improving availability of very scarce pharmaceuticals that our chemical plants can spend more time manufacturing, but I don't expect it to make that much of a difference. I'd be more excited about some other +Health options I can imagine.
I am not confident that more hospitals closer to people would not increase quality of life and life expectancy, but could be.

I think that you might be underestimating just how difficult synthesizing drugs that a plant can produce with just some soil, water, and sunlight can be and often is. The cost savings from this should be considerable, freeing up resources for other drugs and medical equipment, as well as providing a decentralized reliable source of them. But who knows how Ithillid plays it I suppose.

Okay, but I'm quite serious. Insofar as there is a consensus long term plan, there's general agreement that in the immediate future we need to do extensive tiberium mining to rapidly "surge" income and support our general operations. The main debate is over how aggressively to push into the Red Zones and pursue the border offensives and super glacier mines, versus how much vein mining to do under the existing Blue Zones. If you favor the "Red Zone" answers to those questions, then Golden Spike or Dmol's recent Green Line plan both put just about maximal dice on the Red Zone mining projects, with my Attempting To Invade The Tiberium plan closely behind.

If you have other detailed questions, I'll try to answer them.
Thanks but still not gonna vote. I try to vote responsibly and this wouldn't be it.

Given the need for mitigation and that ZOCOM OKed red zone expansion focusing on Vein Mines seems like paranoia though.

Political Support is not always a perfect gauge of how popular a project is. While negative Political Support strongly correlates to unpopularity, and positive Political Support usually correlates to positive popularity, the exact degree varies. In particular, Political Support directly measures popularity and ability to earn favors among the legislators.

Sometimes, a project may be popular with politicians for reasons that do not precisely align with either the needs or demands of GDI's population as a whole. Cynically, one might consider that our legislature meets aboard the Philadelphia, a giant space station, and that the products of Shala's space farms will assuredly be showing up aboard the Philadelphia long before the average citizen of GDI gets a bite... ;)
Food grown in Shala should be basic to start with, its an experimental station that should be producing staples. We also know, or at least one forum post mentioned, that space workers eat very well currently including bacon sometimes. So I don't think this is the case. Good thinking though.

Arguably, actually. The thing is, meeting our Orbital commitments is almost certainly going to require more dice than we actually have in the category. Meeting our Tiberium commitments... well, borderline, but it's not so bad. You can make a case for prioritizing the Tiberium AEVAs.

The catch I see is that AEVA projects lock down a die in the relevant field. In the short term, the AEVA actually costs us about 88.5 Progress or so in Tiberium, because that's one die not rolled. In the long term it pays for itself... But right now we're under intense short-term pressure to maximize our tiberium operations, pressure that will ease in Q3 or so anyway. By contrast, nothing in Orbital actually needs to get done now as long as the aggregate pile of projects as a whole gets done by late 2065.

Honestly, I could support a plan that does the Tiberium AEVA instead of the Orbital AEVA, but I don't think we're making an actual mistake by choosing the latter over the former, even if it's a reasonable thing to have a difference of opinion over.
Hm, that's a very good point.

I don't know how long neuroplasticity results take to have full effect, and would prefer not to take chances. Especially when we have probably got a sizeable population of flash-blinded veterans who were injured in combat that took place about... oh, 21 months and counting ago.
"Many years" is the best a quick search could find. Really, a good example might be riding a bike. That's something you don't forget even after decades of not riding it.

Also, brain is plastic and as much as it reprograms the visual cortex for other senses it can reprogram it right back. All this would do is make it take some more time for the people who had been blind the longest to recover.
 
Up to a point, but it depends on the type of medical care being provided. Improving health care in some ways (e.g. the recent innovations we've made in automated assistance for doctors and nurses, and in automated equipment for surgical suites) clearly improves quality of life and healthcare outcomes. Improving it in other ways (e.g. just building more of something we already have and which isn't currently over its capacity) may not.

Poulticeplants in particular are likely to mostly just increase supplies of existing medications that we already seem to have enough of. There might be some indirect displacement effect improving availability of very scarce pharmaceuticals that our chemical plants can spend more time manufacturing, but I don't expect it to make that much of a difference. I'd be more excited about some other +Health options I can imagine.

You are conflating a number of different matters here.
1) Just increasing our health indicator improves the average access and effectiveness.
2) Automation in medicine does not necessarily mean better care. It can mean worse care for those who get the automated procedures, it's just that because of automation that the same quantity of personnel can extend medical care to more people, which means higher Health indicator.
3) Just because something isn't over capacity doesn't mean it would not benefit from expansion. If our health care system is running at 95% capacity during normal operations a 6% point spike would put it over capacity. Expanding our medical facilities to take spikes in demand because of disaster, natural or man made, without going over capacity would substantially improve health care during those times.
4) While we can safely presume that GDI encourages a healthy work-life balance among its staff, mostly a result of the wholesome bat being enthusiastically applied, it's quite possible that some parts of our medical system are still running on the US's 'fuck your personal life, you are running 24 hour shifts and like it' standard. More excess capacity would actually force a better work-life balance into medical professions because there is no point not to have a sensible schedule when there is no strain anyway.
5) The most fundamental advance we've got in health care AFAICT is advances in genetic engineering. Not to undersell the importance of prosthethics advances, mind.
6) The main use of poulticeplants is how you can have a plant growing at home and have it replace or at least supplement bandages and band-aids. They're not particularly awesome, but then, Health indicator is not supposed to come from Agriculture, it's more a Services thing.
7) Poulticeplants most likely gatekeep a number of plant based medical production methods that can help with hard to produce medications, or work as alternative and more pleasant administration methods.
 
I believe we also have word of QM that poultice-plants are the first step on to road to Medi-gel, or something like it. While unlikely (if not outright impossible) that we'd manage to deploy Medi-gel during this quests, the things we develop on that branch of the tech-tree would revolutionize field medicine at least.
 
I'll worry about dice reallocation once we see who's available for hire. I'm pretty happy with those dice being where they are. I wouldn't mind moving a dice from Service to Agriculture, but if we hire someone who give Agriculture Dice we don't need to.
 
Not necessarily disagreeing but I believe it was mentioned somewhere that Poulticeplants were part of the medical tech tree and opened up some new stuff when combined with ranching domes and so on.

I think it was directly brought up as one of the things that might help our dying nod scientists.
Hm. I wouldn't think the poulticeplants, as they are now or are likely to become soon, could produce anything for them that we can't produce synthetically.

But I'm not saying it's not worth a try at some point. I'm tentatively hoping to at least get the Phase 1 deployment of the stuff done during the current Plan; it's just not a priority, but rather something to do after all the Plan goals are settled.

Centralized meg-factories were a very good decision given the state of GDI economy at quest start, as they are much more cost efficient.
Sure, but even then, our nanotube plants were decentralized. Unlike our chip fabbers, for instance.

Maybe it's just a question of the relative scale of industrial machinery required to produce the stuff in reasonable quantity at reasonable quality.

...

"I am not confident that more hospitals closer to people would not increase quality of life and life expectancy, but could be.

I think that you might be underestimating just how difficult synthesizing drugs that a plant can produce with just some soil, water, and sunlight can be and often is. The cost savings from this should be considerable, freeing up resources for other drugs and medical equipment, as well as providing a decentralized reliable source of them. But who knows how Ithillid plays it I suppose."


In regards to the first, I'm not saying it can't have an impact, but we've been told pretty overtly that the current system isn't causing serious shortages of healthcare capability. I view it as a 'nice to have' project... But then, that's more or less the same way I view a lot of things in Services.

In regards to the second, I'm hoping for impact, but given that we have to genetically engineer the plants to produce each medication, I don't want to overestimate the impact.

My core point, in both cases, is that more Health is good but we shouldn't get overzealous about it, or neglect certain kinds of benefits because we're too preoccupied with others. In this case, for instance, it's about the pressure between the tension between hospital expansions, getting a head start on second generation ocular implants, and getting rollout of first generation implants. All are clearly good in different ways, and it's easy to play up the advantages of one while ignoring the others.

...

"Food grown in Shala should be basic to start with, its an experimental station that should be producing staples. We also know, or at least one forum post mentioned, that space workers eat very well currently including bacon sometimes. So I don't think this is the case. Good thinking though."

For a time, but the higher phases of Shala will implicitly include more ambitious plans, or the station wouldn't be good for +Consoom. And the thought may well be there.

You are conflating a number of different matters here.
1) Just increasing our health indicator improves the average access and effectiveness.
2) Automation in medicine does not necessarily mean better care. It can mean worse care for those who get the automated procedures, it's just that because of automation that the same quantity of personnel can extend medical care to more people, which means higher Health indicator.
3) Just because something isn't over capacity doesn't mean it would not benefit from expansion. If our health care system is running at 95% capacity during normal operations a 6% point spike would put it over capacity. Expanding our medical facilities to take spikes in demand because of disaster, natural or man made, without going over capacity would substantially improve health care during those times.
4) While we can safely presume that GDI encourages a healthy work-life balance among its staff, mostly a result of the wholesome bat being enthusiastically applied, it's quite possible that some parts of our medical system are still running on the US's 'fuck your personal life, you are running 24 hour shifts and like it' standard. More excess capacity would actually force a better work-life balance into medical professions because there is no point not to have a sensible schedule when there is no strain anyway.
5) The most fundamental advance we've got in health care AFAICT is advances in genetic engineering. Not to undersell the importance of prosthethics advances, mind.
6) The main use of poulticeplants is how you can have a plant growing at home and have it replace or at least supplement bandages and band-aids. They're not particularly awesome, but then, Health indicator is not supposed to come from Agriculture, it's more a Services thing.
7) Poulticeplants most likely gatekeep a number of plant based medical production methods that can help with hard to produce medications, or work as alternative and more pleasant administration methods.
1) Yes, but there's a point of diminishing returns. Eventually, more health care spending stops causing significantly increased life expectancy. I suspect we're nearing that point.

2) Given the types of automation we use, I'm a bit doubtful that it's resulting in "cheap crappy" health care outcomes for many people. I'm talking about Automated Medical Assistants and Neural Interface Operating Theaters here, to be clear.

3) Our health care system got hit with a pretty significant spike just a couple of years ago from a simultaneous war (requiring care for wounded soldiers) and massive wave of refugees (all of whom needed checkups and usually a lot more than that). The current system has enough redundancy to weather that hit without outcomes slipping below our basic standard of care for the general population. The theoretical scenario "for all we know, we're running at the ragged limit of our capacity" is contradicted by our recent experiences. +13 Health is in some sense the measure of our existing resilience and surplus capacity, and it'd take a pretty damn big thwack to push the system past its limits.

4) See (3). There is good reason to believe that we are insulated against some fairly sizeable spikes, because we got hit with two spikes simultaneously and our current health care system was good enough to keep us in the positives despite that (though we briefly dipped to -1 for a turn or so while still getting some of that set up).

7) I'm not averse to doing development, see my comments to Enerael. At the same time, it's an "optional," and I'm treating it accordingly.

Probably worth it to reallocate a dice from Services into Agri.
We almost certainly need that die in Heavy Industry more.

See @doruma1920 's analysis here:

forums.sufficientvelocity.com

Attempting to Fulfill the Plan: GDI Edition

Post-Reallocation Four Year Plan Required Dice For the Fourth FYP Infrastructure Projects Infrastructure has the two Planned City Projects of Chicago and Karachi, though given Karachi can be worked on in Tiberium and it is more efficient there, we will likely focus our efforts there. Required...

Now, Doruma deliberately made a pessimistic analysis of how much Food we'd need by assuming a constant heavy flow of refugees eating an extra -3 Food per turn for the entire Plan. Even so, by his calculations, we're only going to need to spend a fraction of our Agriculture dice. Let me be even more pessimistic than him:

Targets:
Provide 40 Consumer Goods from Agriculture
Compete Dairy Ranching Domes Phase 2 by end of 2065
Complete 2 phases of Reforestation Preparation

Now, let's be hilariously pessimistic. Forget all the +Consumer Goods from ongoing phases of Perennials (by Doruma's math, that's 13-15). Assume that +Consumer Goods from luxury foods on Shala doesn't count towards the target. Assume that each phase of Reforestation Preparation is a 500-point megaproject in its own right, and contributes nothing to our economy directly.

Assume no further Agriculture bonuses, so the bonus stalls out at +28, for an average progress of roughly 78 points per die. I'll try to round requirements up.

...

To have a reasonably practical path to +40 Consumer Goods from Agriculture under these very hostile conditions, we'd need something like:

Wadmalaw Kudzu Plantations Phase 3 (+8 Consumer Goods) (394 Progress left, 6 dice)
Dairy Ranches Phases 1+2+3 (+18 Consumer Goods, -9 Food) (600 Progress, 8 dice)
Vertical Farming Phases 3+4+5+6 (+16 Consumer Goods, +16 Food) (166+720 = 886 Progress left, 12 dice)

That gets us to +42 Consumer Goods, +7 Food.

But wait! We need -48 Food, based on rather painful estimates of massive refugee influx continuing throughout the plan that I made up just to make things more difficult! Well, Shala provides +15 Food when completed and I'm not going to ignore that, since we definitely plan to complete the station. And we just lined up +7. So we have +22 covered, and need +26 more.

Agriculture Mechanization Projects Phase 2 (+12 Food) (224 Progress left, 3 dice)
Blue Zone Aquaponics Bays Phases 5+6+7 (+18 Food) (122+280 = 402 Progress left, 6 dice)

That gives us a net +4 Food even with the refugees factored in. Well and good. Combine this with

Reforestation Preparation Phases 1+2 (1000 (!) Progress, 13 dice)

So all this adds up to 6+8+12+3+6+13 Agriculture dice, or 48 Agriculture dice.

We have 64 dice to spend.

...

In conclusion, under no realistic conditions are we likely to even need to spend all our existing Agriculture dice to hit the Plan targets, which means we should probably prioritize areas where we have more going on and less over-capacity to meet our needs.
 
In conclusion, under no realistic conditions are we likely to even need to spend all our existing Agriculture dice to hit the Plan targets, which means we should probably prioritize areas where we have more going on and less over-capacity to meet our needs.

Still, might be useful for hitting our "want to do projects".

But I do agree - HI and Orbital are top priorities. Agriculture, if we can. Maybe?
 
Last edited:
Still, might be useful for hitting our "want to do projects".

But I do agree - HI and Orbital are top priorities. Agriculture, if we can. Maybe?
While I'm sure we can find something to do with a fifth or sixth Agriculture die, it is a long way down my list of priorities, especially since I'm pretty sure that I grossly overestimated the total number of dice we'll need just now.
 
In conclusion, under no realistic conditions are we likely to even need to spend all our existing Agriculture dice to hit the Plan targets, which means we should probably prioritize areas where we have more going on and less over-capacity to meet our needs.
If we have so many extra agriculture dice, even with a very pessimistic view, why can't we spend one on developing polticeplants now instead of later?

In your own calculations, we have 16 extra dice (a years worth) of leeway. Over the course of the plan it won't effect the overall Food and Consumer Goods yield, but also is more beneficial since it gives more time for scientific developments to occur (and completes a project that several people want done.)
 
If we have so many extra agriculture dice, even with a very pessimistic view, why can't we spend one on developing polticeplants now instead of later?
The clear reason to not do it now is that it's a 20 R/die project and deployment will probably be at least 15 R/die, just like with spider cotton. These plants produce pharmaceutical-grade chemicals; they're going to require a lot of care and tending.

As such, it's a little pricey for an optional passion project right now.

Now, if you ask me the same question again in 2062Q3 or Q4, I'll be all like "Sure, why not? Throw it on the pile!"

I don't know where you got the idea that I never want to develop this stuff. But right now we're still budget-limited, in that we actively cannot afford to activate all of our dice in the style that we'd like. Talk to me again when we have enough money that 20 R/die is something we can afford to spend on our average dice, not just on special projects that are important enough to justify scrimping and saving and making painful cuts in other departments for budgetary reasons.

Here, now, in this moment, the money ain't there. That'll change.
 
To be fair, vein mining isn't a bad idea. It's just that the super glacier mines are really good, so good that it seems unwise not to go ahead with them.
Deep Red Zone Glacier Mines are indeed really good - which is why I am puzzled that more people aren't putting more dice on Zone Armor factories to ensure that their massive surge in Red Zone operations doesn't give Zocom a collective heart attack when they see it happening combined with a less-than-50% chance of completing the next factory. Especially after the critfail that caused London to (as I interpret it) effectively delay starting production by up to a full turn.
To quote the message from Zocom authorizing RZ operations: "Units which would use this equipment will need a considerable measure of retraining, but if the needed equipment is delivered promptly they should be qualified for Red Zone operations by the time Nod is capable of probing GDI's expanded abatement efforts. " (bolding mine, for emphasis)
Due to the London factory's production delays, that conditional is not being met to the degree I think is needed.
I think that people underestimate just how massively revolutionary having a power source (as opposed to a battery) that small, safe, and logistics free would be. Especially for Zone Armors (what kind of magic batteries are those using anyway?), and it makes nonspecialist infantry energy weapons viable. This tech doesn't just do something better than alternatives, it does something previously completely impossible, and in a safe and logistics free package.

Should also be very very useful for drones.
GDI does have some sci-fi magic batteries just to be able to handle the things we see in canon, but you're not wrong - it's mostly that most of the people pushing MF Cells have been doing so under the impression it would help for larger applications, which is not the case anytime soon.
Thanks but still not gonna vote. I try to vote responsibly and this wouldn't be it.

Given the need for mitigation and that ZOCOM OKed red zone expansion focusing on Vein Mines seems like paranoia though.

Food grown in Shala should be basic to start with, its an experimental station that should be producing staples. We also know, or at least one forum post mentioned, that space workers eat very well currently including bacon sometimes. So I don't think this is the case. Good thinking though.
Honestly, with that attitude, you may well vote more responsibly than some, just by picking a few issues, and looking for a plan that meets those needs.

As regards the Shala/Columbia debate, getting either station to Phase 3 is quite doable in one turn, with a Free Die or two being spent. So, I don't really think the question of which one to do first matters all that much.
The clear reason to not do it now is that it's a 20 R/die project and deployment will probably be at least 15 R/die, just like with spider cotton. These plants produce pharmaceutical-grade chemicals; they're going to require a lot of care and tending.

As such, it's a little pricey for an optional passion project right now.
The clear reason not to do it now is that we can get Kudzutea phase 3 out by Q2, which not only gives us a bunch of Consumer Goods, but also a universal +1 for dice because of Sufficient Caffeination. 🍵 :D
 
Deep Red Zone Glacier Mines are indeed really good - which is why I am puzzled that more people aren't putting more dice on Zone Armor factories to ensure that their massive surge in Red Zone operations doesn't give Zocom a collective heart attack when they see it happening combined with a less-than-50% chance of completing the next factory.
Because we think you're overestimating how much is needed to get the job done.

Personally, I figure that Ground Force must have been contemplating arming a force several times the entire size of ZOCOM's whole global order of battle with just the output of the first set of factories, because even "the tip of the spear" on the scale Ground Force operates on is big compared to ZOCOM, which has like... six divisions' worth of troops for the whole planet.

So the idea that after the first factory starts turning out power armor in, say, September 2061, and the second in December 2061 or very early 2062, that it's vital to get the third factory right away... Well, I'm not saying you're categorically wrong, but I don't think you should underestimate the possibility that this isn't as bottomless a black hole of demand as you think.
 
Hell with it. Have another plan.

[X] Plan Yeeted Into The Red Zones
-[X] Infrastructure (5/5 Dice, +36 bonus, 50 R)
--[X] Blue Zone Apartments (Phase 9+10) 82/320 (2 dice * 10 R = 20R) (13%)
--[X] Communal Housing Experiments (2 dice * 10 R = 20R) (87%)
--[X] Green Architecture Risk Assessment and Testing 0/90 (1 die * 10 R = 10R) (67%)
-[X] Heavy Industry (4/4 Dice, +33 bonus, 65 R)
--[X] Advanced Alloys Development 56/120 (1 die * 15 R = 15R) (90%)
--[X] Low Velocity Particle Applicator Development (Tech) 0/120 (1 die* 20R = 20R)
--[X] Personal Electric Vehicle Plants 0/300 (1 die * 10R = 10 R) (1/4 median)
--[X] Microfusion Cell Development 0/60 (1 die * 20R = 20R) (94%)
-[X] Light Industry (3/4 Dice, +28 bonus, 30 R)
--[X] Isolinear Peripherals Development (0/160) (3 dice * 10R = 30R) (99%)
-[X] Agriculture (4/4 Dice, +28 bonus, 30 R)
--[X] Wadmalaw Kudzu Plantations (Phase 3) (56/450) (3 dice * 10R = 30R) (1/2 median)
--[X] Security Review
-[X] Tiberium (7 Dice + 7 Free Dice, +43 bonus, 350 R)
--[X] Tiberium Vein Mines (Stage 2+3) (5/385) (4 dice * 20R = 80R) (43%)
--[X] Red Zone Border Offensives (Stage 2+3) (101/500) (6 dice * 25R = 125R) (98%)
--[X] Deep Red Zone Tiberium Glacier Mining (Stage 1) (0/250) (4 dice * 30R = 120R) (98% + possibility of completing Phase 2)
-[X] Orbital (6/6 dice + Erewhon, +30 bonus, 100 R)
--[X] Station Bay 248/400 (2 dice * 20 R = 40R) (79%)
--[X] Orbital Cleanup (Stage 11+12) 32/170 (2 dice * 10R = 20R) (58%)
--[X] Leopard II Factory (152/400) (1+E dice * 20 R = 40R) (2/3.5 median) (4%)
--[X] 1 dice locked for Orbital AEVA
-[X] Services (5/5 Dice, +31 bonus, 80 R)
--[X] Specialist Isolinear Programming Development (0/120) (1 dice * 10R = 10R) (31%)
--[X] Gene Clinics (0/120) (1 dice * 10R = 10R) (31%)
--[X] Advanced Electronic Video Assistant Deployment
---[X] Orbital (0/200) (3 dice * 20R = 60R) (88%)
-[X] Military (8/8 dice, +30 bonus, 140 R)
--[X] GD-3 Rifle Development (0/30) (1 die * 10R = 10R) (100%)
--[X] Ground Forces Zone Armor (Set 1) (Phase 3+4) 0/360 (5 dice * 20R = 100R) (84%)
--[X] Infantry Recon Drone Development 0/40 (1 dice * 10R = 10R) (99%)
--[X] Unmanned Support Ground Vehicle Development (Tech) 0/80 (1 dice * 20R = 20R) (71%)
-[X] Bureaucracy (4 Dice, +28 bonus)
--[X] Recruitment Drives (3D)
--[X] Security Review (1 dice)
---[X] Agriculture

Cost is 845/855R. This one focuses just about everything on expanding our Red Zone capabilities as far as they'll go, as fast as they'll go, and use them just about as fast. The main difference between this and First Quarter Blues Mk III is the deletion of the Buckler Shield development and Ferro-Aluminum Armor refits in favor of maxed Zone Armor and Infantry Recon Drones, along with shifting a die from Specialist Isolinear Programming to Gene Clinics. Can be convinced to put it back in in place of Infantry Recon Drone development for an additional 10R.

-----------------------

As a reminder, here's my other plan:

[X] Plan First Quarter Blues Mk III (Orbital AEVA Remix, Final Rev)
-[X] Infrastructure (5/5 Dice, +36 bonus, 50 R)
--[X] Blue Zone Apartments (Phase 9+10) 82/320 (2 dice * 10 R = 20R) (13%)
--[X] Communal Housing Experiments (2 dice * 10 R = 20R) (87%)
--[X] Green Architecture Risk Assessment and Testing 0/90 (1 die * 10 R = 10R) (67%)
-[X] Heavy Industry (4/4 Dice, +33 bonus, 65 R)
--[X] Advanced Alloys Development 56/120 (1 die * 15 R = 15R) (90%)
--[X] Low Velocity Particle Applicator Development (Tech) 0/120 (1 die* 20R = 20R)
--[X] Personal Electric Vehicle Plants 0/300 (1 die * 10R = 10 R) (1/4 median)
--[X] Microfusion Cell Development 0/60 (1 die * 20R = 20R) (94%)
-[X] Light Industry (3/4 Dice, +28 bonus, 30 R)
--[X] Isolinear Peripherals Development (0/160) (3 dice * 10R = 30R) (99%)
-[X] Agriculture (4/4 Dice, +28 bonus, 30 R)
--[X] Wadmalaw Kudzu Plantations (Phase 3) (56/450) (3 dice * 10R = 30R) (1/2 median)
--[X] Security Review
-[X] Tiberium (7 Dice + 7 Free Dice, +43 bonus, 345 R)
--[X] Tiberium Vein Mines (Stage 2+3) (5/385) (5 dice * 20R = 100R) (88%)
--[X] Red Zone Border Offensives (Stage 2+3) (101/500) (5 dice * 25R = 125R) (81%)
--[X] Deep Red Zone Tiberium Glacier Mining (Stage 1) (0/250) (4 dice * 30R = 120R) (98% + possibility of completing Phase 2)
-[X] Orbital (6/6 dice + Erewhon, +30 bonus, 100 R)
--[X] Station Bay 248/400 (2 dice * 20 R = 40R) (79%)
--[X] Orbital Cleanup (Stage 11+12) 32/170 (1+E dice * 10R = 20R) (58%)
--[X] Leopard II Factory (152/400) (2 dice * 20 R = 40R) (2/3.5 median) (4%)
--[X] 1 dice locked for Orbital AEVA
-[X] Services (5/5 Dice, +31 bonus, 80 R)
--[X] Specialist Isolinear Programming Development (0/120) (2 dice * 10R = 20R) (95%)
--[X] Advanced Electronic Video Assistant Deployment
---[X] Orbital (0/200) (3 dice * 20R = 60R) (88%)
-[X] Military (8/8 dice, +30 bonus, 105 R)
--[X] GD-3 Rifle Development (0/30) (1 die * 10R = 10R) (100%)
--[X] Ground Forces Zone Armor (Set 1) (Phase 3) (2 dice * 20R = 40R) (47%)
--[X] Ferro Aluminum Armor Refits (0/350) (3 dice * 5R = 15R) (3%)
--[X] Buckler Shield Development (0/100) (1 dice * 20R = 20R) (51%)
--[X] Unmanned Support Ground Vehicle Development (Tech) 0/80 (1 dice * 20R = 20R) (71%)
-[X] Bureaucracy (4 Dice, +28 bonus)
--[X] Recruitment Drives (3D)
--[X] Security Review (1 dice)
---[X] Agriculture


The goal here is to complete a load of diverse mining options and open up at least one, probably two more Deep Red Zone Glacier Mines, get one of said mines finished and maybe even a second if the rolls are good, do some Vein Mines so we can start seeing how deep the rabbit hole Tiberium goes, finish the Station Bay and have a good shot at finishing Orbital Cleanup, get close to finishing the Leo II factory, up our Orbital bonus through the use of AEVA, and do a lot of tech dev.

Total cost: 805R. This makes it... probably the most economical plan proposed thus far. Which is hysterical. We should probably not blow through our whole reserve in one turn.
 
Last edited:
Total cost: 805R. This makes it... probably the most economical plan proposed thus far. Which is hysterical. We should probably not blow through our whole reserve in one turn.

Yes we should, that's standard practice on the first turn of a new FYP for us. Money sitting in the reserve isn't actually doing anything, if we have useful things to invest in that will generate any kind of return, they're a better investment than sitting on reserved cash. 50R sitting in the reserve generates no return and only lets us have 50R to spend once in Q2. That same 50R invested in more glacier mining dice to score a second phase, however, gets us at minimum 60R to spend next turn and quite probably more. 60-90R of recurring income for every single turn left in the FYP rather than a one-time reserve, to boot. It's actively harmful to our budget to sit on reserved resources that could instead be generating massive returns.
 
Yes we should, that's standard practice on the first turn of a new FYP for us. Money sitting in the reserve isn't actually doing anything, if we have useful things to invest in that will generate any kind of return, they're a better investment than sitting on reserved cash. 50R sitting in the reserve generates no return and only lets us have 50R to spend once in Q2. That same 50R invested in more glacier mining dice to score a second phase, however, gets us at minimum 60R to spend next turn and quite possibly more, and that's recurring income for every single turn left in the FYP rather than a one-time reserve. It's actively harmful to our budget to sit on reserved resources that could instead be generating massive returns.
Yes, actually, that 50R is doing things now that we have a bank. Everything we don't use is available for the bank to use to boost the private sector.

In addition, I maxed my dice in Tiberium before I ran out of money at 805R.
 
Last edited:
Yes, actually, that 50R is doing things now that we have a bank.

The banking system already has 100R dedicated to it that we can't touch, we're not going to strangle the bank. And unless you're expecting our taxation income to quadruple overnight because of an extra 50R in the banking system, it's still a massively inferior investment to super glaciers. And there's no actual indication that maintaining a reserve above the bank's already-locked 100R actually accelerates the economy. Certainly not enough to quadruple taxation in one single turn, which again is what it would have to do to be barely competitive with the worst possible glacier mining outcome.
 
The banking system already has 100R dedicated to it that we can't touch, we're not going to strangle the bank. And unless you're expecting our taxation income to quadruple overnight because of an extra 50R in the banking system, it's still a massively inferior investment to super glaciers. And there's no actual indication that maintaining a reserve above the bank's already-locked 100R actually accelerates the economy. Certainly not enough to quadruple taxation in one single turn, which again is what it would have to do to be barely competitive with the worst possible glacier mining outcome.

In addition, I maxed my dice in Tiberium before I ran out of money at 805R.

Look at my plans.
 
Because we think you're overestimating how much is needed to get the job done.

Personally, I figure that Ground Force must have been contemplating arming a force several times the entire size of ZOCOM's whole global order of battle with just the output of the first set of factories, because even "the tip of the spear" on the scale Ground Force operates on is big compared to ZOCOM, which has like... six divisions' worth of troops for the whole planet.

So the idea that after the first factory starts turning out power armor in, say, September 2061, and the second in December 2061 or very early 2062, that it's vital to get the third factory right away... Well, I'm not saying you're categorically wrong, but I don't think you should underestimate the possibility that this isn't as bottomless a black hole of demand as you think.
Thing is, the consequence of me being wrong, and going for it, is... minor delay on other projects we do a turn later. The consequence of me being right, and us not giving Zocom the armor they need... probably ranges from PS loss, to those operations not being able to be completed/operational as expected.
Plan Yeeted Into The Red Zones
5 dice on Zone Armor? I'm in.
 
Back
Top