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Not yet, Heru. Right now, we have more higher priorities on the Infrastructure list. Perhaps during Q3 2063 while the monsoons will prevent work on Karachi.
I'm all for us doing the Division of Energy action, its probably better than us micromanaging the direct refitting of fusion plants.
Not yet, Heru. Right now, we have more higher priorities on the Infrastructure list. Perhaps during Q3 2063 while the monsoons will prevent work on Karachi.
Division of Energy will do nothing to refit old fusion plants.
Regardless if we have it or not, we will have to refit the old fusion power plants ourselves.
What makes you think there's going to be a refit process? We don't have a refit project, only a 'build new reactors' project. Granted, maybe we'll refit when they break down, but there's no indication that's gonna be easy or cheap.Oh really, okay that makes sense. Which means we might as well keep the dice in order to speed up the refit process.
Cool to know!
They're going to come with the results from this turn.So I am kinda confused but what were in the end results from conference?
The refit process will start next plan, so we'll have to have set up DAE before then anyway. The issue is, we'll need enough Energy to cover taking plants offline for the actual "tear-down and rebuild" process, because that's more accurate than "refit".Oh really, okay that makes sense. Which means we might as well keep the dice in order to speed up the refit process.
What makes you think there's going to be a refit process? We don't have a refit project, only a 'build new reactors' project. Granted, maybe we'll refit when they break down, but there's no indication that's gonna be easy or cheap.
Improved Hewlett Gardener Refits (Phase 1) (New)
While practically speaking, the IHG process will require knocking down and completely rebuilding an existing Tiberium refinery, there is currently sufficient slack in the system to begin the process with a number of smaller and secondary plants.
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
(Progress 0/360: 35 resources per die) (Converts remaining processing capacity)
Not much to say, these two are my favorites. (With a preference for the Spooky)
[X] Plan Attempting One More Phase of Alloys For The Road
[X] Plan Attempting One More Phase of Alloys On Halloween
Also while it might be a bit late I think it might be worth getting the Department of Munitions as I count four projects tagged as munitions (railguns, ultralight, and two phases of the GD3).
Something which would bring the total progress to 200 points as of this turn for just 20rpt.
I would heartily suggest anyone who has any of these projects to think about adding it to their line up.
(Also MUH MARV fleets when?)
May I thus direct your attention to Plan I Need My Space? We have that department in that plan.
I'd love to do MARV fleets! They need mil dice, though, which we needed for Zrbites this turn.
While your Plan I Need My Space does have the department it also spreads our dice our a bit more then I would like. (Read. All the bays)
In addition it puts dice on a couple of things I'm not interested in, (Such as Coordinated Abatement) and lacks U-Series Alloy Foundries which is a sticking point for me.
(Also MUH MARV fleets when?)
Also while it might be a bit late I think it might be worth getting the Department of Munitions as I count four projects tagged as munitions (railguns, ultralight, and two phases of the GD3).
Something which would bring the total progress to 200 points as of this turn for just 20rpt.
I would heartily suggest anyone who has any of these projects to think about adding it to their line up.
Thanks for the explanation, I have a hard time keeping up with this thread on the best of days let alone the Discord.Ithilid already explained on Discord that it only applies to deployment projects, not research, and we'd have to get through the other phases of the GD3 first. So once we've completed Ultralight Glide Munitions and Advanced ECCM Development, then the Department of Munitions becomes feasible.
Been working on SCED stuff, and turns out I totally forgot to roll for this, as it should have auto-completed after the most recent turn. The first roll is for SCED staff's opinion, and the second roll is for the general populace.Treasury Communal Housing Evaluation 199/200
To Do: The surveys went out late and got held up in a hilarious bureaucratic kerfuffle. Interviews are in but not the surveys, need 3 months to sort and analyze the mess. (Auto-completes this turn)
I know we're all swamped with work, but make sure you fill out the report before we send it to the Commander. - Head Analyst Johnson
Been working on SCED stuff, and turns out I totally forgot to roll for this, as it should have auto-completed after the most recent turn. The first roll is for SCED staff's opinion, and the second roll is for the general populace.
In this case, who's still got their markers on it? ZOCOM and Ground Force, obviously. Anyone else?Very High Priority does not strictly mean it is the top of the pile, rather that there are a lot of different branches that want it.
I checked several times; the problem is that a lot of stuff has to be recalculated on the fly when the actual Progress costs of the projects appear in the turn posts these days.No One Double-Checks ThingsDouble-Checking Is Hard, Q4 2062 Edition.
Your mechanical criticism is well-taken. I won't do (3) because Medium Tactical Plasma Weapons is very popular, and I'd rather not do (4) because knock-on effects are annoying, and I'd rather not do (2) because I'm hoping to develop Ultralight Glide Munitions to open up still more options for the Department of Munitions to do.Lastly, a mechanical criticism:
This is one of our 3.5 (Munitions) projects. (I'm counting GD-3 Phases 4 and 5 as half here.) When we start the Munitions Bureau, this project will get +50 progress per turn, meaning this Phase would finish in two turns, and the entire project in 6 turns. (The 4th Phase has been removed this turn, so there's only Phases 2 and 3 left.) This makes manually assigning a die here super inefficient, and given the recent peace deal, we seriously don't have a reason to want this one ASAP compared to doing other projects. I would suggest doing one of the following alternatives:
- Switch the die here to one of the other two 10R Military projects, that being the GD-3 and Infantry Recon Support Drones. The latter would be 1/2 dice for median completion chance.
- Switch this die and the die on Ultralight Glide Munitions to two dice on Infantry Recon Support Drones, as that'll be a 49% chance for quickly supporting future ZOCOM efforts.
- Switch the ZOCOM die from Medium Tactical Plasma Weapon to one of the cheaper projects, gaining 5 R or 10 R to then switch the Railgun die to a more expensive project. This would open up options like doing 1/2.5 dice for the Stealth Disruptor Deployment, or doing Advanced ECCM, as it's the other (Munitions) research project and would easily lead to us starting the Bureau next turn.
- Save R from elsewhere to upgrade this die to another project.
We're going to be doing that anyway. Overall power plant systems are too big and involve too much of our heavy industrial base and vital economic needs to move out of Treasury hands as long as we have a planned economy. It's stuff like solar and wind that could go out of our hands.I'm all for us doing the Division of Energy action, its probably better than us micromanaging the direct refitting of fusion plants.
I'd be happy to do this, but it's competing for dice with a number of other projects we have an authentic need for.Postwar Housing Refits (Phase 1)
The housing built immediately postwar is generally considered to be of low quality and simply not up to the overall standards of the Initiative. Rebuilding them to be livable rather than merely inhabitable is possible, but requires substantial reworking of the floorplan and facilities to provide the required space needed to meet standards.
(Progress 0/180: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/180: 10 resources per die) (-5 Housing, +3 High Quality Housing)
(Progress 0/180: 10 resources per die) (-5 Housing, +3 High Quality Housing)
Well, there are a few practical problems; it's not "no downside."Also I think the idea of us spinning off various elements to create their own branches of the GDI bureaucracy makes a lot of sense. We paved the way and so there is no negative for us to have it so that the budget automatically has that component inside it.
Right now I'm hoping to tidy up a few key Military loose ends that I see as higher priorities- stuff we need that eighth die for. But I could easily see doing it some time in the next 2-3 turns.Also while it might be a bit late I think it might be worth getting the Department of Munitions as I count four projects tagged as munitions (railguns, ultralight, and two phases of the GD3).
Something which would bring the total progress to 200 points as of this turn for just 20rpt.
I would heartily suggest anyone who has any of these projects to think about adding it to their line up.
(Also MUH MARV fleets when?)
Thank you!As a note: I have removed the promises to the Steel Talons for Plasma Weapons and the Diplo Corps for Coordinated Abatement from Plan I Need My Space.
I removed the former because there exists a small chance that it does not complete this turn, and I don't want to sully the Treasury's reputation if we miss. I removed the latter because we don't yet know what it will look like, and can promise it later if we like.
Thank you very much!