It isn't particularly clear, but they did get us to add Governors to the docket, but not Islands.Do we have any other indication that the Navy doesn't want the Island Class other than a lot of inference from the option timing out? Because the latest section on military priorities from the results page says that having more Sharks and Islands would be pretty neat and free up heavier ships.
RZ-1S first. Overflow from that would go to RZ-3S (Port Said), and then from there up to RZ-3N. That path also gives us a RZ Inhibitor after the first and third hubs, rather than second and third.Also if we're going to do a Red Zone Marv I'd go for Port Said. Both for proximity to Jeddah and so we can start rebuilding the Suez Canal. Also finally put some pressure on Red Zone 3.
We'd had, (and still have), sub-optimal options available to us that use dice from different fields.A question: am I overlooking something or is the STU alloy foundries capstone extremely underwhelming?
if I understand it correctly, it gives us -10 to mining projects, meaning we would need 45 phases of different mining (and harvesting?) projects to just break even and reach return of investment, literally more phases (including harvesting) than we had finished in the whole quest so far?
A question: am I overlooking something or is the STU alloy foundries capstone extremely underwhelming?
if I understand it correctly, it gives us -10 to mining projects, meaning we would need 45 phases of different mining (and harvesting?) projects to just break even and reach return of investment, literally more phases (including harvesting) than we had finished in the whole quest so far?
I respect the logic, but it makes me nervous. If something says "will pull the plug in 2064Q1," I don't want to assume it'll still be there in 2064Q1 if I leave it half-finished. And the probability of success with one die is low enough that I really doubt the second die will go to waste.Simon, I'm not seeing the need to put 2 dice in the island class. I doubt that the navy will pull the project if we actively fund it both this and next turn, and the rolls went poorly enough for us to need to put a third die in Q2.
The microfusion cells are useful for specific applications that are not seen as urgent (high-performance power armor, next-generation self-powered EVA construction tools for space), though even those are valued enough that people seriously consider them on the regular.So would microfusion cells. But nobody wants them, even though they are cheaper.
Ah. Thank you for clarifying. To me, it means "complete that which is in front of you to be completed," so I misunderstood.1) 'Clean your plate' means 'work on plan commitments first and foremost,' to me.
The Islands were being discussed as useful for amphibious assaults against comparatively minor Nod strongholds in isolated locations before Karachi was even something we were seriously considering going through with. This includes targets unlikely to be under any major warlord's nuclear umbrella (e.g. Hawaii and very probably East Australia, possibly the Caribbean these days and possibly not). While for a long time they were discussed primarily in the context of Karachi because they would obviously be very useful for Karachi, that was never their only application.2) Apologies for my bluntness, but I could not possibly give fewer fucks about the Islands. The only military project with an expiry date I want to do is the stealth disruptors, and those will keep for the moment.
The only thing among these three projects that I might possibly be inclined to change is the GFZA - incentive for new rollouts is even partially the point of Gov-A and Transorbital Fighters, because the one is building up from ground-zero so we would be best advised to start working on it sooner rather than later, and the other is navy - which, I'll remind you, we've been clubbed over the head about having extremely long lead times and thus would also be best served by starting ahead of when we think we need it.
Best case scenario, we can start the Gov-A program with a single-die investment beginning next turn, with no other navy obligations and no more investment than we've already been deploying. Worst case, two dice as we have to finish off the Shark yards. Technically we don't even need to begin deploying the Transorbitals yet.
The Islands' primary use-case is a Karachi landing - which it would be too late for anyway, and we've already negotiated with the Bannerjees such that a hard landing like the Islands would be useful for isn't actually necessary. Otherwise, amphibious assaults are unpalatable because Nod has started rattling the nuclear sabre at us if we conduct further invasions of their territory, and we know that we can't protect everything we would need to in the event of such an exchange.
Ohh... crud, you're right. Yeah, we actually only have three bay slots right now. I'll have to think about that.@Simon_Jester
Technically, I don't think we can start 2 more Columbia bays in addition to the Hospital Bay this turn.
The hospital bay is useful for immediate support of ongoing space construction in geosynchronous orbit. I want it online sooner rather than later.Edit 2:
And I don't think we need to overkill the Hospital bay.
-[X] Orbital (7/7 dice + 1 FD + 1AA + E, +34 bonus, 180 R)
--[X] GDSS Columbia (Phase 5) 956/1015 1 die 20R 96%
--[X] GDSS Shala (Phase 5) 367/975 6+AA dice 140R 62%
--[X] Hospital Bay 184/310 1 dice 20R 39%
There are much better hopes for microfusion in the current Plan now that we have a clear and reasonably efficient path to expanding STU production directly. I'm optimistic, but it's not higher on my to-do list than repulsorplate factories and North Boston.
This is a valid concern, and the Islands are just about the last -Labor project I'm going to take on lightly this way.It should also be noted that we're at net +0 Labour/turn right now (and trending downward) and we don't know how many +Labour projects are coming, nor how much University Program Updates may improve that situation.
There are projects I'd let disappear; it's just that the ones we see that ARE disappearing are not among them. Orbital Nuclear Caches is too important to our long-term ability to arm ourselves against the Visitor base around Jupiter, and the others are very specifically on my "I wanted to do this anyway" list.So glad we have time to think about things as there are a lot of nuances.
I will say this, I like options that have us completing things that are disappearing. So I would vote for the military projects, the island for example, going away.
Beyond that my other personal requirement is to continue anything we started cause I think if we started it we should go till it done, bearing any special circumstances.
Other than that probably a lot of open potentials.
Well, from the economy's perspective, that huge wave of refugees we took in are still being slotted into the economy as, in many cases, growing potential- not that you're wrong about the population graying, but accepting the Steel Vanguard refugees three years ago is enough to throw any nation's demographic pyramid into lava lamp mode.Mm. That still doesn't leave space for Islands though, since those are -2 Labour.
My point stands that I think we should at the very least wait for UPU to complete and figure out just what the labour budget ends up looking like - remembering as well that even with a boost we're still facing a shrinking pool of potential there and we should be prepared for the possibility of losing more still.
Experience suggests that Labor-saving robotics projects are fairly likely to appear in the Light Industry category. Even with Dr. Alcard dead, those projects haven't completely vanished- some of them existed before Dr. Alcard joined us, after all.-[ ]Light and Chemical Industry 4 dice 110R
--[ ] Department of Distributed Manufacturers -1 L&CL die -20RpT Auto
--[ ] Bergen Superconductor Foundry (Phase 4) 235/610 3 dice 90R
I was specifically planning to build them literally this turn HousePet, even before this new information came up. They were right there in my draft plans. Only ZOCOM's crisis-level need to get the Set 1 Zone Armor factories prevented that from already being done.If the Navy doesn't want the Islands, we should stop trying to force them. We clearly didn't think they were important enough to build them earlier. Nothing has changed in that regard.
We've run these numbers before, and yeah, I think two dice on fusion per turn is a practical minimum. We'd need to go on a starvation Energy diet to make one per turn sustainable in light of the upcoming shutdowns.So, on one hand, we're very, very close to being able to go down to one die per turn into fusion. On the other hand, I think it's preferable to front load our energy surplus, and I'm sure that we'll continue to find other projects (like inhibitors) to eat said surplus. So we'll probably be doing 2 dice into fusion for a while longer yet.
I, for one, am in favor of making 2064 a mostly Navy/Space Force year for military dice funding.I think it's more that the Navy keeps getting fed up with us. We only funded convoy escort designs, so the Navy started considering just pivoting to be convoy escort and ditch amphib capabilities. We thought that was a terrible idea at the time and had the Islands developed. Then it was realized they wouldn't be ready for Karachi, and they got ignored for more "important" projects. And now the Navy's probably going back to that initial decision and considering going with it once more, because we can't be fucked to fund continued support of amphib capability after the token ship dev funding.
Eminently respectable. Personally I favor working on the containment lines rather than the H-G refineries, staying away from the housing refits until the new arcologies are done, and some other detail changes, plus I'm paranoid about the Islands evaporating even if we invest budget into them if we don't complete the project, but this works, this really does work. Probably gonna approval-vote this.[X] Plan Levitating Up To Boston
-[X] Infrastructure (5/5 Dice, +27 bonus, 65R)
--[X] Blue Zone Arcologies (Stage 4) 277/465 3 dice 45R 88%
--[X] Postwar Housing Refits (Phase 2) 33/150 2 dice 20R 89%
-[X] Heavy Industry (5/5 Dice + 5 FD, +34 bonus, 200R)
--[X] Second Generation Repulsorplate Factories 0/525 4 dice 100R
--[X] North Boston Chip Fabricator (Phase 5) 36/1805 4 dice 60R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 3) 143/275 2 dice 40R 89%
-[X] Light Industry (5/5 Dice, +29 bonus, 120R)
--[X] Bergen Superconductor Foundry (Phase 4) 235/610 4 dice 120R 24%
-[X] Agriculture (6/6 Dice + AA, +29 bonus, 45R)
--[X] Reforestation Campaign Preparations (Phase 1) 457/805 6 dice 30R 98%
--[X] Agriculture Mechanization Projects (Phase 2) 203/230 1 AA die 15R 89%
-[X] Tiberium (7 Dice, +39 bonus, 180 R)
--[X] Improved Hewlett Gardener Refits (Phase 2) 65/210 2 dice 70R 87%
--[X] Coordinated Abatement Programs (Phase 2) 88/180 2 dice 50R 100%
--[X] Tiberium Vein Mines (Stage 10) 36/315 1 dice 20R 41%
--[X] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%
-[X] Orbital (7/7 dice + 1 FD + 1AA + E, +34 bonus, 180 R)
--[X] GDSS Columbia (Phase 5) 956/1015 1 die 20R 96%
--[X] GDSS Shala (Phase 5) 367/975 6+AA dice 140R 62%
--[X] Hospital Bay 184/310 1 dice 20R 39%
-[X] Services (4/4 Dice, +35 bonus, 230 R)
--[X] Primitive Prototype Portal Construction 73/400 2 dice 200R
--[X] Library Enhancement Programs 149/180 1 die 15R 100%
--[X] University Program Updates 234/250 1 die 15R 100%
-[X] Military (7/7 dice, +31 bonus, 140 R)
--[X] Governor A Development 0/40 1 die 15R 100%
--[X] Island Class Assault Ship Deployment 0/135 1 dice 25R 12%
--[X] Shark Class Frigate Shipyards (Seattle) 148/230 1 die 20R 65%
--[X] Modular Rapid Assembly Prototype Factory 0/265 1 dice 20R
--[X] Transorbital Fighter Development 0/60 1 die 20R 92%
--[X] Orca Wingmen Drone Deployment (Phase 2) 56/215 2 dice 40R 68%
-[X] Bureaucracy (4 Dice, +29 bonus)
--[X] Administrative Assistance (Ag Mech)
--[X] Administrative Assistance (Shala)
Cost: 1160
I've swapped two dice onto Enhanced Harvest Spikes, because we need to better understand Tiberium. Other than that, this remains unchanged from the last time I posted it.
Littorally, you say?I was specifically planning to build them literally this turn HousePet, even before this new information came up.
Are you sure there's a third-generation fusion plant design gated behind Bergen Phase 5? The second-generation plants would have been designed with superconductors in mind, and we wouldn't be capped on how many dice we could spend on them if they weren't already eating up a big proportion of our output. If all that changes is the superconductor availability, I'm not sure there'd be much point in doing a redesign.A thought:
It may be worthwhile to move free dice from Fusion to Bergen. The sooner we get to Bergen 5, the sooner we can do a Fusion redesign, and get more energy per die onto Fusion.
I oppose sticking a habitat bay on Shala for now until and unless we have good reason to believe it's an optimal way to hit the space population target. The other Shala bays may be strictly optional, but they're far more valuable to us in the long run.-[] Orbital (7/7 Dice + 4 Free dice + E, +34 bonus, 240 R)
--[] GDSS Columbia (Phase 5) 956/1015 (E die, 20 R) (57% chance)
--[] GDSS Shala (Phase 4) 367/975 (5 dice, 100 R) (1% chance)
--[] Hospital Bay 184/300 (1 dice, 20 R) (?% chance)
--[] Spaceport Bay 0/295 (3 dice, 60 R) (42% chance)
--[] Habitation Bay 0/295: 2 dice 40 R (?%)
My feeling is that Karachi is likely to produce a refugee stream which will hopefully improve long-term Labor outlook (though in a worst case scenario if al-Isfahani hulks out with nukes and does a lot of harm things get worse). However, you're not wrong to say that it's tight.Saw people talking about the labor crunch, decided to share my findings looking into it. Current levels are:
Labor: +28 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-4 per turn from private industry) (-1 per turn from other government) (Net +0)
Plan Projects:
Complete Karachi Planned City by end of 2065: 1st stage -4, -2 4x times=-12(16)
Deploy Orca Wingman Drones by end of 2065: -1(15)
Complete North Boston Phase 5:-2(13)
Complete at least 4 Ground Forces Zone Armor factories: -8(5)
Complete Regional Hospital Expansions by end of 2065=-1(4)
So the know projects eat up most of the surplus labor already. You do have [University Program Updates] one dice off completion. I'm guessing a +1 or +2 labor pool increase from those programs per turn. The only reason your going to get labor increases at this point outside of migration increases. Robotic's hero was big loss here as you can't automate as hard as you could before.
The last two of those are things we're actually required to deploy, though, and it's deployment that's going to be the big Labor sink.That still leaves:
Develop and deploy Governor-A refit: Unknown what the deployment labor sink is. Estamate -1 to -2
Complete Transorbital Fighter Development or follow on heavy ship development are both unknowns plan goals. again -1 to -2
Develop both [Next Generation Armored Vehicles] are unknown plan goal labor sinks. -1 to -2 expected.
Those unknown projects I see as an estimated labor cost of -3 to -6 labor, maybe...
1) Ooooh, that's a good point.Advise mostly to plan writers:
-Don't release the Capital goods to private industry until you have an undesignated labor pool of around 5 as they will gleefully suck the labor pool dry once they get those.
-You need to spend one dice on the Steel Talons each quarter. Throw your dice at first [Unmanned Support Ground Vehicle Deployment] as it has no labor cost and then [Modular Rapid Assembly Prototype Factory] as it takes 1 labor cost to stall and keep your promises there. Should be easy enough.
-Don't spend more that 3 dice a quarter on Karachi, at least until you have research those unknown labor sinks above. As you don't want to over build the area of control. One of the neighbors is a nuclear power and a really bad roll will possibly cost labor points.
-2nd Gen CCF Plants can be lowered to 2 dice a round and the other three HI on North Boston. NB is the real sink and you don't strictly need the one past this one until the end of the year. Won't hurt to go a bit faster, but you have a buffer so you can slow play it.
-You owe 14 dice on average for those Zone Armor factories. Be wise to dump at least 2 dice a quarter into them starting now.
-You have 3 research project you don't know the labor costs for and need to deploy under military. A research dice a turn(at least is good here) at 40, 80, and 60 that is 4 dice on average. Best to actually figure out your plan debts.
I'm fairly sure it'll be a relative trickle compared to Steel Vanguard (say, -2 Housing/turn)We might get Labour via Karachi refugee stream.
But there's no guarantee it'll be big one.
100% in agreement with you. Except...Do we have any other indication that the Navy doesn't want the Island Class other than a lot of inference from the option timing out? Because the latest section on military priorities from the results page says that having more Sharks and Islands would be pretty neat and free up heavier ships.
Also if we're going to do a Red Zone Marv I'd go for Port Said. Both for proximity to Jeddah and so we can start rebuilding the Suez Canal. Also finally put some pressure on Red Zone 3.
Ah. Have you measured out the distances or some such? Because yeah, if RZ-3S jumps to RZ-1S, then the next one after that would be somewhere else.RZ-1S first. Overflow from that would go to RZ-3S (Port Said), and then from there up to RZ-3N. That path also gives us a RZ Inhibitor after the first and third hubs, rather than second and third.
Good news for you coming up!Will be voting to make Islands not go to waste
[] Plan Levitating Up To Boston
[] Attempting to Have Both Industrial Projects
[] Plan Repulsorplates Tiberium Spikes and Islands oh my
I'm not over 100 R short of our full budget. Unless I've badly, badly miscalculated, I'm only about 35 R short. Despite taking some cost-cutting measures like lots of forestry dice and working on North Boston which is at this point one of the cheapest high-priority projects on our docket.So, I was going to just vote for whatever plans put 3 dice on Portals this turn. But it looks like every plan only puts down two dice... while also being over 100R short of our full budget. Every. Single. One.
Does it matter? It is a prototype ansible so that we can have high speed internet for the moon colony we don't have yet.So, I was going to just vote for whatever plans put 3 dice on Portals this turn. But it looks like every plan only puts down two dice... while also being over 100R short of our full budget. Every. Single. One. I don't know what you're all saving that money for, but this really looks like a square peg and square hole situation to me.