I dislike both of the winning plans due to a lack of sufficient SADN dice. That being said I prefer lasers so if one has to win I guess I'd rather it be this one
[x] Plan Attempting To Feed The Fires Of Industry NTU Edition
Hm...seems I've missed my chance to make my case. Ah well. is life. Here's my 'protest vote', since none of the leading plans have my single-issue topic in them. Glad the Ship Bays are getting done tho.
Put simply, I'm not so sure now that our current 3 dice per turn limit will hold for longer than this turn.
Can't put my finger on a smoking gun as to why. The main thing is we didn't complete Bergen 4, so we shouldn't be recieving more superconducters, and we know that's the main bottleneck. And I don't think the work experience explanation lines up at all--dice limits cap our ability to plow more resources into one project, not the efficiency of our work crews. I'd expect progress point costs to go down if we were getting work experience, not for our dice cap to go up. Maybe a dice cap could come from a lack of work crews, but we've never been limited by that before even when we were printing 1st Gen fusion plants like hotcakes.
EDIT:More generally, we know that an energy crisis is coming, and not expecting or planning for constructing a fusion plant every quarter feels like whistling in the dark for me. Particularly as, well, it's exactly those plants we need to replace.
It could be that the dice cap is going up by one die per turn on its own. We've only had 2nd Gen Fusion for two turns. Last turn when we gained the project it was limited to two dice, then this turn it went up to three, so following that next turn the dice cap would go up to four.
Economic Indicators:
Housing: 66 + 1 BoA + 5 Chicago = 72
Population In Low Quality Housing: 15 - 1 BoA = 14
Energy: 13 + 4 DEA + 19 2CCF - 4 Alloys - 2 Vert Farms + 1 Tarberry Phase 1 + 1 Tarberry Phase 2 - 2 Kamisuwa - 2 Zrbite = 28
Energy Reserve: 5 = 5
Logistics: 17 = 17
Food: 22 + 1 Perennials + 4 Vert Farms = 27
Food Reserve: 29 (5 are unbacked) = 29 (5 are unbacked)
Health: 23 = 23
Capital Goods: 12 + 2 DIA + 12 Chicago + 1 Spider Cotton = 27
Capital Goods Reserve: 235 + 27 = 262
STUs: 11 + 1 STU Production Increase - 2 Alloy - 2 Zrbite = 8
Consumer Goods: 179 + 10 Net Gain + 10 Chicago + 4 Vert Farms + 8 Fruiticulture Bay = 211
Labor: 38 + 1 Net Gain - 4 Chicago - 1 2CCF - 2 Kamisuwa = 32
Tiberium Processing: 2690 = 2690
Tiberium Processing Capacity: 3350 + 450 Chicago = 3800, All Tib Processed
Tiberium Reserve: 0/500
IHG Processing Capacity: 0 + 450 Chicago + 450 IHG Phase 1 = 900
STU Production: 900/900 IHG = 10 STU. 2690 Total Tib Processed - 900 IHG Tib Processed = 1790 HG Tib Processed, 1790/100 = 17 STU. Total Production: 10 IHG + 17 HG = 27. Previous turn production 26. Net Production Increase 27 - 26 = 1 STU Production Increase
Taxation Per Turn: 90 + 15 Private Industry = 105
Space Mining Per Turn: 100 = 100
Maintenance Reductions: 50 = 50
Green Zone Water: 5 = 5
YZ Mitigation: 99 = 99
RZ Mitigation: 79 = 79
Space Population: 2.05k + 0.8k Medium Bay = 2.85k
PS: 69 - 5 (Tib Wildlife) + 5 (Fruiticulture Bay) = 69
Budget: 1220 + 25 Reserve + 15 Private Industry = 1260
Plan Goals:
Provide 67 42 Consumer Goods points from the Treasury: 67 - 3 Sub Departments - 10 Chicago - 4 Vert Farms - 8 Fruiticulture Bay = 42 In Progress
Provide 21 9 Consumer Goods from Agriculture: 21 - 4 Vert Farms - 8 Fruiticulture Bay = 9 In Progress
Increase Income by 600 585: 600 - 15 Private Industry = 585 In Progress
Increase Tiberium Processing limit by 920 470: 920 - 450 Chicago = 470 In Progress
Increase population in space by 17.95k 17.15k: 17.95k - 0.8k (Medium Bay) = 17.15k In Progress
Provide 28 Points of Red Zone Abatement
Provide 30 Resources in grants
Spend at least one die on Steel Talons projects every turn: Complied With This Turn
Projects:
Complete Karachi Planned City by end of 2065 Complete Chicago Planned City by end of 2065: Completed
Deploy Orca Wingman Drones by end of 2065
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Deploy Conestoga class: Gravitic Bay** In Progress
Complete at least 3 Blue Zone Inhibitors by end of 2065: 1 In Progress
Compete Dairy Ranching Domes Phase 2 by end of 2065
Complete 1 of Nuuk, Reykjavik, Bergen: In Progress (Reykjavik)
Complete all phases of Red Zone Border Offensives before 2064
Complete SADN Phase 4: Phase 1 Completed,In Progress
Complete at least 5 Ground Forces Zone Armor factories: 1 In Progress
Complete all of the following projects:
Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, and Unmanned Support Ground Vehicle Development: Combat Laser Development In Progress
Complete 2 phases of Reforestation Campaign Preparation
Complete Fusion and Gravitic Shipyard Bays before the Elections: Fusion and Gravitic Bays In Progress
Develop both Next Generation Armored and Support Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065: In Progress
Do not start Karachi before Q2 2063: Complied With This Turn
Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active: Complied With This Turn
Spend no more than two free dice per turn on Military: Complied With This Turn
Activate Refit Department
Hand off at least 20 points of Capital Goods to market over the course of the plan.
Complete Improved Hewlett Gardener Refits before end of plan: Phase 1 Completed,In Progress
*Does the progress from completed Bays roll over into their respective stations?
**Assuming the Gravitic Bay provides for this.
Put simply, I'm not so sure now that our current 3 dice per turn limit will hold for longer than this turn.
Can't put my finger on a smoking gun as to why. The main thing is we didn't complete Bergen 4, so we shouldn't be recieving more superconducters, and we know that's the main bottleneck. And I don't think the work experience explanation lines up at all--dice limits cap our ability to plow more resources into one project, not the efficiency of our work crews. I'd expect progress point costs to go down if we were getting work experience, not for our dice cap to go up. Maybe a dice cap could come from a lack of work crews, but we've never been limited by that before even when we were printing 1st Gen fusion plants like hotcakes.
EDIT:More generally, we know that an energy crisis is coming, and not expecting or planning for constructing a fusion plant every quarter feels like whistling in the dark for me. Particularly as, well, it's exactly those plants we need to replace.
Eh. If we turn out to be wrong, it costs us one fusion die as we go "d'oh!" and restart Bergen after all. It's not ideal, I admit, but it's not something that leads to a true disaster.
Two dice on fusion isn't really enough even with DAE, but it's close. We can live with being abruptly demoted back to two dice in 2063Q2 as a nasty surprise.