@Simon_Jester You've got the wrong number for Gravitic Shipyard, it's 425 to finish, not 430, putting it in very reasonable distance for AA dice this turn, or E dice next turn, to finish, which frees up a normal die for something else.
Also, I think you forgot to add the 2nd housing bay to your total orbital die needed calculation? 16+8+4 is 28 die, but Starbound wants 2 extra housing bays, so that'd be 32 needed, right?
It's interesting that Cosmetic Biosculpting gives +1 Health, and Human Augmentation Programs doesn't despite calling out genefixes specifically. Perhaps it's more preemptive fixes versus the immediately applicable biosculpting?
The human augmentation program is primarily development rather than deployment. Beyond that a lot of it is longer term because as it turns out editing a lot of genes is let's go with tricky and genetic editing has a very long history of killing the patient so there is a lot of steps to go through before you actually get major health benefits in the near term
We should probably grab this soon--I'd say before we start in on lunar settlements if we can. I wouldn't expect a replacement for aquaponic oxygen/food gardens or anything like that, but as a supplement and a stabilizer for larger systems it could be crucial.
I am heartily in favor of this, but perhaps ironically, it's easier to fit it in for the near future if we don't take the ambitious Storm the Heavens plan I made with its promise to the Starbound Party. Because then we have a bit more wiggle room in 2063, probably. Probably. Actually maybe not; the main effect of taking the Starbound promise is to commit us to a lot of progress towards our existing goal in a hurry, rather than to introduce new goals. Doing as Starbound asks right now might actually give us MORE wiggle room in 2065 than we would otherwise have.
It's interesting that Cosmetic Biosculpting gives +1 Health, and Human Augmentation Programs doesn't despite calling out genefixes specifically. Perhaps it's more preemptive fixes versus the immediately applicable biosculpting?
@Simon_Jester You've got the wrong number for Gravitic Shipyard, it's 425 to finish, not 430, putting it in very reasonable distance for AA dice this turn, or E dice next turn, to finish, which frees up a normal die for something else.
You're right and I'll try to go back and fix the number, but it doesn't matter for my actual dice allocation. Because I don't actually have any spare E/AA dice to allocate to it. My Strategic Defense and Inhibition plan uses its only AA die on SADN, and Erewhon's already working on something else, and my To Storm The Heavens plan has no AA dice of any kind.
Also, I think you forgot to add the 2nd housing bay to your total orbital die needed calculation? 16+8+4 is 28 die, but Starbound wants 2 extra housing bays, so that'd be 32 needed, right?
FREE DICE:
3 on Heavy Industry
1 on Orbital
2 on Military
ENERGY BALANCE:
+28 (baseline) +4 (DAE) +2 (RZBO Stage 4)
-1 (dairy) -9 (inhibitors) -2 (SADN) -2 (Santiago)
->
+20 Energy, 12% chance of +39 Energy.
Realistically better than this; it is very unlikely that all four inhibitors complete, for instance
CAPITAL GOODS BALANCE:
+27 (baseline) +2 (DHIA) -1 (gravitics) -1 (Santiago) -10 (private sector)
->
+17 Capital Goods, closing in on +8 more from ongoing projects unlikely to complete
[] Plan Attempting Strategic Defense and Inhibition
-[] Bureaucracy (4/4 Dice, +29 bonus, 0 R)
--[] AA die on Strategic Area Defense Networks
--[] Hand Off Capital Goods to Market (-10 Capital Goods)
--[] Interdepartmental Favors:
---[] Diplomatic Corps: Complete Coordinated Abatement by end of Plan: +5 Political Support
---[] Housing (complete Postwar Housing Refits and Rail Network Phase 5): +2 PS
Budget:
1125/1300 R
(only 1220 RpT income)
FREE DICE:
4 on Orbital
2 on Military
ENERGY BALANCE:
+28 (baseline) +4 (DAE) +2 (RZBO Stage 4)
-1 (dairy) -9 (inhibitors) -1 (hospitals) -2 (SADN) -2 (Santiago)
->
+19 Energy, 12% chance of +38 Energy.
Realistically better than this; it is very unlikely that all three inhibitors complete, for instance
CAPITAL GOODS BALANCE:
+27 (baseline) +2 (DHIA) -1 (gravitics) -1 (Santiago) -10 (private sector)
->
+17 Capital Goods, closing in on +8 more from ongoing projects unlikely to complete
-[] Bureaucracy (4/4 Dice, +29 bonus)
--[] Administrative Assistance: Gravitics Bay
--[] Hand Off Capital Goods to Market (-10 Capital Goods)
--[] Make Political Promises 1 die auto
---[] Starbound: Complete Sub-Orbital Shuttles Phase 3, Shala, Columbia, and 2 more housing bays before the election.
These are "final draft" versions before the vote. @aledeth , you convinced me that for To Storm The Heavens, I should go for the AA die so I could do the gravitics shipyard that way and free up a proper Orbital die for Columbia.
There may be some arithmetic errors here, but I don't think there are any critical ones.
[X] Plan Karachi Shield
-[X] Infrastructure (5/5 dice, +27, 90R)
--[X] Suborbital Shuttle Service (Phase 2+3) 110/395 3 dice 75R 24%
--[X] Postwar Housing Refits (Phase 1) 0/170 2 dice 20R 51%
-[X] Heavy Industry (5/5 dice + 2 Free, +34, 250R)
--[X] U Series Alloy Foundries (Phase 4) 32/510 5 dice 200R 27%
--[X] Second Generation Repulsorplate Factories (New) 0/595 2 dice 50R
-[X] Light and Chemical Industry (4/4 dice, +29, 80R)
--[X] Reykjavik Myomer Macrospinner (Phase 5) 553/1120 4 dice 80R
-[X] Agriculture (6/6 dice, +29, 65R)
--[X] Agriculture Mechanization Projects (Phase 2) 83/235 2 dice 30R 70%
--[X] Dairy Ranches (Phase 2) 163/190 1 die 20R 100%
--[X] Reforestation Campaign Preparations (Phase 1) 0/835 3 dice 15R
-[X] Tiberium (7/7 dice, +39, 200R)
--[X] Red Zone Border Offensives (Stage 4+5) 93/440 4 dice 100R 67%
--[X] Improved Hewlett Gardener Refits (Phase 2) 65/230 2 dice 70R 75%
--[X] Tiberium Inhibitor Deployment (BZ-7) 49/85 1 die 30R 100%
-[X] Orbital (7/7 dice + 2 Free + Erewhon + AA, +34, 230R)
--[X] GDSS Shala (Phase 4) 229/520 4 dice 80R 92%
--[X] GDSS Columbia (Phase 5) 324/1045 5 dice 100R
--[X] Gravitic Shipyard 392/425 AA die 30R 82%
--[X] Fusion Shipyard 446/475 E die 20R 86%
-[X] Services (4/4 dice, +35, 90R)
--[X] Human Augmentation Programs (New) 0/120 1 die 30R 36%
--[X] University Program Updates (New) 0/255 2 dice 30R 5%
--[X] Autodoc Systems Development (New) 52/120 1 die 30R 88%
-[X] Military (7/7 dice + 2 Free, +31, 185R)
--[X] Ground Forces Zone Armor (Set 1) (Phase 6) 127/160 1 die 20R 100%
--[X] Strategic Area Defense Networks (Phase 2+3) 7 dice 140R 96%
--[X] Combat Laser Development 38/80 1 die 25R 100%
-[X] Bureaucracy
--[X] Hand Off Capital Goods to Market 1 die auto
---[X] Hand Off 10 Capital Goods
--[X] Transfer Funding to InOps
--[X] Administrative Assistance (Orbital)
Total cost: 1255. And an alternate:
[X] Plan Karachi Shield Alloys
-[X] Infrastructure (5/5 dice, +27, 90R)
--[X] Suborbital Shuttle Service (Phase 2+3) 110/395 3 dice 75R 24%
--[X] Postwar Housing Refits (Phase 1) 0/170 2 dice 20R 51%
-[X] Heavy Industry (5/5 dice + 2 Free, +34, 265R)
--[X] U Series Alloy Foundries (Phase 4) 32/510 6 dice 240R 73%
--[X] Second Generation Repulsorplate Factories (New) 0/595 1 dice 25R
-[X] Light and Chemical Industry (4/4 dice, +29, 80R)
--[X] Reykjavik Myomer Macrospinner (Phase 5) 553/1120 4 dice 80R
-[X] Agriculture (6/6 dice, +29, 65R)
--[X] Agriculture Mechanization Projects (Phase 2) 83/235 2 dice 30R 70%
--[X] Dairy Ranches (Phase 2) 163/190 1 die 20R 100%
--[X] Reforestation Campaign Preparations (Phase 1) 0/835 3 dice 15R
-[X] Tiberium (7/7 dice, +39, 200R)
--[X] Red Zone Border Offensives (Stage 4+5) 93/440 4 dice 100R 67%
--[X] Improved Hewlett Gardener Refits (Phase 2) 65/230 2 dice 70R 75%
--[X] Tiberium Inhibitor Deployment (BZ-7) 49/85 1 die 30R 100%
-[X] Orbital (7/7 dice + 2 Free + Erewhon + AA, +34, 230R)
--[X] GDSS Shala (Phase 4) 229/520 4 dice 80R 92%
--[X] GDSS Columbia (Phase 5) 324/1045 5 dice 100R
--[X] Gravitic Shipyard 392/425 AA die 30R 82%
--[X] Fusion Shipyard 446/475 E die 20R 86%
-[X] Services (4/4 dice, +35, 90R)
--[X] Human Augmentation Programs (New) 0/120 1 die 30R 36%
--[X] University Program Updates (New) 0/255 2 dice 30R 5%
--[X] Autodoc Systems Development (New) 52/120 1 die 30R 88%
-[X] Military (7/7 dice + 2 Free, +31, 185R)
--[X] Ground Forces Zone Armor (Set 1) (Phase 6) 127/160 1 die 20R 100%
--[X] Strategic Area Defense Networks (Phase 2+3) 7 dice 140R 96%
--[X] Combat Laser Development 38/80 1 die 25R 100%
-[X] Bureaucracy
--[X] Hand Off Capital Goods to Market 1 die auto
–-[X] Hand Off 10 Capital Goods
--[X] Transfer Funding to InOps
--[X] Administrative Assistance (Orbital)
Total cost: 1270.
The only difference between the two of them is that Karachi Shield Alloys swaps a dice from Repulsorplate Factories to Alloys, raising the odds of a completed Phase from 27% to 73%.
The overall goal of these two plans is:
Infrastructure
- Finish our Suborbital Shuttle Service project and begin refits of housing to modern standards
Heavy Industry
- Push another Phase of alloys and start the 2nd Gen repulsorplate Factories.
Light and Chemical Industry
- Continue Reykjavik.
Agriculture
- Finish Ag Mechanization Phase 2, finish Dairy Ranches Phase 2, and start Reforestation.
Tiberium
- Complete our Red Zone Border Offensives, finish the BZ2 inhib, and continue IHG refits for more STUs.
Orbital
- Complete Shala Phase 4, make serious headway on Columbia phase 5, and finish our shipyards.
Services
- Do Autodocs, Genetics and University updates.
Military
- Invest enormous effort into finishing Phase 2 and 3 of the SADN, finish Combat Laser dev and the first Set of Zone Armor factories.
Bureaucracy
- Hand off goods to market; InOps funding; AA on Orb.
Budget:
1240/1300 R
(only 1220 RpT income)
(will go down by 90 RpT to 1130)
(likely to rise by ~25 RpT from the border offensive to 1155-ish)
(this leaves ~1215 R in the piggy bank for next turn)
FREE DICE:
3 on Heavy Industry
1 on Orbital
2 on Military
ENERGY BALANCE:
+28 (baseline) +4 (DAE) +2 (RZBO Stage 4)
-1 (dairy) -9 (inhibitors) -2 (SADN) -2 (Santiago) -4 (foundries)
->
+16 Energy, 12% chance of +35 Energy.
Realistically better than this; it is very unlikely that all four inhibitors complete, for instance
CAPITAL GOODS BALANCE:
+27 (baseline) +2 (DHIA) -1 (gravitics) -1 (Santiago) -10 (private sector)
->
+17 Capital Goods, closing in on +8 more from ongoing projects unlikely to complete
[X] Plan Attempting Strategic Defense and Inhibition
-[X] Bureaucracy (4/4 Dice, +29 bonus, -90 RpT)
--[X] Transfer Funding to InOps (-60 RpT) (1 die, auto)
--[X] Expand Grant Programs (-30 RpT) (1 die, auto)
--[X] Hand Off Capital Goods to Market (-10 Capital Goods) (1 die, auto)
--[X] Interdepartmental Favors (1 die, auto)
---[X] Diplomatic Corps: Complete Coordinated Abatement by end of Plan: +5 Political Support
---[X] Housing (complete Postwar Housing Refits and Rail Network Phase 5): +2 PS
(Important Note: as of roughly 7:45 p.m. EST, March 30, the 'Bureaucracy' section was edited. An AA die on Strategic Area Defense Networks was removed and converted into a -60 RpT handover to InOps and a -30 RpT expansion of the grant program)
Budget:
1125/1300 R
(only 1220 RpT income)
FREE DICE:
4 on Orbital
2 on Military
ENERGY BALANCE:
+28 (baseline) +4 (DAE) +2 (RZBO Stage 4)
-1 (dairy) -9 (inhibitors) -2 (SADN) -2 (Santiago) -4 (foundries)
->
+16 Energy, 12% chance of +35 Energy.
Realistically better than this; it is very unlikely that all three inhibitors complete, for instance
CAPITAL GOODS BALANCE:
+27 (baseline) +2 (DHIA) -1 (gravitics) -1 (Santiago) -10 (private sector)
->
+17 Capital Goods, closing in on +8 more from ongoing projects unlikely to complete
-[X] Bureaucracy (4/4 Dice, +29 bonus, 0 R)
--[X] Administrative Assistance: Gravitics Bay (2 dice, auto)
--[X] Hand Off Capital Goods to Market (-10 Capital Goods) (1 die, auto)
--[X] Make Political Promises (1 die, auto)
---[X] Starbound: Complete Sub-Orbital Shuttles Phase 3, Shala, Columbia, and 2 more housing bays before the election.
Budget:
1185/1300 R
(only 1220 RpT income)
(-60 RpT to InOps, likely + ~25 RpT from RZBO)
(next turn budget, likely ~1300 R again, oddly)
FREE DICE:
4 on Orbital
2 on Military
ENERGY BALANCE:
+28 (baseline) +4 (DAE) +2 (RZBO Stage 4)
-1 (dairy) -9 (inhibitors) -2 (SADN) -2 (Santiago) -4 (foundries)
->
+16 Energy, 12% chance of +35 Energy.
Realistically better than this; it is very unlikely that all three inhibitors complete, for instance
CAPITAL GOODS BALANCE:
+27 (baseline) +2 (DHIA) -1 (gravitics) -1 (Santiago) -10 (private sector)
->
+17 Capital Goods, closing in on +8 more from ongoing projects unlikely to complete
[X] Plan Attempting to Storm the Heavens, OSHA Compliant
-[X] Bureaucracy (4/4 Dice, +29 bonus, -60 RpT)
--[X] Administrative Assistance: Gravitics Bay (2 dice, auto)
--[X] Hand Off Capital Goods to Market (-10 Capital Goods) (1 die, auto)
--[X] Transfer Funding to InOps (-60 RpT) (1 die, auto)
The first of these plans, Attempting Strategic Defense and Inhibition, prioritizes rapid completion of SADN Phase 3 and the next phase of alloy foundries, along with fast enough work on reforestation initiatives that we could plausibly get Phase 1 done by election day. Not much else that I view as noteworthy unless I go into exhaustive detail on every last little bit.
The second, Attempting To Storm the Heavens, attempts to get us on the path to completing the very ambitious Starbound political promise by starting all the necessary projects. We'd need two consecutive turns of very heavy space investment even after this to hit the target, though.
The third, Attempting To Storm the Heavens, OSHA Compliant, does not make the Starbound-pleasing promise because building two housing bays before election day requires NOT building a hospital bay in orbit to minimize the risk of workplace accidents that are likely to come from such an intense construction program. However, it works just as hard to, well, storm the heavens. It's just that the resources which would have been spent starting two housing bays are instead consolidated into a single hospital bay (22% chance of completion)
I don't have time to go in depth here, but I do want to point out I think second gen repulsirplates is actually huge. It already calls out it'll trigger some unlocks, but beyond that we've seen narrative issues with tiberium maintenance in harvester treads and with nasty landscapes in the deep red zones, which this could be an easy boost. Also, we've had the narrative suggestion that repulsors are needed/useful for further STU:income ratios
-[X] Bureaucracy (4/4 Dice, +29 bonus, 0 R) --[X] AA die on Strategic Area Defense Networks
--[X] Hand Off Capital Goods to Market (-10 Capital Goods)
--[X] Interdepartmental Favors:
---[X] Diplomatic Corps: Complete Coordinated Abatement by end of Plan: +5 Political Support
---[X] Housing (complete Postwar Housing Refits and Rail Network Phase 5): +2 PS
-[X] Bureaucracy (4/4 Dice, +29 bonus) --[X] Administrative Assistance: Gravitics Bay
--[X] Hand Off Capital Goods to Market (-10 Capital Goods)
--[X] Make Political Promises 1 die auto
---[X] Starbound: Complete Sub-Orbital Shuttles Phase 3, Shala, Columbia, and 2 more housing bays before the election.
I don't have time to go in depth here, but I do want to point out I think second gen repulsirplates is actually huge. It already calls out it'll trigger some unlocks, but beyond that we've seen narrative issues with tiberium maintenance in harvester shreds and with nasty landscapes in the deep red zones, which this could be an easy boost. Also, we've had the narrative suggestion that repulsors are needed/useful for further STU:income ratios
It's huge, but so are the alloy foundries, and they compete directly for Heavy Industry dice. Are you advocating "stop building alloy foundries and go for the repulsor plate factories?"
Yeah. And each plan budgets two Bureaucracy dice to allocate one AA die, and each plan has two other actions that get one Bureaucracy die each. I'm not seeing the problem here.
It's huge, but so are the alloy foundries, and they compete directly for Heavy Industry dice. Are you advocating "stop building alloy foundries and go for the repulsor plate factories?"
Yeah, so? Each plan budgets two Bureaucracy dice to allocate one AA die, and each plan has two other actions that get one Bureaucracy die each.
Are they? +1 STU is desirable but not urgent because we apparently can't stockpile STUs. Setting up more beachheads for fighting tiberium seems pretty important.
I'd rate them as roughly co-equal in importance, with the caveat that we promised Boss Woman we'd do all those refits and so have to squeeze them in somehow.
Personally, I've lost all interest in Agriculture Mechanization, because it seems fairly clear that it's not reducing net labor investment right now, and we've been explicitly told in the aquaponics blurb that more bulk Food production basically just means more animal feed right now. It just feels like a waste of resources pouring more funds and dice into a hole that's already full enough.
But that's me.
Tiberium 7/7 185R +39
-[] Red Zone Border Offensives (Stage 4+5) 93/440 5 dice 125R 96%
-[] Tiberium Inhibitor Deployment (BZ-2 Eastern North America) 49/85 1 die 30R 100%
-[] Tiberium Inhibitor Deployment (BZ-4) 0/85 1 die 30R 70%
High risk (~67%) of wasting a Tiberium die here. I'd recommend putting at most four dice on RZBO (only an 11% risk of wasting a die), and the fifth die on something else (such as Coordinated Abatement Programs).
...
While I don't consider Predictive Modeling to be worth it at the moment when we promised to transfer a lot of Capital Goods to the market and have yet to even begin doing so, I understand that this is the main point of your entire plan and so will not speak against it.
...Okay, point is, the allocation works out correctly. There are four dice in the category, it says "4/4 used," and we all know quite well that an AA die eats two Bureaucracy dice. If you want me to go back and spell out in bigger letters that it works out, I will, but the allocation itself isn't "illegal," because it's not illegal to assume Ithillid can add 2+1+1 and get four.
They are, but that doesn't automatically make them more important than all other projects. One can make a strong argument that the possibility of opening up new angles for attack on the Red Zones is objectively more important to the planet as a "do quickly" priority, after all.
And grimly, there's some chance Litvinov may not even be in charge after the election, in which case our promises to her may become irrelevant or replaced by other, entirely different promises. Rushing to comply with her wishes at the expense of other priorities may not be the best idea.
But all this is to some extent devil's advocacy. Personally, I don't think we're likely to do the Secure Yellow Zones project on a major scale until we've got the IHG plants much further along. It's just that abatement is a big deal, and also that doing the alloy foundries makes the IHG foundries significantly easier to complete.
It's huge, but so are the alloy foundries, and they compete directly for Heavy Industry dice. Are you advocating "stop building alloy foundries and go for the repulsor plate factories?"
Yes actually. If I recall correctly repulsors + grav bay chew up three quarters of our remaining stus, and there was a bunch of other things we might want like lasers, zrbite, or microfusion, so we might need to stop anyway
Yes actually. If I recall correctly repulsors + grav bay chew up three quarters of our remaining stus, and there was a bunch of other things we might want like lasers, zrbite, or microfusion, so we might need to stop anyway
Okay. Were you planning to write a plan along these lines, or would you like me to draft one for you, or both? I won't specifically vote for it myself, but I'll write it and PM it to you or something so you can post it.
I wonder if our Slingshot Mk 2 will pop up with the second gen repulsor plate factories. I mean, last we heard, it hadn't shown up because railgun munitions weren't an usable thing yet. Ditching the air cushion hover system for repulsor plate system seems like a good idea while they're at it updating the design. Oh, also a ZEMEV Mk 2 could be useful. The Mk 1 was designed in 2057 off the first gen replusor plates. It can take 2 Zone Suit patients plus medics and driver.
...I wonder if Gen 2 plates could have an impact on our Next Gen vehicles like the Guardian. Hover Guardians?
[X] Plan Attempting Strategic Defense and Inhibition
[X] Plan Getting A Start On North Boston
[ ] Life Support Processor Development (New)
While most of the Visitors assets did not need oxygen and the like in the same way that humanity does. They did use a significant number of systems that did to one extent or another, and the life support systems that they used are nothing less than miraculous. While GDI's systems are good, they are nowhere near as compact, efficient, and stable as those used by the visitors, and building derived systems should make exploring deep space significantly safer.
(Progress 0/80: 30 resources per die)
[ ] Second Generation Repulsorplate Factories (New)
With the repulsorplate finally offering significant edges in a wide variety of specialist roles, building enough to supply the Initiative as a whole is somewhat problematic, and will require far more than what Suzuka alone can produce as a starting point, especially if they are to become a somewhat standard feature, rather than a specific exception to the rule.
(Progress 0/595: 25 resources per die) (+8 Logistics, +8 Capital Goods,-4 STUs, -6 Energy, -2 Labor) (Unlocks further military and space projects)
[ ] Human Augmentation Programs (Tech) (New)
While there are many areas where GDI is not particularly comfortable augmenting the human body, there are other areas where there is little good argument against it. Ranging from implanted hormonal regulators, to the array of genefixes that can be done to improve the health and wellbeing of the Initiative's population, there is much that can be done actively, rather than leaving it to the vagaries of evolution.
(Progress 0/120: 30 resources per die)
[ ] Trade Programs
While gray and black market trade with the Brotherhood of Nod and its various fronts around the world have never really closed, there have been few times when an active trade can be carried out in a legitimate manner. While GDI is near completely unwilling to make significant concessions, there is some trade that can be conducted, especially through channels opened by recent talks.
(-5 PS per option taken)(Options can be taken multiple times)
-[ ] Sell Consumer Goods: +5 Resources per Turn, -10 Consumer Goods
-[ ] Sell Energy: +5 Resources per Turn, -2 Energy
-[ ] Sell Capital Goods: +5 Resources per Turn, -1 Capital Goods
-[ ] Purchase STUs : -80 Resources per Turn, +1 STU per Turn.