If we go all in on Infra and HI dice next turn, we have a >50% chance to complete Chicago 5. Without Free dice.
Which also gives us a juicy Capital Goods buffer.

Well, not according to the table. It says at 11 dice, we have a 25% chance. Personally, I would split it into two sets of 5 Inf/2 HI each, for a total of 7 dice per phase, thereby completing Chicago Phase 5 in two phases. It will save us the dice space for other important HI projects.
 
Well, not according to the table. It says at 11 dice, we have a 25% chance. Personally, I would split it into two sets of 5 Inf/2 HI each, for a total of 7 dice per phase, thereby completing Chicago Phase 5 in two phases. It will save us the dice space for other important HI projects.
Actually HI dice are pretty precious right now.
Going for 1 HI die and 5 Infra die per turn would be my suggestion.
 
Well, not according to the table. It says at 11 dice, we have a 25% chance. Personally, I would split it into two sets of 5 Inf/2 HI each, for a total of 7 dice per phase, thereby completing Chicago Phase 5 in two phases. It will save us the dice space for other important HI projects.
That is for 11 HI dice, and before we get the next phase of Alloys done.
We have a bigger die bonus on Infrastructure.
 
That is for 11 HI dice, and before we get the next phase of Alloys done.
We have a bigger die bonus on Infrastructure.

That will still only reduce the progress required to 52/990, given a 10% discount. Or possibly /1000 depending on if further 5% discounts are calculated from the original starting amount or the new amounts over time. And the extra +4 isn't enough to make a serious difference either.

Although in fairness, I don't have the Excel sheet behind the Array, just what's on it.
 
Number crunching it properly gets a 55% chance with 5 Infra Dice and 6 HI dice after the next Alloys is complete.
The discount from the second Alloys does most of the heavy lifting there. It is 48% from 11 HI dice from that.
 
To recap my (unchanged) basic plan's manifesto...

Heavy Industry:
Again I am deeply uncomfortable with abandoning Personal Electric Vehicle Plants or underspending on improved fusion research. The part where the PEV plants are popular enough to be worth +10 Political Support should clue us in to the fact that the public really wants them and that they're almost certainly a quality of life issue, on par with high-quality food. Note that the entire dairy ranch program gets us +5 PS, whereas this one industrial project is +10 PS.

Likewise, improved fusion research is important because it's going to take us time to build any of the new plants, especially with our Heavy Industry dice being in such intense demand with the foundry project itself. 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.

I respect that people want seven dice on alloy foundries. I'm making that happen. But I really do think we need to take PEV plants and improved fusion very seriously, and treat them as high priorities.

Agriculture:
I think it's worth spending an AA die to accelerate the kudzu plantations by one turn. A +1 to all dice across all projects is very valuable, and getting it even one turn sooner is worth a small expenditure.

Tiberium:
I strongly suspect that the project to refit existing H-G plants with the improved process is gated behind finishing the last refits of the old pre-TWIII plants that don't even use the H-G process at all. Since building a vast array of new refineries would be very expensive, it's probably best if we at least try to unlock the refits, since there's no option for "just retire the last of the old plants."

Military:
While the wingman drones for the Orcas are my main priority, I don't want to short zone armor production too badly. It's Very High priority for a reason, and we've had chronic shortfalls and problems getting suits into production for several turns in a row now.

Heavy Industry: Simon, we are staring down an absolute glut of PS, even if it is politically unpopular to idle personal vehicles, we can survive it. We will be hard pressed to turn our upcoming 69 PS from stations in the next year or so into actively useful change, given that we have 75 PS right now. Hell, even if we spend it on Tiberium power, that's still a lot of PS we have in the bank. We can ignore this issue without consequences, at least for a little while.

Fusion power, well you know that I think that we don't need new fusion plants if you would bother to try to budget power consumption, but I also know that you react vehemently and powerfully against any suggestion that we should moderate our power spending instead of building 5 more fusion reactors this plan for +120 energy. As far as Alloy Factories go, I don't want to rush seven dice either, but I would see things like particle beams or improved repulsor research as worthy of a die taken from personal vehicles.

Agriculture: I don't see a +1 across all categories as worth getting worked up over. It's a very small bonus, and while it will add up long-term, its doubtful that it will often have a major difference, we can afford to wait 1 (one) turn for it.
Tiberium: Ithillid has made comments that refitting existing H-G plants with the improved process involves ripping them down to the foundations and building a new plant on the old site. It may be impossible to refit them in a cheap/easy project at all. I would not hold out a lot of hope on this account.

Military: I'm not sure if you've noticed, but we didn't actually have problems getting suits into production last turn. Instead, those were the problems from a while ago cascading forward and problems with training the meat to use the metal. Lag time in military production is important here, and so is issues of doctrine and training. A big part of the doylist problem is that our QM is having to write the same factory blurb turn after turn and can't just say 'yep it's still going'. I'm personally in favor of de-funding the Ground Forces projects in favor of space and ZOCOM, once we've cleared out enough space for the essential naval and air force projects we are still backlogged on.
 
I guess if we get confirmation that finishing the refits will accomplish nothing and are literally worthless... then fine? Forget them I guess.

I just can't imagine leaving plants closed instead of running them at reduced STU efficiency.

Everything we do runs off of turning tiberium into useful materials. How would it be worth shipping everything whatever extra distance all the time instead of just making it there and taking the 10% reduction in STUs?
Well, it's conceivable that we do just take the 10% reduction in STUs, because STUs don't appear to stockpile the way we might expect them to, so as far as I know it's possible that we just don't produce any actual surplus of the stuff beyond what our existing industrial processes demand.

But even so, the underlying point remains: there is very little point in refitting obsolete equipment to a standard that is itself obsolete and that we've promised Litvinov we're going to tear down and replace with brand new hardware anyway. Building silos instead isn't necessarily a great super-useful thing, granted, it might not make a decisive difference. But at least we won't just be building stuff we don't need only to tear it all back down two or three years from now.

Sure, the problem is that Ithilid hasn't put up any options for us to do that.
We just got QM confirmation of how we get the options to do that. Namely, build enough second-generation Hewlett-Gardener processing plants that we have a really thick surplus of processing capacity. Then we can start retiring first-generation plant hardware (or, better yet, zeroth-generation plants that don't even use the Hewlett-Gardener process and are entirely obsolete), freeing up valuable Energy and Logistics we can use to finish building second-generation processing plants.

While we shouldn't assume that we can transition processing in under a year, we aren't that close to running out of STU supply.
We can start prep for the processing refits next turn.

If we go all in on Infra and HI dice next turn, we have a >50% chance to complete Chicago 5. Without Free dice.
Which also gives us a juicy Capital Goods buffer.
Well, I dunno, I'd rather take two turns to finish Chicago and keep working with most of our Heavy Industry dice on the alloy foundries or other projects. Heavy Industry is a deeply, deeply overcommitted category where we need every die we have and more. Infrastructure is... not quite so overcommitted.

Heavy Industry: Simon, we are staring down an absolute glut of PS, even if it is politically unpopular to idle personal vehicles, we can survive it. We will be hard pressed to turn our upcoming 69 PS from stations in the next year or so into actively useful change, given that we have 75 PS right now. Hell, even if we spend it on Tiberium power, that's still a lot of PS we have in the bank. We can ignore this issue without consequences, at least for a little while.
You have a point, and I think it deserves to be answered.

Honestly, I'm not proposing that we do it because we need the Political Support. I'm proposing that we do it because the public wants the cars and trucks very, very badly.

It's like the argument for the dairy ranches. People want cheese, so we should be setting ourselves up to play cheesemonger.* People want cars, so we should be setting ourselves up to deal cars.

In the case of electric cars, I think that the dearth of versatile small vehicles is probably actually hurting our economy these days. It's been fifteen years since anyone made cars or pickup trucks as far as I can tell, apart from military recon vehicles and staff cars and so on. That's probably longer than the design life of most of the vehicles that existed before Tib War Three, and the surviving ones are inevitably going to be showing their age.

There are real economic disadvantages to having only mass transit and delivery trucks on the roads. Lost time, lost versatility, lost ability to service large numbers of locations in a vehicle appropriately scaled to limited needs for storage capacity. We've got certain types of drones and whatnot that can help compensate, but nothing we've seen so far suggests that this technology is ubiquitous, and drones don't help the plumber get to your apartment block to fix your leaky faucet.

In short, I believe this is a genuinely important project, to the point where even if we got no Political Support for it, I would still be advocating it. I only cite the Political Support rewards as evidence of just how popular the project is, because it is very rare for us to get +10 PS for a single project, especially a single project that's this cheap and simple to do.

I think there is a big quality of life issue here, one that we have been mistakenly neglecting, and that people are going to be very happy to have it addressed, even happier than they will be if we complete all three phases of the dairy ranches (that's a when, for me, I'm seriously intent on doing it by 2063Q4).
_____________________________

*(To be clear, I do seriously intend that; this is not some kind of hypocrisy. Expect to see it in my plan drafts soon, once our Food surplus is a little thicker, but we've done that dance before)

Fusion power, well you know that I think that we don't need new fusion plants if you would bother to try to budget power consumption, but I also know that you react vehemently and powerfully against any suggestion that we should moderate our power spending instead of building 5 more fusion reactors this plan for +120 energy. As far as Alloy Factories go, I don't want to rush seven dice either, but I would see things like particle beams or improved repulsor research as worthy of a die taken from personal vehicles.
We are going to have to do a massive quasi-mandatory replacement of +144 Energy of existing fusion reactors within the next 3-4 years.

Compare and contrast to the massive scale of the project we're going to have to do to refit our tiberium processing to use the improved H-G process; I'm currently estimating that that's going to be a 1440-point project, give or take a bit.

I think it would be very optimistic to assume that we have less than, oh, 1500-2000 points of fusion plant construction ahead of us in the current Four Year Plan. And that's making the generous assumption that we don't bother to get any new generating capacity. I'm assuming we'll need that, even if we do literally nothing but replace existing first-generation plants that would otherwise fall apart of their own accord like something out of SimCity 2000.

Given that we may need the capacity to build second-generation fusion plants fairly soon, I consider it well worth Erewhon's time to increase the odds of completing that project from about one in three to about seven in ten. Also, while it is not specifically space construction or tiberium research, it is advanced science of clear strategic value, so I am hopeful that Erewhon will have useful insights and be well content to work on the project.

Furthermore, I do not think your ideas about conserving Energy are very practical, for reasons below.

We are at +35 Energy. Looking at projects I think we would sensibly want to complete during the current Four Year Plan, even if we are not being profligate with Energy, even if all we do is meet Plan commitments and also build the alloy foundries and finish up one or two projects we already have mostly finished...

Communal Blue Zone Arcologies (-1 Energy)
Urban Metros Phase 4 (-2 Energy)
U-Series Alloy Foundries Phases 2-6 (-20 Energy)
North Boston Phase 5 (-8 Energy)
Personal Electric Vehicle Plants (-4 Energy)
Agriculture Mechanization Projects (-1 Energy)
Vertical Farming Projects Stages 3-5 (-6 Energy)
Dairy Ranches Phases 1-3 (-3 Energy)
IHG Tiberium Processing Plants (variable, part-offset by retiring old plants, about -8 to -16 net Energy, I think)
Services AEVA (-4 Energy)
SADN Phases 1-4 (-2 Energy at least, probably more for Phase 4)
Seven more Zone Armor Factories (-14 Energy)

Now, being less minimalist, things we might want to complete some combination of...
Aberdeen Isolinear Fabricator Phases 1-3 (-6 Energy)
Nuuk Phase 4 (-8 Energy)
LVPAD Deployment (May or may not cost Energy on net)
Home Robotics Factories (-1 Energy)
Heavy Industry and Tiberium AEVAs (minimal wants, would really help, -8 Energy)
Regional Hospital Expansions Phases 1+2 (-2 Energy)
Kamisuwa Optical Laboratories (-2 Energy)
Zrbite Sonic Weapon Deployment (probable Energy costs uncertain)
Stealth Disruptor Deployment (-2 Energy)
Infernium Laser Refits (-2 Energy)
Seattle Frigate Yard (-6 Energy)
MRASP Prototype Factory (-2 Energy) (at one Talons die per turn we are likely to need this anyway)

And this list is not me being senselessly profligate! All of these are things that many people have indicated they want to build at some point, and all of them have arguments for why they are desirable.

As for Energy-granting projects, the only Energy we can really count on getting anyway as a 'freebie,' apart from dedicated +Energy projects, is
Reykjavik Phase 5 (+4 Energy)
Bergen Phase 4+5 (+24 Energy, I'm being super generous here)
Red Zone Border Offensives Stages 4+5 (+4 Energy)
Deep Red Zone Tiberium Glacier Mining Stages 4+5 (+4 Energy)
Red Zone Containment Lines Stages 6-8 (+3 Energy)
RZ-1S, -3S, and -3N MARV Hubs (+3 Energy)

Being maximally generous and optimistic, that's -73 Energy just from Plan target requirements plus the alloy foundries which we'd be quite... self-limiting... not to build during the course of the current Four Year Plan.

The stuff on the optional list is another -39.

The stuff we can scrape up from other categories that isn't specifically intended to generate Energy is, optimistically assuming we fully complete Bergen, +42 Energy.

So we'd barely, barely be able to scrape by on the quasi-mandatory list stuff (including alloy foundries), by pursuing some massively expensive options (Bergen).

If we want anything on the optional list, or options cheaper than Bergen, or anything that isn't already on the docket to be done (e.g. new Light Industry projects, which I suspect are likely to keep cropping up)... Well, then we start needing new power plants. And even if we need no "new" power plants, we need to replace +144 Energy worth of fusion reactors, as noted.

Even given that I fully expect to do a lot of liquid tiberium power to "flare off" surplus Political Support, I honestly don't see how you expect to get through this Plan without fusion reactors, or why you'd even want to.

Agriculture: I don't see a +1 across all categories as worth getting worked up over. It's a very small bonus, and while it will add up long-term, its doubtful that it will often have a major difference, we can afford to wait 1 (one) turn for it.

Tiberium: Ithillid has made comments that refitting existing H-G plants with the improved process involves ripping them down to the foundations and building a new plant on the old site. It may be impossible to refit them in a cheap/easy project at all. I would not hold out a lot of hope on this account.

Military: I'm not sure if you've noticed, but we didn't actually have problems getting suits into production last turn. Instead, those were the problems from a while ago cascading forward and problems with training the meat to use the metal. Lag time in military production is important here, and so is issues of doctrine and training. A big part of the doylist problem is that our QM is having to write the same factory blurb turn after turn and can't just say 'yep it's still going'. I'm personally in favor of de-funding the Ground Forces projects in favor of space and ZOCOM, once we've cleared out enough space for the essential naval and air force projects we are still backlogged on.
Agriculture:
Yes, we can afford to wait. On the other hand, we can also afford to spend two Bureaucracy dice and 10 R. Bureaucracy dice are not scarce, and 10 R is not very much. This is not exactly an agonizing choice to make for me. I consider it marginally better to rush the project and get the bonuses a little faster. I would happily approval-vote a version of my own plan that did not do that, if it looked like it were winning over my plan due to the unpopularity of the scheme. I could take it or leave it. But I'd rather keep it unless I'm getting a lot of disapproval about it from people who aren't already disagreeing with me about three other more important things anyway.

Tiberium:
I am absolutely convinced that you are 100% correct about this, for the exact reasons you cite. This information did not come to my attention until a few hours ago. I am currently planning to shift that die to something else. But since a lot of people have already voted for my plan, many of them before the revelations that motivated the shift, I am giving a reasonable, goodly time window for discussion and criticism before I make even this relatively minor and obvious change.

Military:
Part of the problem I perceive is that training capability is geometric while weapons production is linear. ZOCOM first started training Ground Force power armor operators in 2061Q3, when we promised them the factories and started building the New York plant. It has been a year. Ground Force should now have, or be about to have, its first tranche of trained power armor operators. It is likely that this first tranche will be assigned to help ZOCOM train the second tranche, because of just how desperately overstrained ZOCOM is. The scale of the training program is going to start growing itself. Whereas zone suits are stamped out in a factory that runs at a fixed rate, Ground Force zone troopers will become available at an accelerating rate.

Therefore, I consider it fairly important to keep production high, potentially even ahead of immediate needs, because I want there to be plenty of suits for the first division-scale Ground Force formations to use when those formations become available. Combining this with multiple turns of disappointing results on the number of plants we've been able to spool up, in the first year of our efforts, I'm not ready to slow down yet. At least, not below two dice per turn.

Next turn, in 2062Q4, you are more likely to see me slow down to one die per turn on GFZA while shifting focus to the naval laser refits and deploying zrbite sonic weaponry for ZOCOM.
 
Well, I dunno, I'd rather take two turns to finish Chicago and keep working with most of our Heavy Industry dice on the alloy foundries or other projects. Heavy Industry is a deeply, deeply overcommitted category where we need every die we have and more. Infrastructure is... not quite so overcommitted.
Is it though? Chicago and Karachi are both mega project in size. And:
We've still got lots of +Logistics that we will need soonish. The Processing Refits will strain things, as will any blockading from Karachi pushback. So Suborbital Shuttles need finishing, and likely another Railroads.
We should get getting another round of Arcologies done as well. Housing will likely be an election issue. There will be complaints if we aren't ready for another refugee wave and low quality housing isn't likely to be acceptable forever.
Our fortifications could do with reinforcement before Karachi.
There may be nothing technically urgent, but there is a lot of future-proofing work to be done. Because we do not have the free dice available if an emergency occurs. And it would be good to get it out of the way before the next big shiny project appears.
(I'm actually a bit surprised that stabilising reclaimed land came under Agriculture...)

As a quick count, completing those existing other projects will take:
4 more dice for Shuttles
7 dice for Housing Refits
3 dice for Railroads
2 dice for Fortress Towns
7 dice for another Arcologies round
Which is 23 dice, or over a year of work.
And next year we are aiming to do Karachi, which will lock the whole department for 2 quarters.
So if we make Infra take the maximum load for Chicago 5, we've got all Infra dice allocated for the next two years.
 
If our PS is at risk of being 'wasted' in the near future, it might be worthwhile at that time to focus on station modules for a turn or so.
 
Is it though? Chicago and Karachi are both mega project in size. And:
We've still got lots of +Logistics that we will need soonish. The Processing Refits will strain things, as will any blockading from Karachi pushback. So Suborbital Shuttles need finishing, and likely another Railroads.
We should get getting another round of Arcologies done as well. Housing will likely be an election issue. There will be complaints if we aren't ready for another refugee wave and low quality housing isn't likely to be acceptable forever.
Our fortifications could do with reinforcement before Karachi.
There may be nothing technically urgent, but there is a lot of future-proofing work to be done. Because we do not have the free dice available if an emergency occurs. And it would be good to get it out of the way before the next big shiny project appears.
(I'm actually a bit surprised that stabilising reclaimed land came under Agriculture...)

As a quick count, completing those existing other projects will take:
4 more dice for Shuttles
7 dice for Housing Refits
3 dice for Railroads
2 dice for Fortress Towns
7 dice for another Arcologies round
Which is 23 dice, or over a year of work.
And next year we are aiming to do Karachi, which will lock the whole department for 2 quarters.
So if we make Infra take the maximum load for Chicago 5, we've got all Infra dice allocated for the next two years.
I think that trying to commit to both the housing refits and an arcology phase before Karachi is a bridge too far. We need to focus in on goals, not just a list of "everything it would be nice to do."

1) Chicago is a Plan goal, and importantly it hits multiple key targets in areas we kind of need to do something about. We need the Capital Goods, we need the second generation refineries. We don't need them this turn, but we need them soon. Unless we're specifically doing something we have to do to avert disaster- not just inconvenience, but disaster- we should be willing to invest Infrastructure dice on Chicago.

2) The railroads are fairly desirable to have by 2063Q2, because they will presumably help make the Australian Red Zone border offensives less of an onerous pain. Shuttles are likewise desirable to get our Logistics back up.

3) "Be prepared for Karachi" is a goal, but we need to think about precisely how that's going to play out.

3a) It seems unlikely that Karachi will touch off a general war, but if it does, we probably won't be well positioned to go on a general global offensive again, because our best forces will be off in Pakistan. So you're right that we should try to finish the current phase of fortress towns, though that can wait until shortly before the offensive, because fortresses don't have an extended spool-up time; once they're built, they're built.

3b) There is also the question of being prepared for refugees. The catch is that your proposed approach... doesn't really hang together for that. The current refugee wave is over; we have a +58 Housing buffer, with 23 population in Low Quality Housing. If we do nothing between now and then but finish Communal Blue Zone Arcologies and (as noted) the current set of fortress towns and Chicago, then as of 2063Q4 (the eve of Karachi), that will become a +78 Housing buffer (thank you, Bureau of Arcologies), with 12 population in Low Quality Housing. We need to think about the implications.

Now, that gives us plenty of buffer for refugees. Even a repeat of the enormous refugee waves from Steel Vanguard would take two years to overflow that buffer, and it seems unlikely that a purely regional offensive aimed at seizing one part of one Yellow Zone could possibly bring on as large a refugee wave as Steel Vanguard did. So in terms of just "can we get you into housing," GDI will be well prepared. There is no need to take further action.

If you are also setting yourself the stretch goal of eliminating Low Quality Housing residency entirely by the end of 2063, then we need to do the housing refits and (unless there are phases of that past #3) a phase of arcologies... But no one is actually expecting us to do that, and even if we do that, a sizeable wave of refugees would put people back into the Low Quality homes all over again. It'll be nice if we can fit in the housing refits, or anything else, but not a requirement in either the "Plan target" sense or the "avert an actual disaster" sense.

Voters aren't going to be resentful of us "not being ready" for a refugee wave a small fraction the size of the Steel Vanguard wave when we do, in fact, easily have enouagh spare housing to accommodate roughly two years of immigration at the peak level ever seen during Steel Vanguard itself. WE'll be fine.

So to some extent, you've inflated the list of things we 'need' to do for Infrastructure here. You can make a good case for military necessity for the fortresses, and anti-tiberium necessity for the railroads, and general necessity for the shuttlecraft... But that only brings us to nine dice. Everything else is pretty much just gravy between now and Karachi, so I think we can definitely fit in a Chicago plan that minimizes use of Heavy Industry dice.

If our PS is at risk of being 'wasted' in the near future, it might be worthwhile at that time to focus on station modules for a turn or so.
It's an option I'm considering. I'm not as worried about the 'waste' as some. Among other things, we really could use the extra PS for liquid tiberium power, and the final station phases have high enough costs that we can stagger things out to avoid being truly overwhelmed by more PS than we can use.
 
In no particular order:

I'm also highly in favor of the civilian vehicle plants, +10 political support or not.

The old refits are clearly a waste, I'd rather build silos.

Again, my big sticking point in military spending is get Zerbite Weapons Development. Orca Drones I like, Infernium Laser Refits I like, more Zone Armor factories I like, and Buckler Shields I like. But I don't need
them, not like I need Zerbite. Next turn I'll probably be more picky, but this turn Zerbite is just such a must have.

Services I'm split. On the one hand, everything in that department is more interesting and exciting then AEVAs. On the other, the AEVA is a plan goal and will make getting all the Services stuff easier. I'd feel better about the AEVA if another couple free dice could ger shook lose, but I can't imagine people are going to let up on the Alloy Foundries. So the AEVA is probably for the best.

If we need/want to spend Political Support, my votes are for Tiberium Wildlife, Inferno Gel and Liquid Tiberium Power are my picks, in that order.
 
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The old refits are clearly a waste, I'd rather build silos.
As noted, I think I'm gonna flip that around tomorrow morning. The revelations about just how costly and comprehensive these refits are going to be have made it seem kind of unwise to bother with the refits.

Services I'm split. On the one hand, everything in that department is more interesting and exciting then AEVAs. On the other, the AEVA is a plan goal and will make getting all the Services stuff easier. I'd feel better about the AEVA if another couple free dice could ger shook lose, but I can't imagine people are going to let up on the Alloy Foundries. So the AEVA is probably for the best.
We don't really need more dice to do the AEVA. The main reason to favor it is that it's more or less the cheapest possible way to activate all the Service dice. In the absence of any 10-15 R/die Services projects for the general population (e.g. more stadiums, virtual reality arcades, school system expansions), this is a serious issue.
 
We don't really need more dice to do the AEVA. The main reason to favor it is that it's more or less the cheapest possible way to activate all the Service dice. In the absence of any 10-15 R/die Services projects for the general population (e.g. more stadiums, virtual reality arcades, school system expansions), this is a serious issue.
As someone very interested in every Service project available and the ones still in the pipes, this is not a compelling argument. I'd cut the Alloy Foundries in a heartbeat to get more R or Free Dice available for Service.
 
I much prefer the first but since you are the author of that first plan...

[X] Plan Attempting To Grow Cat Ears
[X] Plan Attempting To Grow Cat Ears And Build Hospitals
 
Does anyone understand why the Station costs dropped by that much?
It looks like they are now ~20% cheaper at each Phase.
Does that mean that if we complete all Alloy Foundries they will be free?
Or are the new alloys being prioritised for Space, and therefore the next phase will not apply to Stations?
 
As someone very interested in every Service project available and the ones still in the pipes, this is not a compelling argument. I'd cut the Alloy Foundries in a heartbeat to get more R or Free Dice available for Service.
We barely even have enough Service projects to make doing that even make sense. We have about three dice worth of currently "ticking" medical projects, two one-die development projects, and another three dice or so of medical project (the phase 2 hospital expansions) gated behind the 'ticking' Phase 1 expansions.

I'm sincerely concerned that we may be about to run out of things to do in Services that aren't just "build AEVAs." I have no idea what's left gated behind things there. Do you have any speculations? I've been worrying about it for a while; Services as a category just seems to be pretty picked over.

I much prefer the first but since you are the author of that first plan...

[X] Plan Attempting To Grow Cat Ears
[X] Plan Attempting To Grow Cat Ears And Build Hospitals
If it's any consolation, "And Build Hospitals" seems very unlikely to win. Do you prefer the original version because of the Service AEVA? Or is it something else?
 
Does anyone understand why the Station costs dropped by that much?
It looks like they are now ~20% cheaper at each Phase.
Does that mean that if we complete all Alloy Foundries they will be free?
Or are the new alloys being prioritised for Space, and therefore the next phase will not apply to Stations?
I'm not sure how your math was done, but here's what I got:

Q2Q3Q3's Percentage of Q2 (Q3/Q2 * 100)
ColumbiaP 4 - 555
P 5 - 1115
P 4 - 545
P 5 - 1085
P 4 - 98.19 (-1.81)
P 5 - 97.31 (-2.69)
ShalaP 2 - 135
P 3 - 275
P 4 - 555
P 5 - 1115
P 2 - 135
P 3 - 270
P 4 - 540
P 5 - 1085
P 2 - no change
P 3 - 98.18 (-1.82)
P 4 - 97.29 (-2.71)
P 5 - 97.31 (-2.69)

So it works out to less than 3 percent off per phase, which is more or less in line with the statement that Alloys are going to have less effect than the average 5 percent for everything else.
 
Alright, a few things I'm considering for my own vote.

First, I'm very happy literally every plan is finally doing improved fusion. This was my white whale for this plan and I show up to find out everyone simultaneously agreed to it, awesome.

Second, Erewhon needs to do Occult Studies. I have to see that writeup. I'm not wed to doing that this turn in case there are more pressing matters, but if you have any other type of die on it I'm not voting for your plan.

Third, and most importantly, I will believe that making Zone Armor is no longer important when the Very High Priority tag vanishes from the entry.
 
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