They won't be a turn further along the rollout process.

They'll be about 1.7 dice further along the rollout process. Phase 3 still isn't getting done until 2063Q2, and still has a very good chance of getting done that turn either way with heavy focus on it (which I for one intend to write into my 2063Q2 plan).

The big X-factor is getting Phase 4 done in 2063Q3... But frankly, SADN up through Phase 3 already gives us enough coverage that al-Isfahani's deterrent starts to look a lot less dangerous, to where GDI can look him in the eye and say "you can't actually hamstring us, all you can do is get a reputation as a gigantic war criminal for killing millions of people, many of them Yellow Zoner refugees, in low-priority non-military targets, and then die like a dog. You should seriously just cut a deal" and al-Isfahani will have good reason to think he's right.

According to the Array to get SADN phase 3 we need 12 dice to have an 84% chance of completing it or 13 for a 97% chance. 5 dice + an AA one is less than half of that. If we roll poorly with only 5 + an AA dice we might not be able to get SADN phase 3 done by 2063Q2, if we roll badly with 7 dice this turn we will be further along and have a better chance of still getting phase 3 out in2063Q2.

I would love it if they cut a deal with us but unfortunately this is NOD so you can get into al-Isfahani's position whilst still being a zealot that believes GDI should not be negotiated. They're not all like that, hopefully most of them aren't but being a fanatic or a zealot does not mean you cant climb the ranks. After all Gideon managed to do it. I think its possible that they might decide being a gigantic war criminal for killing millions of people is the better option. Therefore I want to take as few risks with the SADN rollout as possible which means not committing less than half the dice required to finish phase 3 when we're trying to finish it in 2 turns. I just don't feel that a lot less dangerous is good enough when we're dealing with the risk of civilian populations getting nuked.
 
We do have three years left to complete the Karachi project, and I would expect that the early stages involve the construction of a port city at Karachi, rather than the rail corridor through potentially contested lands.
So we could easily spread this project out and push back the possible 'boots marching on al-Isfahani face scenario' by an extra year without jeopardizing the project.
 
1) NTU puts an Agriculture die on farm mechanization (to produce more bulk food) while OG puts it on lab-grown meat research (to produce more luxury foods in the medium to long run). To be clear, this is not me being opposed to the mechanization project as such. I simply feel that we should continue to pursue luxury food production with at least two dice per turn for now, and this is my idea of how to best go about it.
We've long suspected that completing the Agriculture Mechanization will have larger effects on Agriculture than just the +12 Food. (The project description ends on phrase "their efficiencies creating cascade effects.") We've discussed this a bunch, but kept prioritizing other projects instead. So it's not really about the +12 Food, though a big pile of +Food is still good to have no matter what.
and a few minor points of polite disagreement between me and ___________.
You missed filling in Nottheunmaker's name here.
Both plans share certain common features:
However, the similarities are overwhelmed by the differences. I am going to go back and edit in an approval vote here.
And you've got common/similarities mixed up with differences. Both plans have only those two differences you list outside the spoiler, and all their other dice are the same.
 
We've long suspected that completing the Agriculture Mechanization will have larger effects on Agriculture than just the +12 Food. (The project description ends on phrase "their efficiencies creating cascade effects.") We've discussed this a bunch, but kept prioritizing other projects instead. So it's not really about the +12 Food, though a big pile of +Food is still good to have no matter what.
A fair point. On the other hand, with no way for a single die to complete the project, I don't see it as "this is clearly a better choice than lab-grown meat research."

As we clear some of the extras from our docket (and with six dice a turn we very much can), expect to see me calling for Phase 2 mechanization soon enough. It's a good idea whose time has just about come. I don't object to NTU having it in the plan, and I hope my lack of it isn't taken as prejudicial to completing the project at some point in the near future.

You missed filling in Nottheunmaker's name here.
I typed the text offline in a notepad file, and so couldn't do tagging. I'll fix it.

And you've got common/similarities mixed up with differences. Both plans have only those two differences you list outside the spoiler, and all their other dice are the same.
Ah, yes. That's how I intended to organize the text of the post, and I fumbled a few words of description.

We do have three years left to complete the Karachi project, and I would expect that the early stages involve the construction of a port city at Karachi, rather than the rail corridor through potentially contested lands.
So we could easily spread this project out and push back the possible 'boots marching on al-Isfahani face scenario' by an extra year without jeopardizing the project.
Well, up to a point. We kind of need to have the bulk of the heavy construction work done before the 2065 monsoon season, and I suspect al-Isfahani's threatened territories extend down into the flatlands not too far from Karachi. So trying to delay until, say, 2065Q3 and then do a gigantic umpteen-die surge to finish most of the entire project in a single massive 'OOF' probably wouldn't go well.

I don't think we can safely push the 'GO' date back past 2064Q4 or at the latest 2065Q1. On the other hand, you're still right, and that is why I'm tentatively optimistic.

According to the Array to get SADN phase 3 we need 12 dice to have an 84% chance of completing it or 13 for a 97% chance. 5 dice + an AA one is less than half of that. If we roll poorly with only 5 + an AA dice we might not be able to get SADN phase 3 done by 2063Q2, if we roll badly with 7 dice this turn we will be further along and have a better chance of still getting phase 3 out in2063Q2.
Since I am planning to roll 5+AA dice this turn, and 7 dice or more next turn, I am quite confident getting the project done. It would take bizarrely bad luck for us to roll 5+AA followed by 7+ dice (I will be more likely to commit AA dice or even an eighth regular die if the situation looks bad and we have unlucky rolls to make up for) and still not have SADN Phase 3.

That doesn't mean the thing is mathematically impossible, but it was never mathematically impossible. At some point, one has to focus on likelihood, rather than the possibility of small chances accruing in exactly the wrong way.

...

Meanwhile, unless we're planning to postpone the Red Zone border offensives and spend on the projects supporting them in Q2 or later, we're creating problems for ZOCOM if we don't give them enough funding to be reasonably confident of finishing their two biggest projects this turn- the Santiago factory and the zrbite gun production lines. I wish I could make room for the infantry drones too, but that's a whole 'nother project. I'm very much cutting that because I don't think I can fit it in and still get SADN Phase 3 by the end of 2063Q2.



More generally, on the subject of SADNed Alloys, my thoughts are as follows:

1) Chicago is still a priority, but lower Heavy Industry investment gives her a 12% chance of completion rather than 32%. Either way, it's likely that we have to spend at least one Heavy Industry die on the project next turn, but this makes it more likely that we will also need to spend an Infrastructure die if we want to be sure of not spending yet another HI die in 2063Q3. That's not a big deal, though. Infrastructure dice are cheap, and all I'm really saving us compared to her is a 20% chance of having an extra HI die to play with next turn.

2) 2+AA dice investment on fusion power gives Shadows an 85.3% chance of project completion instead of 53%. This is nice, but in my opinion is offset by the fact that this plan consumes more Energy, what with the Tiberium AEVA (-3) and the increased chance of finishing SADN Phase 2 (-1). Then again, Shadows also works on Bergen rather than Reykjavik, so even if we do wind up with a temporary Energy crisis (at around +2 Energy indicator), it'll be a quick easy fix in Q3 because we'll be able to rapidly finish up both the fusion reactors and Bergen Phase 4 even if neither project completes during the turn. This, too, is not a big deal to me. She's got the Energy situation well in hand, as such.

3) SADNed Alloys has six dice on alloy foundries instead of five. Personally, I consider this overinvestment. It makes it harder to do other important things, and while it does materially improve our odds of getting Alloy Foundries Phase 4 next turn, all else being equal, it's a heavy price to pay. This is true both in terms of opportunity costs (HI is a hotly contested field with a huge array of projects to do, all of them important), and in terms of raw budget (each alloy die costs 40 R, forcing us to accept tighter constraints elsewhere). We'd have an 87% chance of phase completion anyway, and I don't feel the burning need for a 99% chance of completion from the sixth die.

With that said, Shadows has 35 R of wiggle room in her budget, so it's not like she couldn't be taking additional dice on expensive projects this turn if she were so inclined.

4) One of the most hotly debated points between SADNed Alloys and the Fires of Industry plans is that Shadows puts the Light Industry dice on Bergen, whereas Nottheunmaker and me put dice on Reykjavik, as shown above. This has been heavily debated over the past few pages. The most concise explanation of my reasoning for Reykjavik is in Doruma's post here, which outlines both why we started Bergen Phase 4 last turn and how (I think) things have changed. Notably, Bergen, like the alloy foundries, is costly, and spending the full budget here makes things harder elsewhere. On the other hand, in Shadows' favor, there is some value to finishing projects we start on general principles, and it's not as if the energy or superconductors from Bergen will ever be useless. It's just that the myomers from Reykjavik are also use-ful. As I see it, either project is a worthwhile use of our time, but as long as we're working on the alloy foundries, it's a serious strain on the Treasury to also be working on Bergen at the same time, one that I don't think can be justified except by true necessity.

Again, Shadows does have wiggle room in the budget, so this isn't a case of being "forced" to spend less elsewhere to do this, but it is taking up 50 R that I'd be just as happy to have for something else or to pay forward.

5) I have an 80 R Agriculture budget, spent on a mix of luxury foods (vertical farming and lab-grown meat research), spider cotton, and tarberries. Shadows has a 40 R Agriculture budget, dropping the luxury foods and spider cotton, and instead putting those four dice on Reforestation Campaign Preparations... Now, this is an important project for us to accomplish... Though I take exception to her implying that only a quick start to the reforestation counts as "unfucking this planet." For instance, I consider strong efforts to prepare for the Red Zone campaigns as contributing to the same goal. We have plenty of Agriculture dice, more than we could possibly use on our required projects, and taking a little longer to start the reforestation program is okay in my opinion.

6) Tiberium is an area where I strongly dissent from Shadows' program. She funds Enhanced Harvest Tiberium Spikes. I don't. I don't want to go anywhere near those if I can help them, because we have far more tiberium than we can use, and because any 'scientific misadventure' involving the high-yield spikes will result in rapid, possibly uncontrolled underground tiberium growth for an unspecified distance in the surrounding area. I want to stay far far away from this.

7) Shadows also has the Tiberium AEVA. While I can't say that this is a bad idea, it does cost us -4 Capital Goods at a time when we're trying to fill stockpiles and divert resources to the civilian economy, and it does lock down the entire Services sector for the turn so we can't do any medical sector work. The +3 bonus to all future Tiberium dice isn't nothing, but I'm not sure I want it that badly right now.

8 ) In Orbital, one difference is that Shadows consolidates four dice on Shala while I split them evenly across Shala and Columbia. This is not a big deal. The other is that she puts an AA die (I put these on Military) on Gravitic Shipyard to give it a better chance of completion. This... Well, personally, I try not to put AA dice on above-average-cost projects because you simply never get as much 'bang for your buck' that way. This is another respect in which SADNed Alloys adheres to the pattern of putting more of the budget on a handful of relatively expensive 'flagship' projects.

9) In Services... well, see (7).

10) In Military, well, this is another hotly debated point, so you can review the last several pages for details. I think both Shadows and I agree that SADN is very important. The difference seems to be that I consider it worthwhile to spend 1+AA dice to be sure (98.8%) of getting Zrbite Weaponry Phase 1 and two dice for a good (83%) chance of finishing the Santiago Zone Armor factory this quarter. Shadows takes the AA die off the zrbite guns and puts it on fusion reactors (questionable IMO), and puts the two dice on SADN work. She then takes the AA die off SADN and puts it in Orbital as discussed above. The main effect of this is that she has a 70% chance of completing Phase 2 where I have a 16% chance; she winds up about 110 points ahead of me on the SADN project. Personally, I think it is acceptable to do this for the sake of ZOCOM's readiness and fully plan to make up for lost time next turn and have Phase 3 finished by 2063Q2. But this is an honorable reason to favor her plan over mine, for single-issue "maximize SADN" voters.

11) In Military again, there is the issue of MRAP versus combat lasers. For my side of that discussion, see here, points 2a and 2b. For hers, see here.

Shadows' plan is workable and valid, even if I think it overinvests in some areas where we might want to make different choices. My main concern is that I'm not going to be nearly as comfortable voting for Red Zone Border Offensives in 2063Q2 as we'd hoped to do, if we don't have the Santiago Zone Armor factory. Or if, Heaven forfend, we don't have zrbite guns ready. On the other hand, the probably about +110 points of extra SADN progress is very much not nothing, and could theoretically result in some key industrial target being secured against an attack that would otherwise have destroyed it, if we come under cruise missile or heavy air attack (nuclear or otherwise) between late 2063 and late 2064, because the defenses around those targets will be three months closer to full readiness. Also, we'll be closer to More Superconductors if farther from More Myomers, and about +85 Progress (very roughly) closer to the next phase of alloys, if -85 Progress along the track to Chicago. And so on.

So that giant slab of effortpost sums things up, I think. I totally understand anyone who did not choose to read this, and don't blame them one bit. I hope I have treated Shadows' plan with respect, as was my intention.
 
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6) Tiberium is an area where I strongly dissent from Shadows' program. She funds Enhanced Harvest Tiberium Spikes. I don't. I don't want to go anywhere near those if I can help them, because we have far more tiberium than we can use, and because any 'scientific misadventure' involving the high-yield spikes will result in rapid, possibly uncontrolled underground tiberium growth for an unspecified distance in the surrounding area. I want to stay far far away from this.
If we roll a nat1, maybe. We have the ability to prepare a place to monitor underground tiberium for testing purposes (how could we have done prospecting if we didn't?), we have the ability to press the "off" button, and if we could cause "uncontrolled underground tib growth for an unspecified distance in the surrounding area" by accident with this tech, the visitors could have done it on purpose.

We have never seen them do it on purpose.

The safety of deployment remains to be seen (quality dice), but the development itself merely risks some wasted dice and PS. That's pretty much it.
 
Slight update to my STU math post here to account for updated minimum needed Tib Income and the Microfusion Cell Laboratories.

We currently have the HG Processing which produces 1 STU per 100 Processed Tiberium.
This means from our current 2690 Processed Tiberium we are getting 26 STUs.
We are currently spending STUs On:
-4 Structural Alloys
-2 T-Glass
-2 Harvesting Tendrils
-2 Hovercraft
-2 Tactical Lasers
-2 Plasma Munitions
-1 Mastodon
Total: -15

The IHG Processing, the Refits of which we must complete by the end of the Plan, produce 1 STU per 90 Processed Tiberium
This means from our current 2690 Processed Tiberium, we would get 29 STUs, or 3 more.
Then we have the required income generation of 600. Private Industry is currently generation +15 RpT per turn.
Taxation Per Turn: +90 (+15 per turn from Private Industry)
If that continues for the next 12 turns (counting this turn), it will generate a total of 180 RpT. This means we must generate 420 additional RpT, which is likely to come from Tiberium.

Therefore we are likely to have 2690+420=3110 Processed Tiberium, which with IHG would give us 34 STU production.
This means we currently have a surplus production of 19 STUs. Of those we are required to spend 2 for the Gravitic Bay as that is a plan goal. That leaves 17 STUs.

Discounting the Gravitc Bay the currently available projects that take STUs are:
-8 Structural Alloys Phase 3-6
-2 Microfusion Cell Laboratories
-4 Zrbite Sonic Weapons Deployment Phase 1-2
-1 Infernium Laser Refits
Total: -15

Meaning even if we complete only the bare minimum Tib RpT generation, and we completed all the currently available STU consuming projects, we would still have a +2 STU surplus.
 
More generally, on the subject of SADNed Alloys, my thoughts are as follows:

1) Chicago is still a priority, but lower Heavy Industry investment gives her a 12% chance of completion rather than 32%. Either way, it's likely that we have to spend at least one Heavy Industry die on the project next turn, but this makes it more likely that we will also need to spend an Infrastructure die if we want to be sure of not spending yet another HI die in 2063Q3. That's not a big deal, though. Infrastructure dice are cheap, and all I'm really saving us compared to her is a 20% chance of having an extra HI die to play with next turn.

2) 2+AA dice investment on fusion power gives Shadows an 85.3% chance of project completion instead of 53%. This is nice, but in my opinion is offset by the fact that this plan consumes more Energy, what with the Tiberium AEVA (-3) and the increased chance of finishing SADN Phase 2 (-1). Then again, Shadows also works on Bergen rather than Reykjavik, so even if we do wind up with a temporary Energy crisis (at around +2 Energy indicator), it'll be a quick easy fix in Q3 because we'll be able to rapidly finish up both the fusion reactors and Bergen Phase 4 even if neither project completes during the turn. This, too, is not a big deal to me. She's got the Energy situation well in hand, as such.

3) SADNed Alloys has six dice on alloy foundries instead of five. Personally, I consider this overinvestment. It makes it harder to do other important things, and while it does materially improve our odds of getting Alloy Foundries Phase 4 next turn, all else being equal, it's a heavy price to pay. This is true both in terms of opportunity costs (HI is a hotly contested field with a huge array of projects to do, all of them important), and in terms of raw budget (each alloy die costs 40 R, forcing us to accept tighter constraints elsewhere). We'd have an 87% chance of phase completion anyway, and I don't feel the burning need for a 99% chance of completion from the sixth die.

4) One of the most hotly debated points between SADNed Alloys and the Fires of Industry plans is that Shadows puts the Light Industry dice on Bergen, whereas Nottheunmaker and me put dice on Reykjavik, as shown above. This has been heavily debated over the past few pages. The most concise explanation of my reasoning for Reykjavik is in Doruma's post here, which outlines both why we started Bergen Phase 4 last turn and how (I think) things have changed. Notably, Bergen, like the alloy foundries, is costly, and spending the full budget here makes things harder elsewhere. On the other hand, in Shadows' favor, there is some value to finishing projects we start on general principles, and it's not as if the energy or superconductors from Bergen will ever be useless. It's just that the myomers from Reykjavik are also use-ful. As I see it, either project is a worthwhile use of our time, but as long as we're working on the alloy foundries, it's a serious strain on the Treasury to also be working on Bergen at the same time, one that I don't think can be justified except by true necessity.

5) Agriculture is one area where the consequences of spending differences elsewhere in competing plans often make themselves felt, and this is no exception. I have an 80 R Agriculture budget, spent on a mix of luxury foods (vertical farming and lab-grown meat research), spider cotton, and tarberries. Shadows has a 40 R Agriculture budget, dropping the luxury foods and spider cotton, and instead putting those four dice on Reforestation Campaign Preparations. @Shadows justifiably makes a virtue of necessity here and points out that the reforestation project is one of our major Plan promises. Though I take exception to her implying that only a quick start to the reforestation counts as "unfucking this planet." For instance, I consider strong efforts to prepare for the Red Zone campaigns as contributing to the same goal. We have plenty of Agriculture dice, more than we could possibly use on our required projects, and taking a little longer to start the reforestation program is okay in my opinion.

6) Tiberium is an area where I strongly dissent from Shadows' program. She funds Enhanced Harvest Tiberium Spikes. I don't. I don't want to go anywhere near those if I can help them, because we have far more tiberium than we can use, and because any 'scientific misadventure' involving the high-yield spikes will result in rapid, possibly uncontrolled underground tiberium growth for an unspecified distance in the surrounding area. I want to stay far far away from this.

7) Shadows also has the Tiberium AEVA. While I can't say that this is a bad idea, it does cost us -4 Capital Goods at a time when we're trying to fill stockpiles and divert resources to the civilian economy, and it does lock down the entire Services sector for the turn so we can't do any medical sector work. The +3 bonus to all future Tiberium dice isn't nothing, but I'm not sure I want it that badly right now.

8 ) In Orbital, one difference is that Shadows consolidates four dice on Shala while I split them evenly across Shala and Columbia. This is not a big deal. The other is that she puts an AA die (I put these on Military) on Gravitic Shipyard to give it a better chance of completion. This... Well, personally, I try not to put AA dice on above-average-cost projects because you simply never get as much 'bang for your buck' that way. This is another respect in which SADNed Alloys adheres to the pattern of putting more of the budget on a handful of relatively expensive 'flagship' projects.

9) In Services... well, see (7).

10) In Military, well, this is another hotly debated point, so you can review the last several pages for details. I think both Shadows and I agree that SADN is very important. The difference seems to be that I consider it worthwhile to spend 1+AA dice to be sure (98.8%) of getting Zrbite Weaponry Phase 1 and two dice for a good (83%) chance of finishing the Santiago Zone Armor factory this quarter. Shadows takes the AA die off the zrbite guns and puts it on fusion reactors (questionable IMO), and puts the two dice on SADN work. She then takes the AA die off SADN and puts it in Orbital as discussed above. The main effect of this is that she has a 70% chance of completing Phase 2 where I have a 16% chance; she winds up about 110 points ahead of me on the SADN project. Personally, I think it is acceptable to do this for the sake of ZOCOM's readiness and fully plan to make up for lost time next turn and have Phase 3 finished by 2063Q2. But this is an honorable reason to favor her plan over mine, for single-issue "maximize SADN" voters.

11) In Military again, there is the issue of MRAP versus combat lasers. For my side of that discussion, see here, points 2a and 2b. For hers, see here.

Shadows' plan is workable and valid, even if I think it overinvests in some areas where we might want to make different choices. My main concern is that I'm not going to be nearly as comfortable voting for Red Zone Border Offensives in 2063Q2 as we'd hoped to do, if we don't have the Santiago Zone Armor factory. Or if, Heaven forfend, we don't have zrbite guns ready. On the other hand, the probably about +110 points of extra SADN progress is very much not nothing, and could theoretically result in some key industrial target being secured against an attack that would otherwise have destroyed it, if we come under cruise missile or heavy air attack (nuclear or otherwise) between late 2063 and late 2064, because the defenses around those targets will be three months closer to full readiness. Also, we'll be closer to More Superconductors if farther from More Myomers, and about +85 Progress (very roughly) closer to the next phase of alloys, if -85 Progress along the track to Chicago. And so on.

So that giant slab of effortpost sums things up, I think. I totally understand anyone who did not choose to read this, and don't blame them one bit. I hope I have treated Shadows' plan with respect, as was my intention.


The only quibble I have is with the cost argument.

My plan costs 1220 R - out of 1300.

We're not balancing lowered expenses elsewhere because of a focus on overcompleting Alloys and doing Bergen - the only way I ever spent more on the plan was by swapping ag projects, which I don't want to do because I want us to get started on doing regreening. The original version of this plan? It had ten dice on alloys. Well, 8+2AA, but, same costs. And it was still under 1300. Virtually unchanged, at that!

I also disagree on the subject of spikes on the pure basis that I don't think Ithillid is out to screw us like that - outside of, perhaps, a nat 1 - or multiple ones.

E: Additionally, I'm not entirely sure using AA dice in mil doesn't count as breaking our promise to Litvinov.
 
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IIRC, taxation is not counted for that goal.
A comparison of the goal over the last two turn posts implies it does:
From the Q4 2062 Turn Post:
Increase Income by 695
From this turn, the Q1 2063 Turn Post:
Increase Income by 600
A difference of 95, last turn we got an additional 80 RpT from Vein Mines last turn and no other income boosters aside from the 15 RpT boost of Private Industry. The math adds up.
 
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If we roll a nat1, maybe. We have the ability to prepare a place to monitor underground tiberium for testing purposes (how could we have done prospecting if we didn't?), we have the ability to press the "off" button, and if we could cause "uncontrolled underground tib growth for an unspecified distance in the surrounding area" by accident with this tech, the visitors could have done it on purpose.

We have never seen them do it on purpose.
Uncontrolled underground tiberium growth might 'merely' mean, say, ten times normal speed. Given the general chaos of the Visitor invasion and the war with Nod before it, that kind of accelerated underground tiberium growth could have gone entirely unnoticed in the confusion.

Of course, hopefully we could shut the thing down before it caused that problem on a large enough scale to matter. But without a clear reason to do so, I am extremely reluctant to do so. In my opinion, we should want to eliminate tiberium from our heartland, not stabilize pockets of it for indefinite harvest. That approach is how Earth ended up with Red Zones in the first place.

The safety of deployment remains to be seen (quality dice), but the development itself merely risks some wasted dice and PS. That's pretty much it.
Suffice to say that I do not share your confidence.

The only quibble I have is with the cost argument.

My plan costs 1220 R - out of 1300....

We're not balancing lowered expenses elsewhere because of a focus on overcompleting Alloys and doing Bergen - the only way I ever spent more on the plan was by swapping ag projects, which I don't want to do because I want us to get started on doing regreening. The original version of this plan? It had ten dice on alloys. Well, 8+2AA, but, same costs. And it was still under 1300. Virtually unchanged, at that!
...

All right, in all fairness, you're right about your budgeting logic and I will rewrite some of the language in my earlier post accordingly.

I also disagree on the subject of spikes on the pure basis that I don't think Ithillid is out to screw us like that - outside of, perhaps, a nat 1 - or multiple ones.
I hope you're right, and obviously you disagree with me or you'd never have put the enhanced spikes into your plan, just as I wouldn't do so myself.

Nevertheless, I do disagree with the decision.

E: Additionally, I'm not entirely sure using AA dice in mil doesn't count as breaking our promise to Litvinov.
I'm going to be honest, I don't know either, but it doesn't represent a meaningful diversion of effort from other major projects she either wants or asked us for, and I'm willing to take the chance.

Unless she cares to come in and hard-veto the Karachi operation and eat the political shitstorm for doing so on the grounds that it's too provocative, then given what the Diplomatic Corps came up with and given our own timetables, we need SADN up in a hurry. If Litvinov decides that this represents us going back on our word, I don't know what to say. Almost everything in Military is being spent on defensive hardware the legislature very much wanted us to build, or on things that arguably aren't even weapons in the normal sense because their main application is to bust up tiberium crystals.

...

@Shadows ? I was just running the numbers on your plan post here and...

I think you may have miscalculated your Military budget. You're running nine dice, eight at 20 R/die and one at 25, and you're reporting it as 145 R for the category. I think that should be 185 R and your overall budget should be 1265 R, closer to being in line with the others.
 
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If we roll a nat1, maybe. We have the ability to prepare a place to monitor underground tiberium for testing purposes (how could we have done prospecting if we didn't?), we have the ability to press the "off" button, and if we could cause "uncontrolled underground tib growth for an unspecified distance in the surrounding area" by accident with this tech, the visitors could have done it on purpose.

We have never seen them do it on purpose.

The safety of deployment remains to be seen (quality dice), but the development itself merely risks some wasted dice and PS. That's pretty much it.
We definitely have seen the Visitors intentionally cause rapid Tiberium growth with this technology, that's how the Red Zones more than doubled in size during the invasion and where we got the idea for a Tiberium growth accelerator to combine with a Tib spike (and plug in upside down to make a Tib inhibitor) in the first place.
 
[X] Plan Attempting To Feed The Fires Of Industry NTU Edition

Why do neither plans have resources being sent to InOps so they can do their job?
 
[] Plan Attempting To Feed The Fires Of Industry NTU Edition

Why do neither plans have resources being sent to InOps so they can do their job?
As above. Strictly, we promised to do no more than to give them 60 RpT in each Q4. We delivered on schedule last year. I'm open to delivering ahead of schedule this year, because I expect us to get an income surge in 2063Q2 or Q3 and we'll hopefully have spare money lying around. But that will be then, not now.

Also, InOps just got a huge budget increase from our last cash infusion to them, so if they're failing "to do their job" right now, it's probably mostly not for lack of money.
 
I'm getting real tired of the perpetual fearmongering around the Enhanced Harvest Tiberium Spikes. It's a mystery box. We can't know what will happen when researching it until we actually do the project. Maybe it'll give us a stable way to increase our economy without negatively impacting anything. Maybe it'll create a technology that has severe drawbacks and we never go past the prototyping stage. We can't know ahead of time, and any reasoning that says otherwise is wrong. But what it won't do is create some kind of massive disaster. If we rolled double natural 1s we might get some kind of mega-disaster like people have been cautioning against, but no project we've ever done has been a trap option. There is no reason to expect this one to be an exception. (Plus we can just, like, only roll one die a turn on it to be really cautious.)
 
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I don't do trap options people. I do suboptimal ones, I do ones which are more flavor than purpose, and I do ones where the read of the people below you is just wrong, but at the end of the day, there are no trap options.
 
Since my two generally preferred plans are solidly in the lead and in need of tie-breaking, I shall cast a new vote...

[X] Plan Attempting To Feed The Fires Of Industry NTU Edition

Sorry Simon, but I share Nottheunmaker's view on getting our plan-required Steel Talon projects out of the way first.
 
I totally accept that the enhanced yield spikes aren't a "trap option" in the classical sense of "if you take this, then without warning the QM will assuredly spring a disaster on you."

At the same time, I feel as though the potential disasters likely to result from merely ordinary bad luck, if that bad luck happens with the spikes, would be particularly unwelcome and problematic. And that on some... candidly, some pseudo-ideological level I dislike what the thing does.

Maybe it's like the extremely negative reaction some people had to the idea of ever making our citizens actually eat CRP 'meals,' to the point where some of them got downright angry at the idea of even having CRP-making machinery at all, even as backup for the worst and uttermost emergency situations that God willing no one would ever have to touch.

I just don't think the spikes are a good thing that we should be pursuing given the general nature of our relationship with tiberium. If I felt more confident in our ability to wrestle tiberium into a controllable state I'd be happier with the idea, but the entire quest has constantly emphasized just how dangerous and at best barely controllable tiberium is, and just how hostile GDI's overall populace and political establishment are to the idea of deliberately spreading more of it when there is already far too much.

...

It's not a trap option, it's just legitimately something I don't think I want to do, partly but not entirely because it does on some level seem like the kind of technology with the potential to backfire. Not because I think the QM is tricking us, but because just knowing what the action does makes me worry.

Since my two generally preferred plans are solidly in the lead and in need of tie-breaking, I shall cast a new vote...

[] Plan Attempting To Feed The Fires Of Industry NTU Edition

Sorry Simon, but I share Nottheunmaker's view on getting our plan-required Steel Talon projects out of the way first.
The way I see it, it's probably going to be several turns before we actually deploy anything armed with the new lasers anyway, so rushing the developments isn't a good use of our time.

But since my own notion was to do laser development in, oh, probably 2063Q3 after we get the worst of the SADN construction efforts "over the hump," I dunno.
 
I definitely can't say I'd mind if NTU won. There are a few divergent choices there, but they're reasonable ones even if I think they're a little weird based on my own ideas about what is and isn't important.
 
Personally, I hope to do laser research alongside ongoing work on the MRAP factory some time in 2063Q3 plus or minus one quarter.
While that very much presses my happy button and is something I'd vote for in a heartbeat, it would be to the overal detriment of the plan. Assuming we finish the Zone Armor Factory and the first phase of Zerbite, my plan would be to get the bunch of dice to SADN and the Steel Talons drones, then put what remains on a navy project. Islands, Sharks or Laser Refits. They've been sitting for awhile.

I'll still vote for anything that put extra dice on the Talons, but that's because I'm weak to cool miltech and hope to bring back the Juggernaut with lots of neato and expensive upgrades.
I definitely can't say I'd mind if NTU won. There are a few divergent choices there, but they're reasonable ones even if I think they're a little weird based on my own ideas about what is and isn't important.
I do want the Lab Meat, and I'll advocate for the stuff next turn. I'll just be trying to work in Agriculture Mechanization too. I don't feel like we need to finish off Spider Cotton and Tar Barries right away, though I'm very happy to get them started now.
 
While that very much presses my happy button and is something I'd vote for in a heartbeat, it would be to the overal detriment of the plan. Assuming we finish the Zone Armor Factory and the first phase of Zerbite, my plan would be to get the bunch of dice to SADN and the Steel Talons drones, then put what remains on a navy project. Islands, Sharks or Laser Refits. They've been sitting for awhile.
My 2063Q2 draft is basically "all glory to SADN" with almost nothing for anything else apart from the Talons die.

In 2063Q3 when things are hopefully more flexible, I'm hoping two dice on the Talons, something for the Navy, and work on SADN Phase 4. Well, I would be, except I'm betting your plan wins, in which case I'll probably just be advocating one die per turn on the MRAP plant.

Because real talk, we're not going to have time to deploy ground drones until 2064 anyway what with SADN sucking so much of the oxygen out of the room.
 
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