Honestly, the biggest thing to point out about the path is that the Bannerjees would not be dumb enough to route the trade corridor close enough to the Shah's heartlands to potentially risk a nuclear exchange. Because weather patterns could result in the fallout landing on their territory, and they seem the type to give a shit about their people. And even if the Shah's nukes didn't have fallout land on the Bannerjees, they'd likely remember Kane chastising Bintang about her use of nukes and that she was lucky GDI did not respond in kind. Which would mean that if they pushed the route such that it might cause a nuclear exchange, then they'd also have to worry about potential GDI nukes sending fallout into Bannerjees territory as well. And then there's the worry of "Will GDI decide we deliberately pushed the route to cause a nuclear exchange, and will they then retaliate against us as well?"

It's possible that the times the route passes into Bannerjee territory is due to terrain pushing the route too close towards the heartlands otherwise.
 
@Ithillid What is InOps analysis of the Shah's territory alotted for the Karachi corridor? On the scale from Heartlands and existential threat, to sparse borderlands and easily given up, where do they think it falls?
That depends on a number of factors, including which analyst you speak to. Most assess that the corridor includes heartland depending on which definition of heartland you are preferring to use. Traditional heartlands for the shah of atom are currently mostly under the red zones but of course at the same time the Indus River valley which most of this area we are talking about is in has been one of the major homes of civilization going back to prehistory. And some of these are very likely to be some of the man's more capable industrial zones although equally likely there are zones elsewhere.
Short version, lot of uncertainty, long version there are reasonable arguments both ways.
 
I'm positive that question has been asked before and that the answer was no but I could be wrong.
You're probably right, but the drafting for this plan has taken place over a period of months, and sometimes I make mistakes or forget things. Vehrec was the first to point this out as far as I can recall, and only did at a point where I've already decided to make the change (gonna go back and do that after posting this post)
 
-Assuming that each phase of Secure Yellow Zones unlocks 1 phase of Red Zone Border Offensives + 1 phase of Deep Glacier Mines (after completing the former), does that change any of our calculations on what we should do for income or abatement?

Assuming that and that each phase of Secure Yellow Zones unlocks a GZ Intensification.

Current Income/Abatement Breakdown:
Required Income: 585 RpT
Required RZ Abatement: 28
Economic Growth: 11 * 15 = 165 RpT
Net Required Tiberium Income: 420 RpT

Current Plan Projects:
RZ Border Offensives Phase 4-5: 93/440 Progress , ~4 dice
-~50 RpT
-6 RZ Abatement

Net Income/Abatement Requirements:
Net Required Income: 370 RpT
Net Required RZ Abatement: 22

Options:
Deep RZ Tiberium Glacier Mining Phase 4-5: 0/430 Progress ~5 dice
-~150 RpT (30 RpT/D)
-4 RZ Abatement (0.8 RZ Abatement/D)
-2 available from required RZ border Offensives
- -6 Logistics

Secure Yellow Zones + RZ Border Offensives + Deep RZ Tiberium Glacier Mining: 0/340 + 0/215 + 0/215 = 770 Progress total per set ~9 dice
-~100 RpT (11.11 RpT/D)
-5 RZ Abatement (0.55 RZ Abatement/D)
- -3 Logistics
-This does not account for recouping the Logistics costs

Secure Yellow Zones + RZ Border Offensives + Deep RZ Tiberium Glacier Mining + GZ Intensification: 0/340 + 0/215 + 0/215 + 0/85 = 855 Progress total per set ~10 dice
-~110 RpT (11 RpT/D)
-5 RZ Abatement (0.5 RZ Abatement/D)
- -3 Logistics
-This does not account for recouping the Logistics costs

RZ Containment Lines Phase Phase 6-8: 54/580 Progress ~6 dice
-~45 RpT (7.5 RpT/D)
-9 RZ Abatement (1.5 RZ Abatement/D)

RZ Harvesting + Glacier Mines: 0/130 + 0/180 = 310 Progress ~4 dice
-~72.5 RpT (18.13 RpT/D)
-2 RZ Abatement (.5 RZ Abatement/D)
- -5 Logistics
-This does not account for recouping the Logistics costs

Coordinated Abatement: 0/200 Progress ~2 dice
-0 RpT
-2 RZ Abatement (1 RZ Abatement/D)

RZ Reclamator Hub RZ 1 South + RZ Inhibitor RZ 1: 0/285 + 0/120 = 405 Progress ~5 dice (split between Military and Tiberium 2 Mil dice required)
-15 RpT (3 RpT/D)
-6 RZ Abatement (1.2 RZ Abatement/D)

RZ Reclamator Hub x2 + 1 RZ Inhibitor (beyond initial): 0/285 x 2 + 0/120 = 690 Progress ~8 dice (split between Military and Tiberium 2 Mil dice required)
-30 RpT (3.75 RpT/D)
-9 RZ Abatement (1.13 RZ Abatement/D)

Vein Mines Phase 9-10: 22/330 Progress ~3 dice
-60 RpT (20 RpT/D)
- -4 Capital Goods

Vein Mines Phase 11+: 0/185 Progress ~2 dice
-30 RpT (15 RpT/D)
- -2 Capital Goods

Comparing the options. The 2 Phases of Deep RZ Tiberium Glacier Mining available from the required RZ Border Offensives are almost required to get given the return on investment for Income alone. That means we will still need 220 RpT and 18 RZ Abatement.

Of the remaining options: Secure Yellow Zones + RZ Border Offensives + Deep RZ Tiberium Glacier Mining + GZ Intensification are less efficient on average then the Secure Yellow Zones + RZ Border Offensives + Deep RZ Tiberium Glacier Mining, the GZ Intensification will be nice to have, but it is really a bonus on top of the rest, and will not be considered for the rest of this analysis.

From the remaining options we are likely to need RZ Containment Lines as the other options are either 2/3s as efficient at getting RZ Abatement and are far less efficient options for getting income or they are a third as efficient at getting RZ Abatement, even if they provide extra RpT. Adding the Containment Lines means we still need 175 RpT and 9 RZ Abatement.

Getting the last bit of Abatement and Income means:
Secure Yellow Zones + RZ Border Offensives + Deep RZ Tiberium Glacier Mining x2: 0/1540 Progress ~17 dice
-~200 RpT
-10 RZ Abatement
- -6 Logistics

RZ Harvesting + Glacier Mines x5: 29/1550 Progress ~17 dice
-~362.5 RpT
-10 RZ Abatement
- -25 Logistics

RZ Reclamator Hub x2 + 1 RZ Inhibitor + Vein Mines Phase 9-13: 22/1760 ~18 dice
-~180 RpT
-9 RZ Abatement
- -10 Capital Goods

The best of these options is the 'Secure Yellow Zones + RZ Border Offensives + Deep RZ Tiberium Glacier Mining x2' for the number of dice relative to the cost, and the fact we can afford a relatively minor Logistics cost, but a major one like the 'RZ Harvesting + Glacier Mines x5' is far more costly.

We would have to confirm it is the case, but if the Secure Yellow Zones opens up more Border Offensives and Deep RZ Tiberium Glacier Mines it would slightly edge out the current proposed strategy of RZ Reclamator Hubs, Inhibitor and Vein Mines.

Edit: With the Word of QM on the multiple Secure Yellow Zones being needed for one RZ Border Offensives below, the RZ Reclamator Hubs, Inhibitor, and Vein Mines remains, in my opinion, the most die efficient strategy.
 
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Okay, attention everyone:

Per @Derpmind 's suggestions, I have removed the AA die from Attempting Strategic Defense and Inhibition, and converted it into a -60 RpT handover to InOps and a -30 RpT handover to the grant programs. Hopefully, the latter will cause still further economic growth and hopefully we'll recoup that investment in good time, but it's certainly going to be good for the public interest and our own upcoming tiberium mining ambitions should cancel out the hit soon enough.

forums.sufficientvelocity.com

Attempting to Fulfill the Plan: GDI Edition

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 [X] Plan Attempting Strategic...
 
Per @Derpmind 's suggestions, I have removed the AA die from Attempting Strategic Defense and Inhibition, and converted it into a -60 RpT handover to InOps and a -30 RpT handover to the grant programs. Hopefully, the latter will cause still further economic growth and hopefully we'll recoup that investment in good time, but it's certainly going to be good for the public interest and our own upcoming tiberium mining ambitions should cancel out the hit soon enough.

Umm, no, you did that for Storming the Heavens.
 
We would have to confirm it is the case, but if the Secure Yellow Zones opens up more Border Offensives and Deep RZ Tiberium Glacier Mines it would slightly edge out the current proposed strategy of RZ Reclamator Hubs and Inhibitor and Vein Mines.
Sorry to bother you again @Ithillid, but can you confirm whether each phase of Secure Yellow Zones (or at least the currently presented ones) opens up a new phase of RZBO (which presumably unlocks another phase of Deep Glacier mines upon completion)?
 
Okay, attention everyone:

Per @Derpmind 's suggestions, I have removed the AA die from Attempting Strategic Defense and Inhibition, and converted it into a -60 RpT handover to InOps and a -30 RpT handover to the grant programs. Hopefully, the latter will cause still further economic growth and hopefully we'll recoup that investment in good time, but it's certainly going to be good for the public interest and our own upcoming tiberium mining ambitions should cancel out the hit soon enough.

forums.sufficientvelocity.com

Attempting to Fulfill the Plan: GDI Edition

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 [X] Plan Attempting Strategic...

The constraining factor for the economy is not money. They are cash rich, but resources poor because of the lack of Cap Goods pouring into the civilian economy.
 
...what.

Please stand by.

Yeeeaah, cause I looked and got this:

-[X] Bureaucracy (4/4 Dice, +29 bonus, 0 R)
--[X] AA die on Strategic Area Defense Networks (2 dice, 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)
 
Are they right? That's a complicated question and I think one that we as a collective voterbase will have to be open to disagreement about, rather than trying to shame each other into all falling into line on one side or the other of the issue.
No, actually. This isn't complicated at all. If we want to stuff Orbital full of free dice, we'll need to build the Hospita Bay ASAP. We'd be intentionally causing the exact issues the Hospital Bay is meant to deal with, so not building it is just shooting ourselves in the foot for no good reason. And if some Starbound politicians would rather we kill our own workers to get a third Housing Bay built first instead, they can go shove it. Especially since the upcoming election heavily favors them anyways.

If we should or shouldn't go all-in on free dice in Orbital is a question that merits debate, but doing so without building the Hospita Bay is just dumb.
 
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Sorry to bother you again @Ithillid, but can you confirm whether each phase of Secure Yellow Zones (or at least the currently presented ones) opens up a new phase of RZBO (which presumably unlocks another phase of Deep Glacier mines upon completion)?
It is not a one to one conversion, but I can confirm that doing some number of the secure yellow zone actions will open up new red zone border offensives.
 
No, actually. This isn't complicated at all. If we want to stuff Orbital full of free dice, we'll need to build the Hospita Bay ASAP. We'd be intentionally causing the exact issues the Hospital Bay is meant to deal with, so not building it is just shooting ourselves in the foot for no good reason. And if some Starbound politicians would rather we kill our own workers to get a third Housing Bay built first instead, they can go shove it. Especially since the upcoming election heavily favors them anyways.

If we should or shouldn't go all-in on free dice in Orbital is a question that merits debate, but doing so without building the Hospita Bay is just dumb.
My understanding is that what has been causing higher rates of injuries is dumping lots of dice on single station-construction projects, not "lots of dice into Orbital." It didn't happen when we did the 13-die Bay push. (With an additional die on the Conestoga design project.)
Spreading out dice among different projects should work to mitigate the crash-production risks, as I understand it.
Edit: looking at results, 6 dice in one turn on Columbia had casualties, 4 on Shala or various bays did not.
 
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Umm, no, you did that for Storming the Heavens.
Yeeeaah, cause I looked and got this:
Okay. So what happened was, I did all the REST of the edits (including removing the Military AA die and updating the budget cost) on Attempting Strategic Defense and Inhibition, but then actually updated the Bureaucracy section for Attempting To Storm The Heavens.

I believe it's fixed now. Checking would be welcome.

forums.sufficientvelocity.com

Attempting to Fulfill the Plan: GDI Edition

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 [X] Plan Attempting Strategic...

The constraining factor for the economy is not money. They are cash rich, but resources poor because of the lack of Cap Goods pouring into the civilian economy.
As Doruma has mentioned, both my plans also pour 10 Capital Goods into the private/civilian economy, tripling the previous stream that we had been running for the past two years or so courtesy of the negotiations we made with the FMP.

It seems very likely that for the private sector to even be able to assimilate such a large infusion of capital goods, it will need more startup capital, so the increased grant money likely won't go amiss.
No, actually. This isn't complicated at all. If we want to stuff Orbital full of free dice, we'll need to build the Hospita Bay ASAP. We'd be intentionally causing the exact issues the Hospital Bay is meant to deal with, so not building it is just shooting ourselves in the foot for no good reason. And if some Starbound politicians would rather we kill our own workers to get a third Housing Bay built first instead, they can go shove it. Especially since the upcoming election heavily favors them anyways.

If we should or shouldn't go all-in on free dice in Orbital is a question that merits debate, but doing so without building the Hospita Bay is just dumb.
 
Umm, no, you did that for Storming the Heavens.
Yeeeaah, cause I looked and got this:
Okay. So what happened was, I did all the REST of the edits (including removing the Military AA die and updating the budget cost) on Attempting Strategic Defense and Inhibition, but then actually updated the Bureaucracy section for Attempting To Storm The Heavens.

I believe it's fixed now. Checking would be welcome.

forums.sufficientvelocity.com

Attempting to Fulfill the Plan: GDI Edition

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 [X] Plan Attempting Strategic...

The constraining factor for the economy is not money. They are cash rich, but resources poor because of the lack of Cap Goods pouring into the civilian economy.
As Doruma has mentioned, both my plans also pour 10 Capital Goods into the private/civilian economy, tripling the previous stream that we had been running for the past two years or so courtesy of the negotiations we made with the FMP.

It seems very likely that for the private sector to even be able to assimilate such a large infusion of capital goods, it will need more startup capital, so the increased grant money likely won't go amiss.
No, actually. This isn't complicated at all. If we want to stuff Orbital full of free dice, we'll need to build the Hospita Bay ASAP. We'd be intentionally causing the exact issues the Hospital Bay is meant to deal with, so not building it is just shooting ourselves in the foot for no good reason. And if some Starbound politicians would rather we kill our own workers to get a third Housing Bay built first instead, they can go shove it. Especially since the upcoming election heavily favors them anyways.

If we should or shouldn't go all-in on free dice in Orbital is a question that merits debate, but doing so without building the Hospita Bay is just dumb.
I view this as a position that, ultimately, has its roots in "never compromise our values, even in the face of Armageddon."

Which is respectable, and now as I look forward to perhaps the first large block of uninterrupted free time I've had in the past twenty-one hours or so, I'm thinking of writing a version of my space-heavy plan that does, indeed, prioritize the hospital bay and invests just as heavily in space without doing things according to the template Starbound desires.

But at the same time, we are dealing with a situation where in-character we face Armageddon, and if there is ever, ever a situation in which accepting workplace fatalities as the cost of doing business is not-wrong, it would be in the case of averting human extinction or ensuring that in the future there will be any place for humans to live at all.

We do, after all, have a steady stream of fatalities from fighting tiberium (e.g. the entire ZOCOM battalion that got cut off and tibbed in the Balkans), and of course military casualties from fighting Nod, and we do not cease either of those undertakings. We do make efforts to minimize fatalities, but if we were prepared to accept doing less, our fatalities would be still lower, and yet GDI does not do so.

As far as anyone in GDI now knows, laying groundwork for space evacuation may prove just as necessary to the survival of GDI in particular and humanity in general as fighting Nod or fighting tiberium.

My understanding is that what has been causing higher rates of injuries is dumping lots of dice on single station-construction projects, not "lots of dice into Orbital." It didn't happen when we did the 13-die Bay push. (With an additional die on the Conestoga design project.)
Spreading out dice among different projects should work to mitigate the crash-production risks, as I understand it.
Edit: looking at results, 6 dice in one turn on Columbia had casualties, 4 on Shala or various bays did not.
I consider higher injury and disruption rates to be a likely consequence of Attempting To Storm The Heavens and the follow-on plans that would be required to finish the job. I'm just going to be candid about that. I don't expect everyone to approve of paying that price, and indeed I am undertaking to prepare a plan draft that doesn't pay it.
 
Derpmind?

It's done. To avoid nullifying my old votes, I am going to post a de-X'd copy of the plan here. This is for consideration of anyone worried about the risks of rapid space construction, as it attempts to compensate, and avoids the Starbound promise. However, it may remain of interest to our single-issue space voters such as @BOTcommander , because it uses exactly as many resources on space projects as the baseline Attempting to Storm the Heavens, just differently focused.



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



[] Plan Attempting to Storm the Heavens, OSHA Compliant

-[] Infrastructure (5/5 Dice, +27 bonus, 95 R)
--[] Postwar Housing Refits (Phase 1) 0/170 (2 dice, 20 R) (51% chance)
--[] Suborbital Shuttle Service (Phase 2+3) 110/395 (3 dice, 75 R) (Phase 2, 24% chance Phase 3)

-[] Heavy Industry (5/5 Dice, +34 bonus, 160 R)
--[] 2nd Gen. CC Fusion Plants (Phase 2) 75/310 (2 dice, 40 R) (12% chance)
--[] U Series Alloy Foundries (Phase 4) 32/510 (3 dice, 120 R) (3/5.5 median)

-[] Light Industry (4/4 Dice, +29 bonus, 80 R)
--[] Reykjavik Myomer Macrospinner (Phase 5) 553/1120 (4 dice, 80 R) (4/7 median)

-[] Agriculture (6/6 dice, +29 bonus, 55 R)
--[] Laboratory Meat Development 0/100 (1 die, 15 R) (45% chance)
--[] Dairy Ranches (Phase 2) 163/190 (1 die, 20 R) (100% chance)
--[] Reforestation Campaign Preparations (Phase 1) 0/835 (4 dice, 20 R) (4/10.5 median)

-[] Tiberium (7/7 dice, +39 bonus, 190 R)
--[] Tiberium Inhibitor Deployment (BZ-7 Korea) 49/90 (1 die, 30 R) (100% chance)
--[] Tiberium Inhibitor Deployment (BZ-4 Southeast Arabia) 0/85 (1 die, 30 R) (70% chance)
--[] Tiberium Inhibitor Deployment (BZ-9 East Australia) 0/85 (1 die, 30 R) (70% chance)
--[] Red Zone Border Offensives (Stage 4+5) 93/440 (3 dice, 75 R) (Stage 4, 11% Stage 5)
--[] Coordinated Abatement Programs (Phase 1) 0/200 (1 die, 25 R) (1/2 median)

-[] Orbital (7/7 Dice + 4 Free die + AA die + EREWHON!!!, +34 bonus, 270 R)
--[] Gravitic Shipyard 392/425 (AA die, 30 R) (83% chance)
--[] Fusion Shipyard 446/475 (E die, 20 R) (86% chance)
--[] Hospital Bay 0/325 (3 dice, 60 R) (22% chance)
--[] GDSS Columbia (Phase 5) 324/1045 (4 dice, 80 R) (4/8 median)
--[] GDSS Shala (Phase 4) 229/520 (4 dice, 80 R) (92% chance Phase 4)

-[] Services (4/4 Dice, +35 bonus, 90 R)
--[] Human Augmentation Programs (New) 0/120 (1 die, 30 R) (36% chance)
--[] University Program Updates (New) 0/255 (2 dice, 30 R) (5% chance)
--[] Autodoc Systems Development 52/120 (1 die, 30 R) (88% chance)

-[] Military (7/7 Dice + 2 Free dice, +31 bonus, 185 R)
--[] Strategic Area Defense Networks (Phase 2+3) 149/605 (7 dice, 140 R) (Phase 2, 96% Phase 3)
--[] Ground Forces Zone Armor (Set 1) (Santiago) 127/165 (1 die, 20 R) (100% chance)
--[] Combat Laser Development 38/80 (1 die, 25 R) (100% chance)

-[] Bureaucracy (4/4 Dice, +29 bonus, -60 RpT)
--[] Administrative Assistance: Gravitics Bay (2 dice, auto)
--[] Hand Off Capital Goods to Market (-10 Capital Goods) (1 die, auto)
--[] Transfer Funding to InOps (-60 RpT) (1 die, auto)



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)

This frees up Bureaucracy dice to transfer funds to InOps, another popular move.
 
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