I am looking at your plans, and using the reserved cash to upgrade vein mine dice into super glacier dice is an objectively mathematically superior way to maximize how much money we have to spend in Q2. If you want to keep a reserve for some reason then you're allowed to want that, but it's not an effective way to maximize our budget in Q2.
 
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.
It is not quite a bottomless pit, but you are going to need a lot more power armor in the very near future. Do you need it this quarter? No comment. Do you need it soon? Yes.
 
Me likey

[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, 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 (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
 
It is not quite a bottomless pit, but you are going to need a lot more power armor in the very near future. Do you need it this quarter? No comment. Do you need it soon? Yes.
I would once again like to draw people's attention to [] Plan Feed Zocom, Orbital VI
  1. The plan puts 9 dice on RZ projects, not 14. (And the other 5 in the still-lucrative Vein Mines.)
  2. It puts 4 dice on Zone Armor factories to near-certainly build one factory this turn, while having a 35% chance of finishing a second.
  3. It also does all the other projects people generally want this turn.
 
I think most of the plans are now here so I put my vote on :

[X] Plan Feed Zocom, Orbital VI

which isn't as much all-in as the others on charging into the red zone and give us more Zone Armors for the next quarter.
 
[X] Plan Feed Zocom
[X] Plan Feed Zocom, Orbital VI
[X] Plan Yeeted Into The Red Zones

A lot of good plans, but I decided to vote for the ones that have a decent chance of completing at least one Zone Amor factory this turn, since we need them sooner rather than later, especially with all the RZ harvesting.
 
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.
Yeah. And if I figured that there was, say, a 50/50 chance of you being right about this, I would be taking no chances and would put a minimum of three dice on power armor factories.

But from my perspective, I'm pretty sure that the situation with only two dice will be, if not good, at least good enough to avoid any crises that demand 3+ power armor dice. We already invested several dice in the power armor factories intended to make the current surge of Red Zone expansion feasible; that's what we were doing in 2061Q3 and 'Q4. It's not enough to stabilize the situation indefinitely, but that's not the point, because I'm not stopping there.

Ithillid said:
It is not quite a bottomless pit, but you are going to need a lot more power armor in the very near future. Do you need it this quarter? No comment. Do you need it soon? Yes.
[comments to general thread population]

I don't feel that this contradicts my view of the situation.

It would be foolish to invest no dice in power armor factories this turn, or in any subsequent turn in the near future. We will need a lot more.

Something like doubling our total production of Zone Armor within a year sounds pretty good... which is about what we'd get by completing the remaining four Zone Armor plants between now and 2062Q4.

I'm tentatively planning around at least 2-3 dice per turn until we get the Set 1 factories wrapped up, as a minimum. If anything about how Q1 plays out makes it clear that this isn't going to be enough, I'm going to escalate from there. But the budget's tight for the time being.

Also, admittedly, I'm betting on the idea that both ZOCOM and Ground Forces aren't making such disastrously bad estimations of likely consequences and force requirements as to make the letter they sent us last year complete nonsense. Assuming they know what they're talking about- not "are right about everything" but at least know what they're talking about- then we should have at least a little time to spool up production. Even if they're wrong, I'm reasonably optimistic that they're not so completely wrong that their actions lead to an overarching disaster.
 
Doable. I'll think about it, but my plan isn't changing. I'll maybe approval vote the Orbital VI version.
 
Yeah. And if I figured that there was, say, a 50/50 chance of you being right about this, I would be taking no chances and would put a minimum of three dice on power armor factories.

But from my perspective, I'm pretty sure that the situation with only two dice will be, if not good, at least good enough to avoid any crises that demand 3+ power armor dice. We already invested several dice in the power armor factories intended to make the current surge of Red Zone expansion feasible; that's what we were doing in 2061Q3 and 'Q4. It's not enough to stabilize the situation indefinitely, but that's not the point, because I'm not stopping there.

[comments to general thread population]

I don't feel that this contradicts my view of the situation.

It would be foolish to invest no dice in power armor factories this turn, or in any subsequent turn in the near future. We will need a lot more.

Something like doubling our total production of Zone Armor within a year sounds pretty good... which is about what we'd get by completing the remaining four Zone Armor plants between now and 2062Q4.

I'm tentatively planning around at least 2-3 dice per turn until we get the Set 1 factories wrapped up, as a minimum. If anything about how Q1 plays out makes it clear that this isn't going to be enough, I'm going to escalate from there. But the budget's tight for the time being.

Also, admittedly, I'm betting on the idea that both ZOCOM and Ground Forces aren't making such disastrously bad estimations of likely consequences and force requirements as to make the letter they sent us last year complete nonsense. Assuming they know what they're talking about- not "are right about everything" but at least know what they're talking about- then we should have at least a little time to spool up production. Even if they're wrong, I'm reasonably optimistic that they're not so completely wrong that their actions lead to an overarching disaster.
I feel that your assessment is flawed - ZA factories are needed urgently, and no other military projects really are, at that level. And the production that we promised to Zocom is not really coming according to the timeline they specified. And yes, this is a question where we don't really know... but the consequences of not honoring this problem are potentially massive. As they said in the letter.

If I'm proven wrong, I will be very happy to have that happen. But I really don't want to risk being in a similar situation to what we discovered ourselves in just prior to the Regency War, where there was a significant failure to consider the possible consequences of our plans.
And yeah, the North American and European Nod factions are significantly depleted, but they're also the most likely to take risks if they see a weakness, to try to recover some reputation.
 
[X]Plan Sleepy little fortress towns
-[X]Infrastructure 5 Infra Dice, 1 Heavy Dice 110R
--[X] Chicago Planned City (Phase 4) 529/550 1 Infra dice, 1 Heavy Dice 40R 100%
--[X] Green Architecture Risk Assessment and Testing 0/90 1 die 10R 67%
--[X] Yellow Zone Fortress Towns (Phase 7) (Updated) 93/300 3 dice 60R 91%
-[X]Heavy Industry 3 Dice 45R
--[X] Advanced Alloys Development 56/120 1 die 15R 90%
--[X] Microfusion Cell Development 0/60 1 die 20R 94%
--[X] Personal Electric Vehicle Plants 0/300 1 dice 10R
-[X]Light and Chemical industry 4 Dice, 50R
--[X] Isolinear Peripherals Development 0/160 2 dice 20R 70%
--[X] Civilian Ultralight Factories 0/190 2 dice 30R 34%
-[X]Agriculture 4 dice+5 free dice 115R
--[X] Poulticeplant Development 0/50 1 die 20R 99%
--[X] Vertical Farming Projects (Stage 3) (Updated) 74/240 3 dice 45R 95%
--[X] Blue Zone Aquaponics Bays (Phase 5+6+7) 5 dice 50R 54%
-[X]Orbital 6 Orb dice 1 Erewhon Dice, 110R
--[X] Station Bay 248/400 2 dice 40R 79%
--[X] Orbital Cleanup (Stage 11+12) 32/170 1 Erewhon die 2 Orb dice 30R 96%
--[X] Leopard II Factory 152/400 2 dice 40R 4%
-[X]Services 5 Dice 65R
--[X] Gene Clinics (New) 0/120 2 dice 20R 88%
--[X] Specialist Isolinear Programming Development 0/120 2 dice 20R 95%
--[X] Regional Hospital Expansions (Phase 1) 213/300 1 die 25R 56%
-[X]Military 8 military dice, 3 tib dice 200R
--[X] Inferno Gel Development 0/40 1 die 10R 100%
--[X] Binary Propellant Exploration 0/60 1 die 10R 91%
--[X] Buckler Shield Development 0/100 1 die 20R 51%
--[X] Ground Forces Zone Armor (Set 1) (Phase 3) (Updated) 0/180 3 dice 60R 94%
--[X]Reclamator Hub Red Zone 3 South (Port Said) 0/335 2 Mil 3 Tib dice 100R 97%
-[X]Tiberium 4 Dice+2 free dice 135R
--[X] Improved Hewlett Gardener Process Development 0/160 2 dice 40R 83%
--[X] Improved Tiberium Containment Facilities Construction 0/120 1 die 20R 34%
--[X] Red Zone Border Offensives (Stage 2) 101/250 3 dice 75R 99%
-[X]Bureaucracy
--[X] Recruitment Drives (New) DC 200 0/200 4 dice 98.97%
Total spending 830R

This is an attempt at a low spending plan while activating all dice. Start off by finishing chicago and putting 3 dice into the fortress towns for defence and opening up some more GZ intensification. Heavy industry, alloys and fusion cell, then 1 dice onto personal electric vehicles to get that started for the consumer goods. Light industry, computing peripherals and a couple of dice into ultralight aircraft for the consumer goods.
Agriculture, start by trying the poulticeplant dev which has been sitting around for a while. 3 dice into the vertical farming for the consumer goods and food it brings. And since dairy and other stuff consumes food I'm instead setting up for later turns by backing up our food production with 5 dice into the aquaponics bays giving us a whole bunch of surplus food to start going into con goods with later.

Orbital, very simple, try to finish station bay 2, then putting orbital dice and erewhon on cleanup duty with a couple more dice to keep the leopard 2 factory ticking. Services goes for gene clinics and isolinear plus ticks some progress into hospitals.

Military, going for inferno gel and binary as cheap tech projects. Gunpowder and explosives. The steel talons get their dice for buckler shields. then 3 dice to all but guarantee a set of ZA. Finishing off in military with 2 mil dice on the RZ 3 south hub into north egypt and another 3 tib dice there. at 20R per dice it's cheaper than many tiberium projects and sets us up for a nice bunch of mining in the region. Tiberium. putting some dice into the Hewlett gardener process because we're worried about STU's. 1 dice cheap into tib containment facilities. And finishing with 3 dice into the border offensives for tiberium. Bureaucracy is simply all four dice into recruiting.

edit: approval voting

[X] Plan Feed Zocom, Orbital VI
 
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-[X]Tiberium 4 Dice+2 free dice 135R
--[X] Improved Hewlett Gardener Process Development 0/160 2 dice 40R 83%
--[X] Improved Tiberium Containment Facilities Construction 0/120 1 die 20R 34%
--[X] Red Zone Border Offensives (Stage 2) 101/250 3 dice 75R 99%
This bit doesn't work. We have 7 Tib dice, and it only spends 6 of them. Which would mean we can't spend free dice anywhere else, by the promise made to Litvinov.
Edit: ah, the others are in the MARV hub... but are not listed in the Military summary section.
 
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This is an attempt at a low spending plan while activating all dice. Start off by finishing chicago and putting 3 dice into the fortress towns for defence and opening up some more GZ intensification. Heavy industry, alloys and fusion cell, then 1 dice onto personal electric vehicles to get that started for the consumer goods. Light industry, computing peripherals and a couple of dice into ultralight aircraft for the consumer goods.
Agriculture, start by trying the poulticeplant dev which has been sitting around for a while. 3 dice into the vertical farming for the consumer goods and food it brings. And since dairy and other stuff consumes food I'm instead setting up for later turns by backing up our food production with 5 dice into the aquaponics bays giving us a whole bunch of surplus food to start going into con goods with later.

Orbital, very simple, try to finish station bay 2, then putting orbital dice and erewhon on cleanup duty with a couple more dice to keep the leopard 2 factory ticking. Services goes for gene clinics and isolinear plus ticks some progress into hospitals.

Military, going for inferno gel and binary as cheap tech projects. Gunpowder and explosives. The steel talons get their dice for buckler shields. then 3 dice to all but guarantee a set of ZA. Finishing off in military with 2 mil dice on the RZ 3 south hub into north egypt and another 3 tib dice there. at 20R per dice it's cheaper than many tiberium projects and sets us up for a nice bunch of mining in the region. Tiberium. putting some dice into the Hewlett gardener process because we're worried about STU's. 1 dice cheap into tib containment facilities. And finishing with 3 dice into the border offensives for tiberium. Bureaucracy is simply all four dice into recruiting.
For a content analysis:
It looks like you are trying to do too many costly things , and putting dice on cheaper projects when not necessary.
For example, if you delay the Fortress Towns in favor of 10R dice projects, that would let you take dice off of overkilling Orbital Cleanup for Leopards, Gene Clinics, and the like.
...And, of course, it is going to give us a Q2 budget of under 800R, which is not something I look forward to.
 
Man, you guys and your communal housing experiments.
Hey, you can't be a mad scientist operating at this level without doing some mad social science.

Ominous as fuck. I love it.
I mean, it's classic old school DMing: roll dice behind the screen and cackle ominously. Iz good.

I feel that your assessment is flawed - ZA factories are needed urgently, and no other military projects really are, at that level. And the production that we promised to Zocom is not really coming according to the timeline they specified. And yes, this is a question where we don't really know... but the consequences of not honoring this problem are potentially massive. As they said in the letter.
Yeah, but I'm going back and reading the letter, and basically, I'm reading it as "we're going to be able to do this if you build these two factories on schedule, and if you don't do anything dumbass like completely stop factory construction after that."

If their ability to keep problems down to an acceptable level is so precarious that we need to treat 4 dice/turn as a quasi-mandatory spending level, then we're dealing with a massive misestimation of the threat level here, and not just on our part but on the military's part.
 
Man, you guys and your communal housing experiments.
We do have a workable hypothesis about why we had trouble with the first set, we just need to test it. For Science. You monster. :D
Yeah, but I'm going back and reading the letter, and basically, I'm reading it as "we're going to be able to do this if you build these two factories on schedule, and if you don't do anything dumbass like completely stop factory construction after that."

If their ability to keep problems down to an acceptable level is so precarious that we need to treat 4 dice/turn as a quasi-mandatory spending level, then we're dealing with a massive misestimation of the threat level here, and not just on our part but on the military's part.
Yeah. And the critfail on London means that we're not really meeting that schedule. I don't see 4 dice/turn as an ongoing necessity, but ensuring that we have more than enough to cover the slippage in the schedule.
 
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