Down with the tyranny of Alloys! Plant lovers rise up!

Vote '[] Plan: Yo Dawg I Heard You Like Space and Plants and Catgirls' today!
 
[X] Plan Fusion in Space

We know that the visitors are still active around Jupiter, and I'd like to be able to intercept anything that comes to check out the new space stations.

I'm also guessing that tarberries and spidercotton are the sort of thing that the diplomatic corps needs to get more warlords interested in making a deal. Between those and the poultice plants we'd have something that any warlord would be interested in. Sort of like magic beans that can grow capital goods, antibiotics and machine oil.
 
We're not immune to running out of Energy, so unless people are really, really comfortable with liquid tiberium reactors on a very large scale... we need the new fusion plants, and we need them quickly enough that it's worth at least using Erewhon's help to increase our chances.

Or, you know, the division of alternate energy, Reykjavik, Bergen, Red zone refits, red zone marvs.

Just a few options.
 
I'm not sure I agree with your prioritization of the Mad Science projects. The shear potential of getting Delta class Forgotten research is far more appealing then the Tib Spikes. I'll admit its probably a snipe hunt, and the only material information we are likely to uncover is more stuff about Kane himself, which while not undesirable is less urgent since we already got a report on the most pertinent details.

I admittedly think of the Tib Spikes as an actual negative given the counter productiveness of using them when we want less tib on earth rather then more rather then a net neutral, but that is me.
Yeah, well, that prioritization list isn't an exact science. There's a lot of variables, such as "PS cost," "is this a thing we even really want to be doing," "is this likely to produce something of real value," "how in-demand is this dice category..."

I'm not so much trying to construct some definitive listing as just to vaguely illustrate a few points. The Occult Studies project, for instance, is very likely to get taken just because it's a cheap way to use a Services die, well before the hypothetically from some perspectives more useful Orbital Nuclear Caches project which uses 2-3 of the much sought-after Military dice.

Wellllll... you could drop the AEVA and put one die in the hospitals, 2 dice in the optical labs and the last die in biosculpts which raises the service R cost by only 5R which leaves a free die that needs to be put elsewhere... maybe swap it with the admin die and just double up the security dice or do security sweeps in other areas.
I could do something broadly along those lines, now that you mention it. I'm seriously considering it...

A minor edit of Attempting to Grow Cat Ears in which Erewhon is tasked with generating ghost stories to frighten the enemies of small children.

More serious votes in a minute.
I'm a bit less than thrilled, because your 'minor edit' took out a project that's important to me: Personal Electric Vehicle Plants.

No Dairy Domes on leading plan again 😢
A great deal of work is being put into projects that very specifically help with the same issues the dairy ranching domes address, unless you focus in all the way down to "specifically the problem is not enough milk."

Any experiments with tib that would involve using it for power, weapons, and/or wildlife.

Its dangerous and unpredictable, nothing good can come from trying to use it to our advantage.
Tiberium is unpredictable in large part because of ignorance; it becomes a lot more predictable when you learn about it. We would have a much more difficult time containing tiberium if not for the large amount of research we've done on it.

For instance, we have "T-Glass," a material specifically designed to resist tiberium encroachment and which has saved us vast sums in reduced cost and property damage caused by tiberium infesting structures and vehicles.

And we got T-Glass by researching one of the most horrific tiberium-based weapons known to man, the ultra-toxic venoms of the Scrin Corruptor.

Or, you know, the division of alternate energy, Reykjavik, Bergen, Red zone refits, red zone marvs.

Just a few options.
From a pure efficiency standpoint, all of those options are fancy ways of spending dramatically more dice and Resources to get the same amount of Energy we need, when we could get it cheaper from liquid tiberium power or second-generation fusion power.

To the point where deliberately pursuing an Energy policy drawn entirely from that list is basically a pure "fuck you, I'm not doing the obvious things no matter how much it costs me, because I want to prove I have options, dammit!" approach. And there's... really no point in taking such an approach to GDI's metaphorical electric bill.

Why handicap ourselves when we don't have to?
 
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...

Honestly...

With the amount of political points we are going to get soon, we really could do more phases of tiberium power.

I'd rather not because it looks like the tech makes some really nasty byproducts, but it's a legitimately viable option at the moment.

We should obviously still do the fusion research. Just so we can see what comes of it and if we can fix the current fusion plants.
 
From a pure efficiency standpoint, all of those options are fancy ways of spending two, three, or even more times as many dice and Resources to get the same amount of Energy we could get from liquid tiberium power or second-generation fusion power.

To the point where deliberately pursuing an Energy policy drawn entirely from that list is basically a pure "fuck you, I'm not doing the obvious things no matter how much it costs me, because I want to prove I have options, dammit!" approach. And there's... really no point in taking such an approach to GDI's metaphorical electric bill.

Why handicap ourselves when we don't have to?

Well you mentioned only liquid tib or improved reactors as our options. That's not the case.

We'd by handicapping ourselves by not completing either bergen of rekyjavik. Both of which provide both capital goods and energy. Both of which we need, in the light industry category where we have plenty of room for these sorts of additional products.
we can do improved fusion. I even made a draft for a plan which included that. The point I'm trying to make is we can do improved fusion AND rollout other forms and sources of energy too.
 
Was there actually a problem with the toxicity of the tib power biproducts, or was it just that we need a better design for filtering them?
 
I'm fine with delaying Alloys. Getting basically nothing else from our HI dice for 6 turns in a row does not sit well with me.
This is not a project we should be attempting to rush out when we aren't even putting serious Free Dice behind it.
 
Well, just dialing back alloys from seven dice to six isn't that bad. Odds of getting Phase 2 are still something like 70%, after all.

I accept the importance of the alloy foundries (this is why I dropped my plan draft variants that don't have much of them weeks ago). But going from seven dice to six wouldn't bother me, though it would probably bother some.
 
Well you mentioned only liquid tib or improved reactors as our options. That's not the case.

We'd by handicapping ourselves by not completing either bergen of rekyjavik. Both of which provide both capital goods and energy. Both of which we need, in the light industry category where we have plenty of room for these sorts of additional products.
we can do improved fusion. I even made a draft for a plan which included that. The point I'm trying to make is we can do improved fusion AND rollout other forms and sources of energy too.

While I agree with your previous post that the Division of Alternate Energy is a viable long term Energy producer, and that while less effective RZ Energy Refits still have potential as a short term solution, both Bergen and Reykjavik, like the more general RZ projects, are not good sources of Energy. A good source of Energy is one that gives (on average) more then 1 Energy per Die invested. Reykjavik in particular has almost as bad a ROI as using RZ MARV hubs for Energy production. Liquid T, Fusion, and DEA all are at least 4-5 times as effective as the other options, with the exception of the RZ Energy Refits. The issue with Liquid T and especially the RZ Energy Refits is the opportunity cost of not investing in more income production. We need the economic growth and the Tib Mitigation that comes with it.

We are currently facing a slight Energy crunch because of RZ projects being closed off. Because we need to continue to expand our Economy, and we are likely to need more Energy in the near future we have a dearth of options for Energy (the RZ projects were really nice as they did both). Honestly throwing a couple dice at Liquid T might be looking pretty attractive in a turn or two especially as we'll have a surplus of PS from the stations.

Still you are correct that we will want supplemental sources of Energy, and outside of HI and Tiberium Reykjavik and Bergen are the only options for Energy. With the exception of RZ MARVs, but using those for Energy output is not ideal to say the least. I don't think they are good options though, they aren't as effective at producing Energy and Capital Goods as producing both of those in more dedicated facilities.

Energy Project Table:
CategoryNameProgress CostCurrent ProgressDice EstimatedDice RoundedRpDR CostEnergy ProducedEnergy Per DieEnergy Per R
TiberiumLiquid Tiberium Phase 3
135​
4​
1.3107​
2​
20​
40​
10​
5​
0.25​
Heavy IndustryFusion Plants Phase 10
285​
0​
3.2335​
4​
20​
80​
16​
4​
0.2​
Heavy IndustryDivision of Alternative Energy
N/A​
N/A​
1​
1​
10​
10​
4​
4​
0.4​
TiberiumRZ Energy Refit Phase 1-3
1005​
0​
11.1864​
11​
25​
275​
30​
2.7273​
0.1091​
TiberiumRZ Energy Refit Phase 1
335​
0​
3.6158​
4​
25​
100​
10​
2.5​
0.1​
TiberiumRZ Energy Refit Phase 1-2
670​
0​
7.4011​
8​
25​
200​
20​
2.5​
0.1​
TiberiumRZ Tiberium Harvesting 12
145​
29​
1.1412​
1​
25​
25​
1​
1​
0.04​
TiberiumRZ Border Offensives 4
240​
93​
1.4915​
2​
25​
50​
2​
1​
0.04​
LCIBergen Phase 4
725​
65​
8.2166​
9​
30​
270​
8​
0.8889​
0.0296​
LCIBergen Phase 4-5
2170​
65​
26.6242​
27​
30​
810​
24​
0.8889​
0.0296​
TiberiumRZ Border Offensives 4-5
480​
93​
4.2034​
5​
25​
125​
4​
0.8​
0.032​
TiberiumDeep RZ Glacier Mining 4
240​
0​
2.5424​
3​
25​
75​
2​
0.6667​
0.0267​
TiberiumDeep RZ Glacier Mining 4-5
480​
0​
5.2542​
6​
25​
150​
4​
0.6667​
0.0267​
TiberiumGlacier Mining 13
205​
38​
1.7175​
2​
25​
50​
1​
0.5​
0.02​
TiberiumRZ Containment Lines 6
215​
54​
1.6497​
2​
25​
50​
1​
0.5​
0.02​
TiberiumRZ Containment Lines 6-7
430​
54​
4.0791​
4​
25​
100​
2​
0.5​
0.02​
TiberiumRZ Containment Lines 6-8
645​
54​
6.5085​
7​
25​
175​
3​
0.4286​
0.0171​
LCIReykjavik Phase 5
1220​
50​
14.7134​
15​
20​
300​
4​
0.2667​
0.0133​
MilitaryMARV RZ
320​
0​
3.7888​
4​
20​
80​
1​
0.25​
0.0125​
 
Of all the subjects to be heated about, I wouldn't have expected food to be one.

because food quality seems like a "filler" action to more "vital" ones
esentially,a issue of important (has meaningful long term impact) vs urgent (shit that needs to be done soon)
some people feel that giving tasty food is a waste when there is >insert current crysis or ambitious project< to be done
 
[X] Plan: Industrial Tech for a Picnic in Karachi
[X] Plan Foundations for the Void Fleet
[X] Plan Fusion in Space
[X] Plan Mad Cat Ear Science
[X] Plan Reactors Online
 
[X]Plan attempting to increase abatement
-[X]Infrastructure 5 Dice 90R
--[X]1 Dice for security Review
--[X] Communal Blue Zone Arcologies 328/395 1 die 15R 85%
--[X] Suborbital Shuttle Service (Phase 2) 22/240 3 dice 75R 87%
-[X]Heavy Industry 6 dice 120R
--[X] Personal Electric Vehicle Plants 175/295 2 dice 20R 93%
--[X] Microfusion Cell Development 0/60 1 die 20R 94%
--[X] Improved Continuous Cycle Fusion Development 0/120 2 dice 40R 96%
--[X] U Series Alloy Foundries (Phase 2) 116/575 1 Dice 40R
-[X]Light and Chemical Industry 5 Dice 80R
--[X] Department of Distributed Manufactures -1 L&CL die -20RpT Auto
--[X] Artificial Wood Furniture Plants 33/95 1 die 10R 77%
--[X] Home Robotics Factories (New) 0/145 2 dice 30R 66%
--[X] Reykjavik Myomer Macrospinner (Phase 5) 50/1220 1 Dice 20R
-[X]Agriculture 6 Dice +1 Free dice 120R
--[X] Wadmalaw Kudzu Plantations (Phase 3) 430/450 1 die 10R 100%
--[X] Poulticeplant Deployment (New) 0/150 2 dice 30R 77%,
--[X] Dairy Ranches (Phase 1+2) 0/390 4 dice 80R 15%
-[X]Tiberium 7 Dice 100R
--[X]2 Dice on Marvs
--[X]1 Dice on Security Review
--[X] Tiberium Inhibitor Deployment (Blue Zone 4) 0/95 1 die 30R 59%
--[X] Tiberium Inhibitor Deployment (Yellow Zone 11) 0/125 1 die 30R 29%
--[X] Tiberium Processing Refits (Phase 5) 6/95 1 die 20R 65%
--[X] Tiberium Vein Mines (Stage 4) (Updated) 60/190 1 die 20R 24%
-[X]Orbital 7 Dice, +4 Free dice + Erewhon 250R
--[X] Fusion Shipyard 0/490 5 dice 100R 31%
--[X] Conestoga Class Development 0/60 1 die 30R 94%
--[X] GDSS Shala (Phase 2+3) (Updated) 50/405 5 dice + Erewhon 120R 94%*
-[X]Services 4 Dice 80R
--[X] Regional Hospital Expansions (Phase 1) 213/300 1 die 25R 56%
--[X] Kamisuwa Optical Laboratories 79/245 2 dice 40R 62%
--[X] Prototype Biosculpt (New) 0/40 1 die 15R 100%
-[X]Military 8 Military Dice +2 Tib dice +2 free dice 230R
--[X] Ground Forces Zone Armor (Set 1) (Phase 4) 155/180 1 die 20R 100%
--[X] Railgun Munitions Factories (Phase 2) 89/195 2 dice 20R 96%
--[X] Shark Class Frigate Shipyards (Seattle) 0/285 3 dice 60R 30%
--[X] Reclamator Hub Red Zone 1 South (Benghazi) 0/320 2 Mil 2 Tib dice 80R 71%,
--[X] Modular Rapid Assembly Prototype Factory (New) 0/335 1 Die 20R
--[X] Medium Tactical Plasma Weapon Deployment 0/75 1 die 30R 71%
-[X]Bureaucracy 4 Dice
--[X] Security Review Infrastructure DC50 2 dice 100%
--[X] Security Review Tiberium DC50 2 dice 100%
---[X]Total Cost = 1070R 180R In reserve for next turn

*GDS Shala phase 3 actually higher than 94% due to Erewhon

2 dice security reviews on both tiberium and infrastructure.

Infra gets 1 dice on finishing the communal arcologies and 3 dice on the suborbital shuttles to try and claw out some logistics.
Heavy gets 2 dice to finish personal vehicles. Dice on microfusion and improved fusion. To find out what energy options look like and develop small scale microfusion for weapons and such. Final dice goes towards the alloys.
Light industry. 1 Dice gets spun off for Small scale capital goods since we have a lot of freedom in our light industry. Wood is continued, and home robotics we try to finish. Last dice on rekyjavik to start plugging away at that.
Agriculture gets a dice on kudzu to finish it this turn. 2 dice on the poulticeplants for the chance of completing it this turn. Dairy ranches get the remaining dice plus a 3 dice to make sure to complete the first phase and for a chance of completing the second.

Military. Going for basic essentials 1 dice on zone armour since demand for that is slowing but I want to make sure to keep investing in it. 2 Dice into railgun munitions for good chance of completing that. 3 dice For a chance of completing the shark class frigate yard. Red zone 1 south marv hub because I consider reducing red zone one of the most important things we can do. It also has strategic implications for its location plus unlocking the red zone 1 inhib. Lastly 2 free dice into military. 1 for starting progress on the crawlers. The second for research into plasma.

Tiberium is simple. 2 dice for marvs. 1 for the security review. 1 dice each on the blue zone inhib and yellow zone inhib. blue zone is more important because it's BZ4 where the caravanserai is. 1 dice onto vein mines for a chance at more R, and 1 dice onto the refits while we still have a buffer in refining capacity.

Services. i try to finish the hospital. I try to finish the optical lab. And we get 1 dice on the new mad science/genetics option.

Orbital gets the bulk of this turns focus. 4 free dice, plus erewhon. More dice than anywhere else. Starts setting up the fusion shipyard and the conestoga. All remaining dice plus Erewhon go into Shala.

edit: formatted my plan to put categories in the 'right order' for Vehrec upon request.
 
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[X] Plan Attempting To Grow Cat Ears

Don't know anything about the plan here other then its name. That alone is enough for me to vote for it. It is a very good name.
 
[X] Plan Fusion in Space
[X] Plan: Yo Dawg I Heard You Like Space and Plants and Catgirls
[X] Plan Mad Cat Ear Science
[X] Plan Foxgirls, Armor, and Alloys
 
because food quality seems like a "filler" action to more "vital" ones
esentially,a issue of important (has meaningful long term impact) vs urgent (shit that needs to be done soon)
some people feel that giving tasty food is a waste when there is >insert current crysis or ambitious project< to be done
Yeah, but they don't win votes.

Seriously, look at the record. I've checked pretty much all the way back to the beginning of the Third Four Year Plan. We've consistently activated all Agriculture dice nearly every turn for at least that long, and many of the projects involved were projects that boil down to "give tasty food." The main thing that's ever delayed "give tasty food" actions, in all that time, has been the need to fulfill plan targets and to just provide enough bulk Food indicator that people don't starve, which has been tricky given that we had a huge influx of refugees in 2060-61.

There haven't been plans built around "nah, tasty food is a waste, worry about it later" for a very long time. Maybe back in the early to mid-2050s when the budget was tighter, but that was also back when we only had three Agriculture dice per turn and when we were genuinely worried about basic survival needs.
 
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