[X] Plan Karachi Wingmen

[X] Plan Holding Out For a Wingman V2

[X] My attempt at a plan

[X] Plan: Yo Dawg I Heard You Like Space

[X] Foot off the Mining Pedal Q2 2062
 
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We might need to do those Ion Storm refits, after we get all the income we need. Sometime in 2063?
We can, but I'd prefer not to be that restricted in our options. Once we have non-income options to pursue, we'll have a number of things we want to do. Setting up containment lines and Blue Zone inhibitors are both good ways to get abatement that don't pay off well in income- and come to that, Blue Zone inhibitors' main cost is Energy, which we'll be having to conserve carefully if we can't just build fusion reactors. There may also be more tiberium research.

Ion power refits also conflict with doing much with MARV hubs, though I don't hold out much hope of getting more of those done before Karachi.

I really just want to get the fusion research out of the way and take it seriously as an option.

Also, no RZ ops until Q2 2063, does that include RZ MARVs?
Apparently not. It seems.

The expansion of regular healthcare infrastructure to accommodate our swollen population and service the new urban metro areas is marginal? It's marginal vs servicing patients in one specialism? Moreover the last time we worked on it, two quarters ago, we rolled a 1 and uncovered numerous issues with handover and establishment of services.
You're citing selectively.

The issues we uncovered:

The Regional Hospital programs have run into multiple serious crises this quarter, including with refugee Yellow Zoners. Part of the problem is that GDI's medical culture is aggressive and interventionist. In many ways it is built as a military medical system with civil and humanitarian elements bolted on. GDI's doctors in most cases expect to be dealing with an informed and medically aware population that knows its rights and how to deal with the system. Most of the refugees do not, and have expectations that when a doctor tells you to do something, they are speaking with the authority of the local warlord, giving orders rather than suggesting a course of treatment.

Beyond the immediate problems where yellow zone refugees get bulldozed by Initiative doctors, and not always realizing that consent is actually being asked seriously, there are massive problems with medical histories. The average Yellow Zoner refugee has some fragmentary pieces of a medical history, written in a very different standard than GDI, and typically with some vague understanding of their health history and medical needs. While some handful have thorough documentation and a good knowledge of their treatment history, even they are never up to GDI standards.

Furthermore, there are practical concerns, ranging from allocation of medevac helicopters, to ambulances, to more conventional problems such as ordering and delivering the wide variety of consumable medical supplies required to operate a hospital.


...

Now, much of this is significant or serious, but it isn't something we can solve just by building out more hospitals in a hurry. Problems with refugee culture not being entirely compatible with GDI's expectations and customs don't go away just because you build some more buildings.

Meanwhile, we've been directly told- and if this has changed, I haven't heard it- that the public as a whole is broadly satisfied. The new urban centers may not have full-scale hospitals, but they do have clinics, and there isn't a large scale deficiency of access to medical care. If that's changed, by all means, cite your sources; I'm listening.

Could we stand to expand the system? Yes. Is it a crisis that needs urgent intervention that prioritizes over other things where the situation is not satisfactory as-is? Not as far as I know.
 
The ocular labs are important from a point of view of the ground forces morale. Blindness is becoming a common battlefield injury, investing money in expensive treatments for it shows the common soldiery that the GDI cares. If you're part of the GDI then we will take care of you, just worry about the battle in front of you because we will make sure the rest is covered, you will never want for food or housing or medical care. Impaled by tiberium crystals? We created a treatment for that. Eyes burnt out? We'll cover it. To those from whom much is expected much is given and all that.
Plus as we increasingly roll out lasers to the GDI forces we want people to be confident that we have their backs, we're not just going to throw these things out there and tell them to deal with it.
 
Yes.

Although candidly, if the optics labs don't get funded this turn, it'll be because people wanted chose to do the Service AEVA instead.

(EDIT: Choice to do Service AEVA is motivated either by desire to clear a Plan goal out of the way, or by perceived need to save money in order to activate a bunch of dice on the U-Series Alloy Foundry project)
 
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Now, much of this is significant or serious, but it isn't something we can solve just by building out more hospitals in a hurry. Problems with refugee culture not being entirely compatible with GDI's expectations and customs don't go away just because you build some more buildings.

Well that's just wrong, which I know because I read it. The last paragraph is quite literally a problem of missing physical stuff, so that's one thing that it can absolutely solve by finishing the first phase. Moreover poor handover is an issue of increased relative workload to patient, which you can mitigate though additional staffing capacity. I know you're very charmed by the ocular implants but it really didn't require dismissing the bread and butter healthcare infrastructure as some unimportant side project.
 
[X] Plan Rearden Wept
[X] Plan Looters' Reward
[X] Plan: New Steel, New Plants, New Stations v2
[X] Plan Holding Out For a Wingman V2
[X] My attempt at a plan
[X] Plan Karachi Wingmen
 
[X] Draft Plan: Holding Out For a Wingman
[X] Plan: New Steel, New Plants, New Stations v2
[X] Plan: Yo Dawg I Heard You Like Space
[X] Plan Rearden Wept
 
Here are the completion chances for Plan Rearden Wept, to make comparing it with other plans easier.

@Crazycryodude If you don't mind, may I ask why you don't include completion chances in your Plans? I find it very helpful and convenient when evaluating a Plan; otherwise I have to go back and forth between the Plan and my Array.

[-] Not Plan Rearden Wept
-[]Infrastructure (5 dice) 70 Resources
--[] Communal Blue Zone Arcologies, 2 dice (30R) 2/4.5 median
--[] BZ Apartment Complexes (Phase 10), 1 die (10R) 79%
--[] Urban Metros (Phase 4), 2 dice (30R) 81%
-[]Heavy Industry (5 dice + 4 Free) 340 Resources
--[] U-Series Alloy Foundries (Phase 1), 8 dice (320R) 84%
--[] Improved Continuous Cycle Fusion Development (Tech), 1 die (20R) 34%
-[]Light and Chemical Industry (5 dice) 65 Resources
--[] Civilian Ultralight Factories, 3 dice (45R) 81%
--[] Artificial Wood Furniture Plants, 1 die (10R) 39%
--[] Home Robotics Development, 1 die (10R) 84%
-[]Agriculture (6 dice) 50 Resources
--[] BZ Aquaponics Bays (Phase 5), 3 dice (30R) 99%, Phase 6 42%
--[] Wadmalaw Kudzu Plantations (Phase 3), 2 dice (20R) 86%
--[] Security Review (Agriculture), 1 die (unrolled)
-[]Tiberium (7 dice) 140 Resources
--[] Tiberium Vein Mines (Stage 2), 5 dice (100R) 100%, Stage 3 88%, Stage 4 5%
--[] Improved Hewlett-Gardener Process Development (Tech), 2 dice (40R) 83%
-[]Orbital (7 dice + 3 Free + Erewhon) 200 Resources
--[] GDSS Columbia (Phase 1), 9 dice (180R) Phase 3 99%, 9/12 Phase 4 median, 9/24 Phase 5 median
--[] Orbital Cleanup (Stage 11), 1 die + Erewhon (20R) 99%, Stage 12 61%
-[]Services (5 dice) 70 Resources
--[] AEVA Deployment (Services), 3 dice + 1 locked (60R) 88%
--[] Gene Clinics, 1 die (10R) 100%
-[]Military (8 dice) 115 Resources
--[] Stealth Disruptor Development (Tech), 1 die (15R) 100%
--[] Zrbite Sonic Weapons Development (Tech), 1 die (20R) 91%
--[] Railgun Munitions Factories (Phase 1), 2 dice (20R) 100%, Phase 2 2%
--[] Ground Forces Zone Armor (Set 1/Phase 3), 2 dice (40R) 100%, Phase 4 20%
--[] Modular Rapid Assembly System Prototypes (Tech), 1 die (20R) 66%
--[] Security Review (Military), 1 die (unrolled)
-[]Bureaucracy (4 dice) 0 Resources
--[] Security Review (Agriculture), 1 die 94%
--[] Security Review (Military), 2 dice 100%
--[] Focus Reallocation, 1 die
---[] Heavy Industry
---[] Orbital
---[] Tiberium
-[]Total Cost: 1050/1050 Resources
 
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Well that's just wrong, which I know because I read it. The last paragraph is quite literally a problem of missing physical stuff, so that's one thing that it can absolutely solve by finishing the first phase.
The last paragraph is a list of some of the reasons why the first phase isn't already finished despite the significant dice investment already made.

Definitionally, a list of reasons why the first phase isn't finished can be resolved by finishing the first phase.

But solving the problems that have delayed completion of the project doesn't necessarily mean the project itself is solving an underlying problem, let alone a serious underlying problem.

Moreover poor handover is an issue of increased relative workload to patient, which you can mitigate though additional staffing capacity.
Building more hospitals doesn't translate into increased staffing capacity; it's a "more hospitals" action, not a "more medical schools" action. The problem isn't just poor handover, it's that there is no handover; we're getting tens of millions of patients who have no prior engagement with the health care system and are having to start or restart from scratch. On top of that, the refugees coming into GDI territory don't even engage with health care in the way our system is accustomed to, and that's not just an issue they have with hospitals, it's an issue they have with their GPs.

The GPs they already have because even the new cities are supplied with that level of facilities.

The regional hospitals do solve certain problems, but they don't solve the handover and patient culture problems, even as the handover and patient culture problems have the potential to disrupt the task of getting the new hospitals up and running.

I mean I wanted to do the optics labs but that put my turn budget way too flipping high. It's alloy production that saps the resources needed, not the service AEVA
I'm sorry, you're right. That's a good point. Because people are taking the Service AEVA die to reduce total Service expenses... by eating a Service die, so that there is no need to spend R on it.

We often use security reviews for the same purpose, come to think of it.

I'm going to go back and amend what I said.
 
Okay, I think this is all the plans within 50% of the vote count of the leading plan. I may have missed something or gotten something wrong, and I apologize if so. i didn't want to mass-tag all the plan authors, except those for whom I found something weird or wrong.

Plan Rearden Wept (Crazycryodude)
(16 votes)
(8 dice on foundries, 1 die on improved fusion, Service AEVA rather than ocular implants, 2 dice on Zone Armor, no wingman drones)

Plan Life in Space (Shadows)
(13 votes)
(7 dice on foundries, 0 dice on improved fusion, ocular implants rather than Service AEVA, 2 dice on Zone Armor, no wingman drones)

Plan Karachi Wingmen (F0lkl0re)
(10 votes, plus TripleTango, counted separately)
(2 dice on Chicago, 2 dice on foundries, 2 dice on improved fusion, ocular implants and hospitals rather than Service AEVA, 3 dice on Zone Armor, 3 dice on wingman drones)

Uh, @F0lkL0re , how are you allocating Erewhon? I can't find Erewhon in your plan.

My attempt at a plan (nottheunmaker)
(7 votes, plus nottheunmaker, counted separately)
(2 dice on foundries, 1+E dice on improved fusion, hospitals and heavier ocular implant spending rather than Service AEVA, 3 dice on Zone Armor, 3 dice on wingman drones)

Crap, @Nottheunmaker , I missed something. You've got a Military security review, but you don't have any Military dice allocated. You'll need to cut one die on something in Military and allocate it to the security review, or cut a Free die elsewhere and allocate that to the review. The good news is, that frees up some extra R, and I think your plan is already running at 1035/1050 R. So you'll have 25 or more R available to "upgrade" existing dice from the projects they're now on to other, more expensive projects if you want. Or to just save for next turn; we can spend an arbitrary amount of money next turn if we want, what with having a gigantic and highly popular 40 R/die dice sink project. :p

Plan Foot off the Mining Pedal Q2 2062 (Phht)
(7 votes, plus Phht, potentially counted separately)
(heavy dice on railroads, 0 2 dice on foundries, 1+E die on improved fusion, 2 dice on Aberdeen, ocular implants rather than Service AEVA, 3 dice Zone Armor, 3 dice naval laser refits)



Now, my summaries don't capture all the differences between the plans; there are far too many to keep track of, so I zeroed in on the ones I care about most. Of the leading plans, the two frontrunners just feel off to me. Not enough effort on improved fusion and Zone Armor; I don't mind a plan with a ton of Alloy Foundry dice but I don't like the idea of slow-walking fusion research. Again, I anticipate us actually needing that option reasonably soon, and especially now with Alloy Foundries we're going to have a hard time getting support for massive dice expenditure on power plants in any one turn. I'd like us to be able to roll out that first set of second-generation fusion plants in a reasonably timely manner. Especially since those are going to have to keep our Energy reserves nice and solid while we do rolling refits and refurbishment to replace the old plants.

I also think we really should have three dice on Zone Armor, and I disapprove of plans that pick deliberately low-cost but also low-utility Military projects (like Ferro Aluminum Armor Refits to save money for other things. If nothing else because there's a number of valuable 10 R/die and 15 R/die projects still in Military.

@F0lkL0re , am I just confused about your plan? I could have sworn it didn't have Chicago, but it seems to, and I'm probably just mixed up and maybe the coffee hasn't kicked as far in as I'd thought... @_@
 
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TripleTango, Kyr'am, Happerry, Shadowward, doruma1920, Simon_Jester, Frvborg

Sorry to ding all of you, but making two changes to the plan of mine you voted for. First - I'm switching the 2D on Aberdeen to Alloy Foundries. Second, I think the reason the vote tally isn't putting your votes on the plan itself is because I don't have "Plan" at the front, so I'm going to make that change on the names for base plan and Chicago Apartments.

If it turns out to work, I'll fix Maximum Chicago's name, but that involves notifying someone that's not in this current list. ^^

C/P-ing from the edited plan post so you don't have to go looking for what the changed name is:
[] Plan Foot off the Mining Pedal Q2 2062
[] Plan Foot off the Mining Pedal Q2 2062, Chicago Apartments

Apologies for the name change.

Foot off the Mining Pedal Q2 2062 (Phht)
(7 votes, plus Phht, counted separately)
(heavy dice on railroads, 0 dice on foundries, 1+E die on improved fusion, 2 dice on Aberdeen, ocular implants rather than Service AEVA, 3 dice Zone Armor, 3 dice naval laser refits)
What timing. I just got around to the change I was comtemplating last night before bed, and it's just after you did this. :D
 
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Okay, based on further analysis, a slight revision:

[X] Plan Life in Space
-[X] Infrastructure (5 dice, +36) (70R)
--[X] Blue Zone Apartment Complexes (Phase 10) 87/160 1 die 10R 79%
--[X] Communal Blue Zone Arcologies (New) 0/400 4 dice 60R 26%
-[X] Heavy Industry (5 dice + 3 Free, +33) (290R)
--[X] U Series Alloy Foundries (Phase 1) (New) 0/600 7 dice 280R 50%
--[X] Personal Electric Vehicle Plants 112/300 1 dice 10R
-[X] Light and Chemical Industry (5 dice +23) (65R)
--[X] Civilian Ultralight Factories 0/190 3 dice 45R 81%
--[X] Artificial Wood Furniture Plants (New) 0/100 1 die 10R 39%
--[X] Home Robotics Development (New) 0/60 1 die 10R 84%
-[X] Agriculture (6 dice, +28) (60R)
--[X] Wadmalaw Kudzu Plantations (Phase 3) 315/450 2 dice 20R 86%
--[X] Blue Zone Aquaponics Bays (Phase 5) 18/140 2 dice 20R 88%
--[X] Poulticeplant Development 0/50 1 die 20R 100%
--[X]Security Review
-[X] Tiberium (7 dice + 1 Free, +38) (160R)
--[X] Tiberium Vein Mines (Stage 2+3+4?) 5/570 6 dice 120R 40%
--[X] Improved Hewlett Gardener Process Development 0/160 2 dice 40R 83%
-[X] Orbital (7 dice + 3 Free + E, +33) (200R)
--[X] GDSS Columbia (Phase 1+2+3) (Updated) 0/475 7 dice 140R 98%
--[X] GDSS Shala (Phase 1) (Updated) 0/65 1+E die 40R 89%
--[X] Orbital Cleanup (Stage 11+12) 32/170 2 dice 20R 85%
-[X] Services (5 dice, +31) (100R)
--[X] Gene Clinics 94/120 1 die 10R 100%
--[X] Ocular Implant Deployment 0/200 2 dice 50R 88%
--[X] Kamisuwa Optical Laboratories 0/250 2 dice 40R 4%
-[X] Military (8 dice, +30) (105R)
--[X] Railgun Munitions Factories (Phase 1) 142/200 2 dice 20R 100%
--[X] Stealth Disruptor Development (Tech), 1 die (15R)
--[X] Ground Forces Zone Armor (Set 1) (Phase 3+4) 147/360 2 dice 40R 20%
--[X] GD-3 Rifle Development 0/30 1 die 10R 100%
--[X] Modular Rapid Assembly System Prototypes 56/125 1 die 20R 82%
-[X] Bureaucracy 4 dice +28
--[X] Agriculture Security Review (2 dice)
--[X] Military Security Review (1 dice)
--[X] Focus Reallocation (1 dice auto)
---[X] Heavy Industry
---[X] Orbital
---[X] Tiberium

I shifted my dice in Agriculture from spending 2 dice on Vertical Farming to spending 2 dice on BZ Aquaponics, saving 10R, that I then used to fund Stealth Disruptor development in Mil. This is more useful to us than working on Ferro atm, I feel.

@One Autumn Leaf , @Chlof , @Pyro Hawk , @Phalfpipe , @Mortis , @DinoHank , @Sib , @VonVonson , @MightbeaMimic , @luhar1997 , @Rakuhn , @RaptorusMaximus

The Plan has been altered very slightly. Please review :)
 
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Building more hospitals doesn't translate into increased staffing capacity; it's a "more hospitals" action, not a "more medical schools" action.
It rather obviously does on account of giving people faculties in which to work. It has a negative labor mod for God's sake Simon, does that represent taking people out back and shooting them?

And all this waffle is still just a diversion from the fact that the gulf between the serviced populations is my problem.
 
Sorry to ding all of you, but making two changes to the plan of mine you voted for. First - I'm switching the 2D on Aberdeen to Alloy Foundries. Second, I think the reason the vote tally isn't putting your votes on the plan itself is because I don't have "Plan" at the front, so I'm going to make that change on the names for base plan and Chicago Apartments.

If it turns out to work, I'll fix Maximum Chicago's name, but that involves notifying someone that's not in this current list. ^^

C/P-ing from the edited plan post so you don't have to go looking for what the changed name is:
[] Plan Foot off the Mining Pedal Q2 2062
[] Plan Foot off the Mining Pedal Q2 2062, Chicago Apartments

Apologies for the name change.

What timing. I just got around to the change I was comtemplating last night before bed, and it's just after you did this. :D
I mean, it doesn't really invalidate anything and it's easy for me to edit... but where'd you get the Resources from? The foundries are more expensive than Aberdeen.
 
I mean, it doesn't really invalidate anything and it's easy for me to edit... but where'd you get the Resources from? The foundries are more expensive than Aberdeen.
Aberdeen is 30R/die, Foundries are 40R/die. My budget for that plan went from 1010 to 1030 by switching those two dice. I had 40R of buffer on the base plan at the start of the vote.
 
Aberdeen is 30R/die, Foundries are 40R/die. My budget for that plan went from 1010 to 1030 by switching those two dice. I had 40R of buffer on the base plan at the start of the vote.
Oh. Sweet! Well, good on you then.

It rather obviously does on account of giving people faculties in which to work. It has a negative labor mod for God's sake Simon, does that represent taking people out back and shooting them?
I'm pretty sure the employment rate among health care workers in GDI territory is as close to 100% as makes no difference. Do you think we have doctors who would otherwise be employed, but can't work because there aren't enough medical facilities? We've heard no word of such a problem.

As far as I can tell, the regional hospital expansions involve distributing facilities more broadly, but in the short term most of the actual personnel would just be moved from existing hospitals in the 'old' parts of the Blue Zones to new hospitals in the newly expanded border regions of the Blue Zones. Which is constructive as a matter of principle, but doesn't seem like it'd do much to solve handover and culture problems.

I can only conclude that the -1 Labor represents either existing highly skilled health care workers being stretched a little thinner (more people working 45 hours a week instead of of 40), or the increased number of people employed in relatively less skilled positions. Over time, we might see an expansion of the number of medical college and nursing school graduates, but that won't be an immediate effect caused by us building these hospitals.

The hospitals aren't going to make the handover problem go away quickly, because our population of doctors and nurses didn't expand by 20% (or more than 20%, since the goal is to reduce patient:staff ratios) when our general population expanded by 20%. I'm not sure the hospitals help with it at all.

Fortunately, with our +Health indicator at +14, it seems likely that our problems are not that severe- that is to say, that standards of care are still at a level of quality GDI would find acceptable (read: First World standards, with the caveat that when it comes to health care standards the US is not a proper First World country). We could be doing even better, a little, but at this point I feel like we're iteratively chasing perfection rather than solving an immediate crisis.

And all this waffle is still just a diversion from the fact that the gulf between the serviced populations is my problem.
The gulf between the serviced populations (read: refugees and Old Blue Zoners) is a real problem, but I don't think the hospitals address it- see above. Remember, the refugees aren't ghettoized into the new cities, much as Initiative First wishes they were. Those populations are mixed, statistically speaking.


...
I shifted my dice in Agriculture from spending 2 dice on Vertical Farming to spending 2 dice on BZ Aquaponics, saving 10R, that I then used to fund Stealth Disruptor development in Mil. This is more useful to us than working on Ferro atm, I feel.
I definitely agree that this is an improvement, though it isn't going to change my vote, because you've got no dice on improved fusion research and I consider that important. But it's a clever budgetary juggle; we'll need the +Food sooner or later. Good idea.

Given that your plan is already based around not completing any +Logistics projects thi turn anyway (you do work on electric cars but it won't complete with one die)... Well, if I were to make the minimum changes to your plan that would get it my content approval-voting support...

It'd be something like:

1) Convert two (or more) of the Communal Arcologies project dice into a housing refit project, saving 10 (or more) R. Net increase in High Quality Housing per die is about comparable either way across the two projects, and the reduced Low Quality Housing buffer is irrelevant for now because we have more Low Quality Housing than we know what to do with.

2) Use the 10 R to promote one of the Orbital Cleanup dice to a Shala die. Two dice on Orbital Cleanup is not strictly overkill, but it's not an urgent project and we can afford to be patient on it.

3) Take Erewhon off Shala and assign Erewhon to improved fusion research. No net budget change.

4) Take the free die off vein mining and assign that to improved fusion research, too. No net budget change; we lose most of our chance of getting a third vein mine stage done this turn and there's a chance of the second stage not completing, but our income is actually not bad, so I figure it'll probably be okay.

Net results:
-4% chance of Orbital Cleanup Phase 11 (formerly 100%, now 96%)
-74% chance of Orbital Cleanup Phase 12/Final (formerly 85%, now 11%)
-35% chance of Vein Mines Stage 4 (formerly 40%, now 5%)
-11% chance of Vein Mines Stage 3 (formerly 99%, now 88%)
+HQHousing split between communal arcologies and refurbishing old commieblocks (formerly all on former)
+38 Progress on Shala Phase 2+3 (this is just a flat increase)
+75% chance of Improved CCF Development (formerly 0%)

I, for one, would vote for your plan over this, and I'd consider the sacrifices relatively small. You might also pick up some other fusion fans; I don't know.
 
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