In fairness to DAE, for the foreseeable future, Second Generation Fusion Plants give us +4.94 Energy/die, so it doesn't outcompete DAE by as great a margin as we might have hoped. The dice wastage from having DAE chugging away producing Energy instead of being able to spend the same number of dice on fusion reactors, well... Basically, we're losing -1 Energy per turn worth of opportunity cost, and only after we reach the point of being able to spend as many dice on fusion as we want to.

So it really only comes out to an effective net loss of a couple of Heavy Industry dice over the course of the Four Year Plan. Maybe three dice, tops. And it does save a lot of Resources and help us out in the short term, potentially letting us dodge, say, having to burn 4-5 Tiberium dice on a phase of ion power refits, which would be pretty good to avoid.

So if I see a really attractive plan that has DAE... Well, if it's great otherwise, I wouldn't let DAE stop me anymore, is all I'm saying, I guess.
There's something about putting the DAE off for much longer that I'm worried about:
[ ] Dr. Taylor Bernard
A Parisian, Taylor is among GDI's newest leading experts on heavy industrial engineering, and fusion development. In terms of demands, her goals are simple: Ensure that the overwhelming surge of power production that created so many of the problems that she has been working on for the last few years does not happen again in her career.
(+1 Heavy Industry Die, +1 energy from DAE) (Must take Department of Alternative Energy before end of plan)
Emphasis mine. Squid has said that the flavor text matters, not just the mechanical effects. Now that we have next-gen Fusion, If we rush Phase 4 Bergen to start dropping four dice a turn into new Fusion plants without having started the DAE, isn't that the exact situation that Dr. Taylor joined us to avoid?

[X] Plan Alloying Space And Research With Alternative Energy.
[X] Plan I Need My Space
 
Last edited:
[ ] Long Term Systematic Planning Organization
(-2 Free Dice) (-20 Capital Goods) (Significantly reorganizes project management) (+10 Dice Capacity)

[ ] Predictive Modeling Management
(-10 Capital Goods) (Changes dice to 2d50)

Why nobody seems to pick at least one of those?
 
1215/1215R +5R 109 PS 7/7 Free dice 1/1 Erwhon

[X] Plan Reactors Online
-[X] 5/5 Infrastructure 105R
--[X] Suborbital Shuttle Service (Phase 2) 110/230 1 dice 25R 23%
--[X] Chicago Planned City (Phase 5) (Updated) 52/995 4+2//12 80R
-[X] 7/6+2 Heavy Industry 240R
--[X] U Series Alloy Foundries (Phase 3) 186/550 4 dice 160R 43%
--[X] Chicago Planned City 2 die 40R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 1) (New) 0/325 2 dice 40R 2/3.5
-[X] 5/5 Light Industry 125R
--[X] Carbon Nanotube Foundry Expansions 219/280 1 die 20R 79%
--[X] Bergen Superconductor Foundry (Phase 4) 65/690 3 dice 90R 3/9
--[X] Home Robotics Factories (New) 114/140 1 dice 15R 100%
-[X] 6/6 Agriculture 65R
--[X] Vertical Farming Projects (Stage 4) 134/230 1 die 15R 49%
--[X] Dairy Ranches (Phase 1) 155/195 1 die 20R 100%
--[X] Reforestation Campaign Preparations (Phase 1) 0/855 3 dice 15R
--[X] Poulticeplant Deployment (New) 0/150 1 dice 15R 1/2
-[X] 7/7 Tiberium 160R
--[X] Tiberium Vein Mines (Stage 6+7) 25/175 3 dice 60R 22% (99% stage 6)
--[X] Red Zone Energy Refits (Phase 1) 0/315 4 dice 100R 84%
-[X] 10/7 + 3 Orbital 210R
--[X] GDSS Columbia (Phase 5) 146/1065 2 dice 40R 2/16
--[X] GDSS Shala (Phase 4) 95/530 2 dice 40R 2/5
--[X] Fusion Shipyard 0/475 5 dice 100R 43%
--[X] Conestoga Class Development 0/60 1 die 30R 94%
-[X] 4/4 + E Services 70R
--[X] Regional Hospital Expansions (Phase 1) 213/295 1 die 25R 61%
--[X] Kamisuwa Optical Laboratories 79/240 1 die 20R 1/2
--[X] Occult Investigations 0/30 1 Erwhon die 5R 86%
--[X] Advanced Electronic Video Assistant Deployment 167/200 1 die 20R 100%
--[X] locked for AEVA
-[X] 10/8 + 2 Military 180R
--[X] Security Review
--[X] Zrbite Sonic Weapons Deployment (New) (Phase 1) 0/380 1 die 20R % 1/4.5
--[X] Orca Wingmen Drone Deployment 56/250 2 dice 40R 36%
--[X] Shark Class Frigate Shipyards (Seattle) 0/270 3 dice 60R 43%
--[X] Ground Forces Zone Armor (Set 1) (Phase 6) 28/165 1 die 20R 10%
--[X] Railgun Munitions Factories (Phase 2) 89/190 1 die 10R 46%
--[X] Medium Tactical Plasma Weapon Deployment 0/70 1 die 30R 77%
-[X] 4/4 Bureaucracy 60R
--[X] Security Reviews (Bureaucracy) DC50 0/50 1 die 95%
--[X] Security Reviews (Military) DC50 0/50 1 die 95%
--[X] Security Review
--[X] Transfer Funding to InOps 1 die -60 RpT auto


Infrastructure keeps a dice on shuttles, and puts the rest on Chicago.

Heavy industry gives us a modest chance of finishing the next phase of Alloy, works on the fusion plant and two dice to get Chicago roughly halfway done.

Light industry finishes off the projects in progress, and starts work on Bergen.

Agriculture works on dairy, farms, polticeplants and reforestation to save some R.

Tiberium does a phase of mines, with a minor chance for a second, as well as energy refits for some power.

Orbital slow rolls both stations, as well as working on the fusion bay and the Conestoga.

Services finishes the AEVA, works on the optical lab and hospital expansion, and put erwhon to work on spooky stuff.

Millitary gets a security review, a dice for railgun munitions, zone armor, plasma deployment, and to start on Zrbite. two dice on orca fo a modist chance to finish, and three on getting out the last set of Sharks.

Bureaucracy pays the Inops piper, and does security reviews on both milatary and itself.
 
Last edited:
Might try writing up a plan tonight.

I'm not really seeing why there is a sudden rush on Bergen. Even if we can only do 2 dice on fusion plants per turn, that is still ~10 Energy each turn. And we can still add DAE or Tiberium options on top of that.
Superconductor shortages may be throttling a Fusion power upgrade rollout, but they are not affecting our ability to power everything.
 
-[X] Plan Reactors Online

1215/1215R +5R 109 PS 7/7 Free dice 1/1 Erwhon

-[] 5/5 Infrastructure 105R
--[] Suborbital Shuttle Service (Phase 2) 110/230 1 dice 25R 23%
--[] Chicago Planned City (Phase 5) (Updated) 52/995 4+2//12 80R
-[] 7/6+2 Heavy Industry 240R
--[] U Series Alloy Foundries (Phase 3) 186/550 4 dice 160R 43%
--[] Chicago Planned City 2 die 40R
--[] Second Generation Continuous Cycle Fusion Plants (Phase 1) (New) 0/325 2 dice 40R 2/3.5
-[] 5/5 Light Industry 125R
--[] Carbon Nanotube Foundry Expansions 219/280 1 die 20R 79%
--[] Bergen Superconductor Foundry (Phase 4) 65/690 3 dice 90R 3/9
--[] Home Robotics Factories (New) 114/140 1 dice 15R 100%
-[] 6/6 Agriculture 65R
--[] Vertical Farming Projects (Stage 4) 134/230 1 die 15R 49%
--[] Dairy Ranches (Phase 1) 155/195 1 die 20R 100%
--[] Reforestation Campaign Preparations (Phase 1) 0/855 3 dice 15R
--[] Poulticeplant Deployment (New) 0/150 1 dice 15R 1/2
-[] 7/7 Tiberium 160R
--[] Tiberium Vein Mines (Stage 6+7) 25/175 3 dice 60R 22% (99% stage 6)
--[] Red Zone Energy Refits (Phase 1) 0/315 4 dice 100R 84%
-[] 10/7 + 3 Orbital 210R
--[] GDSS Columbia (Phase 5) 146/1065 2 dice 40R 2/16
--[] GDSS Shala (Phase 4) 95/530 2 dice 40R 2/5
--[] Fusion Shipyard 0/475 5 dice 100R 43%
--[] Conestoga Class Development 0/60 1 die 30R 94%
-[] 4/4 + E Services 70R
--[] Regional Hospital Expansions (Phase 1) 213/295 1 die 25R 61%
--[] Kamisuwa Optical Laboratories 79/240 1 die 20R 1/2
--[] Occult Investigations 0/30 1 Erwhon die 5R 86%
--[] Advanced Electronic Video Assistant Deployment 167/200 1 die 20R 100%
--[] locked for AEVA
-[] 10/8 + 2 Military 180R
--[] Security Review
--[] Zrbite Sonic Weapons Deployment (New) (Phase 1) 0/380 1 die 20R % 1/4.5
--[] Orca Wingmen Drone Deployment 56/250 2 dice 40R 36%
--[] Shark Class Frigate Shipyards (Seattle) 0/270 3 dice 60R 43%
--[] Ground Forces Zone Armor (Set 1) (Phase 6) 28/165 1 die 20R 10%
--[] Railgun Munitions Factories (Phase 2) 89/190 1 die 10R 46%
--[] Medium Tactical Plasma Weapon Deployment 0/70 1 die 30R 77%
-[] 4/4 Bureaucracy 60R
--[] Security Reviews (Bureaucracy) DC50 0/50 1 die 95%
--[] Security Reviews (Military) DC50 0/50 1 die 95%
--[] Security Review
--[] Transfer Funding to InOps 1 die -60 RpT auto


Infrastructure keeps a dice on shuttles, and puts the rest on Chicago.

Heavy industry gives us a modest chance of finishing the next phase of Alloy, works on the fusion plant and two dice to get Chicago roughly halfway done.

Light industry finishes off the projects in progress, and starts work on Bergen.

Agriculture works on dairy, farms, polticeplants and reforestation to save some R.

Tiberium does a phase of mines, with a minor chance for a second, as well as energy refits for some power.

Orbital slow rolls both stations, as well as working on the fusion bay and the Conestoga.

Services finishes the AEVA, works on the optical lab and hospital expansion, and put erwhon to work on spooky stuff.

Millitary gets a security review, a dice for railgun munitions, zone armor, plasma deployment, and to start on Zrbite. two dice on orca fo a modist chance to finish, and three on getting out the last set of Sharks.

Bureaucracy pays the Inops piper, and does security reviews on both milatary and itself.

This is not a valid plan format, it will not be parsed correctly. In the vote tally it will just show up as the plan title. Refer to the other plans to see how they do it, but it's mostly minor stuff.
 
Why nobody seems to pick at least one of those?
For the first, we can't actually afford it as we only have 15 Cap Goods available. While we do have a stockpile, that is for emergencies when we've just suffered a NOD economic sabotage hit, not something to dip into otherwise. As for PMM, I personally would rather wait till we have about a 20-25 Cap Good surplus to give ourselves some leaway. Though I could be convinced to have a lower surplus (of say 10-15) if a major Cap Goods producing project was near completion.

Bear in mind we will be spending a minimum of 5 Cap Goods this turn for most plans (4 for the Services AEVA and 1 for the Vein Mines). Then there are the other expenses of Agri Mech, Hospitals, Zrbite Weapons, etc which will add up. Then there is the focus of the Alloy Foundries which are a high priority project due to how much dice they are saving us everywhere instead of working on Aberdeen/North Boston/Nuuk which are our big Cap Goods makers. Each phase of Alloys costs about 5-6 dice and saves about 15 on Plan Goals alone, never mind the non plan goal savings. They are very expensive, but they are a priority for a very good reason.
 
[X] Plan Always Remember Your Shrine to Asclepius
[X] Plan Alloying Space And Research With Many Sweeps
[X] Plan Alloying Space And Research With Alternative Energy.

[X] Plan Two Turns to Chicago
[X] Plan I Need My Space

[X] Plan Two Turns to Chicago

Adding new plan because it has things I like, but also generation 2 hover.
 
I'm not really seeing why there is a sudden rush on Bergen. Even if we can only do 2 dice on fusion plants per turn, that is still ~10 Energy each turn. And we can still add DAE or Tiberium options on top of that.
Superconductor shortages may be throttling a Fusion power upgrade rollout, but they are not affecting our ability to power everything.
Because the plan makers dont like having to do the other power options. so they're rushing to be able to have the option not having to do them yet. (DAE, is getting forced eventually)
 
Last edited:
[X] Plan Attempting One More Phase of Alloys For The Road
[X] Plan Attempting One More Phase of Alloys On Halloween

Despite the fact I'm not in favor of more alloy foundries, I really like these plans, plus from the title is sounds like Simon's not planning on going for more phases after that, so I'm content.

Here are the "live" versions. Including a Halloween version, as promised, with Erewhon on Occult Studies for the joy of it. Note that the Halloween version has more dairy spending... mwa-ha-haaa!
What, are you worried a troll will get free and we'll need milk to stop it?
 
[X] Plan Always Remember Your Shrine to Asclepius
[X] Plan Alloying Space And Research With Many Sweeps
[X] Plan Alloying Space And Research With Alternative Energy.

[X] Plan Two Turns to Chicago
[X] Plan I Need My Space

[X] Plan Two Turns to Chicago

Adding new plan because it has things I like, but also generation 2 hover.
I just realized I cast a new ballot to include a vote it already had.

It has a heart react now though so I'm not getting rid of it. 😤
 
Last edited:
[X] Plan Attempting One More Phase of Alloys On Halloween
[X] Plan Two Turns to Chicago
[X] Plan I Need My Space
[X] Plan Modeling One More Phase of Alloys On Halloween

Any plan with Erehwon on Occult Investigations has my vote :)
 
Last edited:
Well it's less obvious that a department would improve than a project would, they are different beasts. And DAE would replace 1 fusion plant per year, or thereabouts, or just augment fusion production. This is a 'Yes And' endorsement, not a 'do instead'
Well, the big underlying complaint about DAE is that it provides less Energy on net than if we just used that -1 die per turn to build fusion reactors instead. This is still true, though the gap has narrowed a bit. However, the gap may widen again in the future. We'll see.

(Yes, to be clear, as long as we're capped on the number of dice we can put on fusion reactors, this doesn't matter, but that's hopefully a temporary condition anyway)

It'll be much easier to transport a patient from the moon to an orbital hospital than it will to have them land on earth. No need to burn through the atmosphere to land, while keeping the patients stable throughout. And we do have a lot of workers doing lunar mining currently.
A fair point, though the time spent in transit from the moon to an orbital hospital is still so long that if the patients weren't in stable condition otherwise, they wouldn't survive the trip.

The big question is how stressful re-entry is on the patient-passengers of a dedicated ambulance shuttle, not so much "it's faster to get them there this way." Because the Earth-Moon trip is on the close order of a few days either way.

That's an interesting question; on the one hand it's re-entry, and on the other hand we have grav plates.

There's something about putting the DAE off for much longer that I'm worried about:

Emphasis mine. Squid has said that the flavor text matters, not just the mechanical effects. Now that we have next-gen Fusion, If we rush Phase 4 Bergen to start dropping four dice a turn into new Fusion plants without having started the DAE, isn't that the exact situation that Dr. Taylor joined us to avoid?
Honestly, I don't plan to need four dice per turn, but three would be nice.

Might try writing up a plan tonight.

I'm not really seeing why there is a sudden rush on Bergen. Even if we can only do 2 dice on fusion plants per turn, that is still ~10 Energy each turn. And we can still add DAE or Tiberium options on top of that.
1) Becuase even three dice per turn on fusion is a lot less stressful than two. With three dice per turn, we can be reasonably confident of getting a new fusion phase every other turn reliably. With two dice per turn, that requires us to have average-or-better dice rolls for those two turns.

2) Because everyone's hoping to avoid tiberium options. Ion power's inefficient and expensive and we've got a lot else to do with those Tib dice. Liquid tiberium reactors are incredibly expensive.

Despite the fact I'm not in favor of more alloy foundries, I really like these plans, plus from the title is sounds like Simon's not planning on going for more phases after that, so I'm content.
I'd have to be very convinced that the situation was favorable for it. For instance, if those five dice all rolled very high and we had something like 200/525 rollover to Phase 4, I'd be tempted to reach for the fourth phase next turn. Also, I'd have to think long and hard about STU needs because zrbite guns matter a lot.

But part of what I'm trying to do here is to deliberately exploit the luck and rollover we already had to squeeze out the third phase without breaking our backs.

What, are you worried a troll will get free and we'll need milk to stop it?
The milk is for all the Halloween candy.

More seriously, shifting a die off space stations and onto vein mines, then Erewhon off vein mines and onto Occult Studies, led to a net -15 R cost reduction for the budget. So I took the liberty of "promoting" a 5 R/die reforestation die into a 20 R/die dairy ranch die, since the tight Agriculture budget for my plans had been bugging me.
 
So on the Hospital Bay the description states that the station has a medical center already, its just going from what it was to state of the art hospital. I don't think, for the regular workers, that this is as essential as other options right now. Mind you I do think us building bays makes sense and such but I don't know if medical would be the first one I would build - it would probably be spaceport as that has benefits. Maybe Tourism too since you can have tourists even as the rest of the station is being built.

I'm having images of Terra Invictis space station building in my mind right now, lol.
 
1) Becuase even three dice per turn on fusion is a lot less stressful than two. With three dice per turn, we can be reasonably confident of getting a new fusion phase every other turn reliably. With two dice per turn, that requires us to have average-or-better dice rolls for those two turns.
I think you've miscounted. 3.85 dice is the mean required dice per phase. 2 dice per turn only needs slightly less than average or better, to get a phase out every two turns.
We can be reasonably confident with 2 dice. And any further Alloys Foundries makes that more reliable. (3.62 dice per phase with the next Foundry. 3.2 dice per phase with all Foundries.)
 
Well, the big underlying complaint about DAE is that it provides less Energy on net than if we just used that -1 die per turn to build fusion reactors instead. This is still true, though the gap has narrowed a bit. However, the gap may widen again in the future. We'll see.

(Yes, to be clear, as long as we're capped on the number of dice we can put on fusion reactors, this doesn't matter, but that's hopefully a temporary condition anyway)
I mean, we don't always put dice on fusion reactors, so you gotta ask yourself, do you value efficiency more than you value consistency and reliability? Four dice *might* get you a new fusion reactor, but four turns of DAE always get you 16 or 20 power, no nat 1s to bother you or make you worry.

And then there's the need to replace fusion reactors. If our energy is coming out of fusion, then we need to build twice as much fusion to get over that hump that is coming. Like, I want you to understand, this was a big argument on the Discord, we had someone arguing that we needed DAE, Bergen and full-throttele fusion and to stop building alloys RIGHT NOW because we were hurtling towards -144 energy. I'm not that apocalyptic, but that -144 energy is coming for us all Simon. This isn't gonna be as simple as sliding the old reactors out and building new ones-we're gonna have to bulldoze fusion reactors less than 10 years old and build new ones on the old footprints. Might be nice to not have to do that in a big hurry, right? Might be nice to just have something ticking away, right? So when the time comes, you do have enough reserve to do things in a controlled way, rather than hastily slamming out a reactor phase every other turn.
 
Since Karachi construction will not meet resistance from major warlords rushing it is probably not needed? We can slow walk it with Infra and leave Tib dice for other projects?
 
Resources: 1215 + 5 in‌ ‌reserve‌

[X]Attempting to build up a resource reserve
-[X]Infrastructure 5 dice + Erewhon 90R
--[X] Suborbital Shuttle Service (Phase 2) 110/230 2 dice 50R 88%
--[X] Postwar Housing Refits (Phase 1) 0/180 3 dice + Erewhon 40R 91%
-[X]Heavy Industry 6 dice 90R
--[X]Security Review 1 dice
--[X] Division of Alternative Energy -1 HI die -10RpT Auto
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 1) (New) 0/325 2 Dice 40R
--[X] Microfusion Cell Development 0/60 1 die 20R 95%
--[X] Second Generation Repulsorplate Development 0/60 1 die 20R 95%
-[X]Light and chemical Industry 5 Dice 75R
--[X]Security Review 1 Dice
--[X] Department of Distributed Manufactures -1 L&CL die -20RpT Auto
--[X] Carbon Nanotube Foundry Expansions 219/280 1 die 20R 79%
--[X] Home Robotics Factories 114/140 1 die 15R 100%
--[X] Reykjavik Myomer Macrospinner (Phase 5) 50/1155 1 Dice 20R
-[X]Agriculture 6 dice 100R
--[X] Department of Core Crops -1 Agri die -15 RpT auto
--[X] Dairy Ranches (Phase 1+2) 155/385 2 dice 40R 10%
--[X] Poulticeplant Deployment 0/150 2 dice 30R 79%
--[X] Vertical Farming Projects (Stage 4) 134/230 1 die 15R 49%
-[X]Tiberium 7 Dice 100R
--[X]2 dice to military
--[X] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%
--[X] Tiberian Prediction Algorithms (New) 0/120 2 dice 40R 99%
--[X] Improved Tiberium Containment Facilities Construction (Phase 2) 11/110 1 die 20R 56%
-[X]Orbital 7 dice +7 free dice 260R
--[X]Security review 1 Dice
--[X] Lunar Regolith Harvesting (Phase 3+4) 57/510 6 dice 120R 83%
--[X] Lunar Heavy Metals Mines (Phase 4+5) 25/605 7 dice 140R 64%
-[X]Services 3* dice 60R
--[X] Advanced Electronic Video Assistant Deployment (Services) 167/200 1 die 20R 100%
--[X] Kamisuwa Optical Laboratories 79/240 2 dice 40R 68%
-[X]Military 8 Dice +2 Tiberium dice 195R
--[X] Department of Refits -1 Mil die -30 RpT auto
--[X] Department of Munitions -1 Mil die -20 RpT auto
--[X] Modular Rapid Assembly Prototype Factory 0/315 1 Dice 20R
--[X] Reclamator Hub RZ1 South 0/300 2 Mil 2 Tib dice 80R 83%
--[X] Ultralight Glide Munitions Development 0/40 1 die 10R 100%
--[X] NovaHawk Development (New) 0/40 1 die 15R 100%
--[X] Transorbital Fighter Development 0/60 1 die 20R 92%
-[X]Bureaucracy 4 dice 60R
--[X] Security Reviews Light and chemical Industry DC50 1 die 95%
--[X] Security Reviews Heavy Industry DC50 1 die 95%
--[X] Security Reviews Orbital DC50 1 die 95%
--[X] Transfer Funding to InOps 1 die -60 RpT auto
---[X]Total cost 1030 Spent

We've got a lot of very expensive projects. So, this is a minimalist plan to build up reserves. Which, assuming enough projects complete, should leave us with over 200R in reserve for next turn, over 300 if counting the reserves held by the Bank.

Of note it attempts 3 different security reviews to try and catch infiltrators. Military has an attempt at Rz1 south marv hub for red zone abatement and to open the way for a red zone inhibitor next turn. I try to complete some unfinished projects from next turn like home robotics and the suborbital shuttles.
I spring a dice for DAE to get energy rolling. I also spend 2 dice, the maximum on improved fusion plants.
To keep costs low I put 3 infra dice + Erewhon onto housing refits to improve the quality since we've got a surplus of over 60 Housing.
The tib spikes we've been sitting on long enough. So they get researched to at least see what the development looks like, maybe they don't increase tib growth at all if we're lucky. If we're not lucky then there's nothing saying we have to build them and we've at least done research on it. Reminder that, this is the intended usage of the scrin growth accelerators, so let's try to understand it a bit more.

Lastly. In some sectors where we've been doing a lot of work I take a break such as the orbital stations I leave for a turn to begin some more moon mining. of which, I throw all our free dice into space. Not, precisely where we need it. But, keeping costs fairly low to build up a reserve, and increasing our non-tiberium based income should help so we can afford more projects, while also not putting undue pressure on our refineries when we shortly need to refit them.

edit: I cannot accept a plan which places no free dice into orbital so I am approval voting I need my place.

[X] Plan I Need My Space
 
Last edited:
There's been a lot of back and forth about the hospital bay, but I don't really get why. Yeah, sure, each has a medical station - but they can only do surgeries from the 1950s with the equipment there. They need a full scale surgical suite for stuff like, I don't know, a construction accident.
 
Yeah, but it calls into question our seriousness when we're talking about how we might evacuate Earth if we have to, and it reactivates the whole "GDI is only really planning to move its elite into cushy space paradises" charge that Nod likes to make against our space program.
Unfortunate as the imaging might be we might need to those low density housing to draw interest and boost hope. So we can improve the berth rate of the population.
-[] Agriculture Mechanization Projects (Phase 2) 2 dice + 1 admin die 45R 58%
I do believe you are missing an X here F0lk.

[X] Plan I Need My Space
 
I mean, we don't always put dice on fusion reactors, so you gotta ask yourself, do you value efficiency more than you value consistency and reliability? Four dice *might* get you a new fusion reactor, but four turns of DAE always get you 16 or 20 power, no nat 1s to bother you or make you worry.

And then there's the need to replace fusion reactors. If our energy is coming out of fusion, then we need to build twice as much fusion to get over that hump that is coming. Like, I want you to understand, this was a big argument on the Discord, we had someone arguing that we needed DAE, Bergen and full-throttele fusion and to stop building alloys RIGHT NOW because we were hurtling towards -144 energy. I'm not that apocalyptic, but that -144 energy is coming for us all Simon. This isn't gonna be as simple as sliding the old reactors out and building new ones-we're gonna have to bulldoze fusion reactors less than 10 years old and build new ones on the old footprints. Might be nice to not have to do that in a big hurry, right? Might be nice to just have something ticking away, right? So when the time comes, you do have enough reserve to do things in a controlled way, rather than hastily slamming out a reactor phase every other turn.
Let me first just say, Vehrec, that people sometimes call me condescending. I get call-outs. People say it's downright toxic sometimes.

But if I wrote to everyone the way you write to me? I'm pretty sure they'd call me condescending a lot more often than they do now.

So on the one hand, I'm trying to teach myself to make deliberate, specific gestures of courtesy and to find positive things to say and to avoid repeating myself too many times and so on and all the things other people are telling me I shouldn't do.

And then, sometimes, I'm getting this.

Not gonna lie. It's kind of frustrating.

...

So to go back over this:

Four dice *might* get you a new fusion reactor, but four turns of DAE always get you 16 or 20 power, no nat 1s to bother you or make you worry.
I was half tempted to apply the same tone I get from your post. That would have started with something like "Vehrec, Vehrec, Vehrec, if you're going to..."

But no, I'll skip that.

...

If "four turns of DAE always" potentially gives 20 Energy, you're talking about the situation after all five phases of alloys, with a -25% bonus to costs.

But in that situation Second Generation Fusion Plants, now costing 325 Progress, would be down around 275-ish Progress. At which point four dice give us a really, really good chance of completion, because we're getting about 137 points just off the dice bonuses (even if we don't do Heavy Industry AEVA, which we should), and then we just need to roll (roughly) 133 or less on 4d100.

So I feel like you're exploring the very desirable possible consequences of the alloy foundries for improving your favored action. But you're not looking at the similarly desirable certain consequences of them for the action you don't favor.

...

More generally, you're right that speed matters. That we are genuinely hurrying to produce as much Energy as possible, to make up for the huge deficit we'd face if we had to shut down all the first-generation fusion reactors at once.

But then efficiency also matters. The fewer dice we have to spend to get the same amount of Energy, the more we can do to resolve our problems quickly. Right now, we can't hurry a fusion solution at all, because the state of Bergen limits our options. But given that we are going to need to shut down first-generation reactors for major overhauls or outright scrapping, we will need to hurry... and yet we are obliged to fulfill other Plan commitments, such as the enormous North Boston project we promised Erewhon and that the rest of GDI is also counting on in its way.

Dice efficiency still counts for something, and there is no likely situation where DAE gives us more dice efficiency than fusion power.

...

Now.

In all fairness, DAE is close enough in efficiency that it's not somehow a super-unworthy project.

Sure, we genuinely do get less Energy from "X fusion dice plus one DAE die per turn" than we get from "X+1 fusion dice per turn." Let us not try to pretend otherwise; it leads to pretzel logic.

Despite this, there are reasons to go for DAE. There are assorted narrative reasons, which others outline better than I do.

On top of that, the budget is, in spite of everything and thanks in no small part to the Squid's art, frustratingly tight. With projects like Bergen, the gravitics bay, the alloy foundries, and the IHG refineries on the horizon, that's only going to get worse in the long run. DAE does, if nothing else, save money, letting us activate a Heavy Industry die every turn on something that's almost as good as if we were spending on fusion plants, but at a -10 R cost differential.

DAE is not a worthless or useless project. If I liked a plan well enough, and it had DAE, I'd go for it with only a faint reflexive grumble.

I think you've miscounted. 3.85 dice is the mean required dice per phase. 2 dice per turn only needs slightly less than average or better, to get a phase out every two turns.
We can be reasonably confident with 2 dice. And any further Alloys Foundries makes that more reliable. (3.62 dice per phase with the next Foundry. 3.2 dice per phase with all Foundries.)
With all foundry phases in place, yes. With only the two we have, not so much. The point is, never being able to put three dice on something that takes 300-ish points to complete makes it a risky proposition to rely on it, because you need an "oh shit" backup plan if it doesn't work. It's still efficient, but you need a backup.

With the confidence of being able to put more dice on fusion, you don't need a backup constantly in place in case of emergencies, and you're not likely to be forced to do something like frantically throw 4-5 dice at a wave of ion power refits when you were really really hoping to spend those dice on Karachi, or something like that.

Now, if we can complete all the alloy phases, at that point two dice per turn on fusion looks pretty good!

But at that point, you're talking about completing an 1800-point megaproject at 40 R/die, and then I have to ask whether it's really worth it to avoid the trouble of completing a 700-point megaproject at 30 R/die. ;)

[Yes, that oversimplifies, but the point is that Bergen was something we wanted to do anyway too, so having added incentive to at least hammer through Phase 4 isn't such a bad thing]

Since Karachi construction will not meet resistance from major warlords rushing it is probably not needed? We can slow walk it with Infra and leave Tib dice for other projects?
You're not wrong, but it's still desirable to avoid working on it during any Q3 (peak monsoon season), and probably desirable to get it well established quickly. After all, it's probably still going to face opposition from local Nod warlords who stand to lose a lot of power, unless the Bannerjees work harder than we have any grounds to expect when it comes rein in their subordinates.

And the Shah of Atom is not out of the picture, nor is he a treaty signatory, so we'll need to present him with something that looks like a tough nut to crack, something that's more trouble than it's worth for him to challenge. He might actually be pleased at the prospect of help abating tiberium around him and all that, but we'd need to convince him that pushing us back into the sea singlehandedly isn't a good idea.

Also, frankly, we do have a bunch of stuff that needs doing in Infrastructure. Shifting the entire burden of Karachi onto that department, which now has much lower dice bonuses than Tiberium, would mean spending more dice to complete and giving up on a lot of desirable projects. Though to be fair, we could also get more done in Tiberium if we worried less, so it gets complicated.

Nonetheless, I do at least want to push Karachi with a reasonable minimum of, say, 5-6 dice per turn on turns when we're working on it. It deserves to be taken seriously.

Unfortunate as the imaging might be we might need to those low density housing to draw interest and boost hope. So we can improve the berth rate of the population.
Why is the low-density housing key to 'hope?'

The people who aren't having kids because of perceived hopelessness don't feel that way because they don't think they'll get a luxury apartment. They feel that way because they're worried their kids will die on Earth from tiberium.

If they look at our space habitats and see big spacious condos for a select few, they'll run the numbers on the odds of their kids getting to go up to a station like that and think "not likely." That's the problem we've had all along so far. Even though we've obviously been making a serious space colonization push ever since the mid-2050s, people didn't really feel in their hearts that GDI was serious this time about making it an option for everyone. Or they doubted that if we try to do so, we'll succeed.

Luxury condos in space won't solve that problem, because they're fundamentally not a serious attempt to engage with the problem of "does the bulk of today's human population, and their children, have a realistic hope of surviving in space if tiberium can't be stopped?"
 
Last edited:
Back
Top