[X] Plan Attempting to Have Both Industrial Projects
I am a simple man, this plan has more space dice
[X] Plan With More Space Dice
-[X] Infra 5/5 dice 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] HI 5/5 dice 105R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 3) 143/275 2 dice 40R 89%
--[X] North Boston Chip Fabricator (Phase 5) 36/1805 1 die 15R (1/21 median)
--[X] Second Generation Repulsorplate Factories 0/525 2 dice 50R (2/6 median)
-[X] L&CL 4/4 dice 120R
--[X] Bergen Superconductor Foundry (Phase 4) 235/610 4 dice 120R 24%
-[X] Agri 6/6 dice 40R
--[X] Agriculture Mechanization Projects (Phase 2) 203/230 1 die 15R 100%
--[X] Reforestation Campaign Preparations (Phase 1) 457/805 5 dice 25R 84%
-[X] Tib 7/7 dice 165R
--[X] Tiberium Vein Mines (Stage 10) 36/150 1 die 20R 41%
--[X] Red Zone Containment Lines (Stage 6) 54/180 2 dice 50R 95%
--[X] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%
--[X] Tiberium Inhibitor Deployment (BZ 1) 0/75 1 die 30R 80%
--[X] Coordinated Abatement Programs (Phase 2) 88/180 1 die 25R 63%
-[X] Orbital 7/7 + 6 free dice 260R
--[X] GDSS Columbia (Phase 5) 956/1015 1 die 20R 96%
--[X] High Density Housing 0/295 3 dice 60R 42%
--[X] Hospital Bay 184/300 1 die 20R 39%
--[X] Spaceport Bay 0/295 3 dice 60R 42%
--[X] GDSS Shala (Phase 5) 367/975 5 dice 100R 1%
-[X] Serv 4/4 + Erewhon dice 330R
--[X] Library Enhancement Programs 149/180 1 die 15R 100%
--[X] University Program Updates 234/250 1 Erewhon die 15R 100%
--[X] Primitive Prototype Portal Construction 73/400 3 dice 300R 32%
-[X] Mil 7/7 dice 135R
--[X] Orca Wingmen Drone Deployment (Phase 2) 56/215 2 dice 40R 68%
--[X] Stealth Disruptor Deployment 0/160 2 dice 30R 67%
--[X] Island Class Assault Ship Deployment 0/135 1 die 25R 12%,
--[X] Shark Class Frigate Shipyards (Seattle) 148/230 1 die 20R 65%
--[X] Modular Rapid Assembly Prototype Factory 0/265 1 die 20R (1/3 median)
-[X] Burrito 4/4 dice 60R
--[X] Transfer Funding to InOps 1 die 60R auto
--[X] Make Political Promises 1 die auto
---[X] Developmentalist: Complete both Library Enhancement Programs
---[X] Militarist (Wardens): Begin Karachi after SADN Phase 1 is fully deployed (Q3 2064).
--[X] Predictive Modeling Management 1 die auto
--[X] Trade Programs (Sell Consumer Goods) 1 die auto
-[X] Total: 1280R/1290R, 10R in reserve.

Your comment made me want to make a memeplan with even more dice in Orbital. So I did. Hope you like it. (Also, memeplans are so much more fun to make than normal plans.)

[X] Plan Levitating Up To Boston
[X] Plan: Clear Your Plate
[X] Plan Name Here
[X] Plan Portals, Repulsors and Projects
[X] Plan Portals and Processors and Island Life:
[X] Plan Portals and Processors and Mad Science:
[X] Plan Logistical Orbit v4.2:
 
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Postwar Housing Refits is a Goal. We have to do them.

A goal enforced by politicians. That members of the public have said they don't want.

It's double stupid since just building the arcology project and the arcology per turn, means all of our population is in high quality housing, but then the plan has us refit perfectly serviceable normal housing that people have chosen for reasons such as location or the negative rent. And force people out and improve the quality so as to charge more rent.
 
[X] Plan Portals, Repulsors and Projects
[X] Plan Name Here
[X] Plan Portals and Processors and Island Life:
[X] Plan Light on Labor
[X] Plan With More Space Dice
[X]Plan Attempting to naval invade the red zones
[X] Attempting to Have Both Industrial Projects, NTU Edition
[X] Plan Repulsorplates Tiberium Spikes and Islands oh my
 
Okay question, the Hospital bay that a lot of plans are building, that's just one right? Its not having two on the station is it. Cause I see no reason for two hospitals on an experimental station.

-[ ] Hospital Bay
A second hospital bay would substantially increase GDI's ability to treat patients and reduce losses in space. Primarily, this bay would play host to a range of specialists and clinics. While, for example, general dentistry, up to the removal of teeth are already practicable, there are far more advanced procedures that can be required, especially when considering the risks of vacuum exposure, and high doses of radiation.
(Progress 0/315: 20 resources per die) (+1 Health, up to +3 when there are enough people in space to fill the beds)
  • A second Hospital Bay
  • Begins to add a substantial number of specialist medical conditions to the list.
  • Adds a lot of slack to the orbital medical system, such as it is.

The second Hospital Bay would have given us more slack in the system and more +Health down the line.

It's too late now, 10 PM almost, so I guess I'm posting my plan in the morning. Good night everyone.
 
A goal enforced by politicians. That members of the public have said they don't want.

It's double stupid since just building the arcology project and the arcology per turn, means all of our population is in high quality housing, but then the plan has us refit perfectly serviceable normal housing that people have chosen for reasons such as location or the negative rent. And force people out and improve the quality so as to charge more rent.
There are some few people who still want to live there, but aside from all the other reasons to do the refits, most of the buildings that are going to be refitted are deteriorating and need a rebuild anyway. (Eventually)

To quote the Phase 2 blurb:
Expanding the program and shifting yet more housing to higher quality models is something that large parts of the Initiative support in theory, and yet there are substantial groups that oppose it in practice. While the housing is degrading at a noticeable clip, and will eventually either have to be torn down or refurbished, it is a much more complicated question than it first appears.
As such, I presume that any take on the subject which suggests that only one side is right is at best incomplete.

Do I think it may be worthwhile to wait a few turns on the project to give more time for better housing to open up, and others to move out? Yes.
But saying that it's just a gentrification project is incorrect.

(Also, we're far from having all our population in High Quality housing - but we are very close to getting them all out of Low Quality housing.)
 
I mean, I'm pretty sure that right now there's only
Space Housing
HQ Housing (Arcology/Suburbs/Apartments)
And
Low Quality Housing (LQ Apartments, YZ Arcologies, Fortress Towns, Refugee Camps)

I think the closest thing we have to Mid Quality Housing is the housing that we're talking about refitting?

After Q1 at the latest, our entire population is going to be housed in HQ housing.
 
Congratulations on passing 1 million words for the quest.

Will this need to get split into a second thread due to the size?
 
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.
My point was more that the first two stages are 6 labor of the tight labor pool. If he is going to go blaze of glory (as propaganda foretold) you don't want ten points of labor glassed if he snaps and gets lucky. Also you don't want to have a huge, semi-organized area to guard if he decides to bombard/attack. If its just the coast you have to defend, instead of a large spralling aera its much easy to handle and with less risk. So send in the first batch (3 dice) as a test and see if he is actually going to freak out as foretold.

If he doesn't 3 dice the next quarter means the first three stages should be done. If nothing happens by then, then you dice dump and get it done. If he does its mostly actual troops that eat the first strike. Cold calculous states that is less of you limited labor pool.

Also if he does go nuts as propagandaed, he is also going to try and glass the Middle East on principle... blazes of glory are like that and NOD commanders can be suicidally fanatical.

I'm also guessing labor will flow in as well, at least once people know they're not getting glassed (as traitors for instance). However until that threat is dealt with its kind of a major labor sink into a war zone by available intelligence. If you get really lucky he'll get so bent out of shape he strokes out for you and the new guys aren't as trigger happy.

The 3 dice/3 dice is more to test the waters and see what happens. He could snap and the satellites and fratracide handle the nuke threat.

Also you can just use those dice on the housing upgrades/uprates for the short term. I'm guessing Karachi is starting in the next turn or two, as you'll want to actually have time to respond to things. Either way, Karachi is going to make India neighbors and best to average case scenario they want things. Slow rolling Karachi lets you stall on addressing that.
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.
Currently.

Its mid plan and the politicians are going to want to rejigger things as per usual. I've watched people in this quest and its about to be new shiny time now that its accomplishment building time and not campaign season. So while its develop now... without hard numbers their is room to make them up and tie their names to that. Until the midplan recalculation is done you don't actually know what they want changed... and labor scarcity is pretty much going bait them into making where it goes a(if not the) hot topic for them. This turn the politicos also get to see how much the labor spigot opens up for them to utilize as well.

Their plans and constituants don't have to care about your efficiency or the logistics of fulfilling their plans. Narratice effect incoming at the least. You may get lucky and they only try to move projects to the front of the cue on you.
Rollout of the next generation vehicle projects will almost certainly consume a LOT more than -2 Labor total, because we're talking about comprehensively replacing the Ground Forces' entire Tib War III vehicle lineup. It's likely that we'll see, for example, multiple Paladin tank factories, each of which is likely to cost -1 or -2 Labor, in a big set, and that's just the tanks. However, those factories will be replacing existing production lines for the Predator tank, so the net cost in Labor may actually not get much worse. Furthermore, that's a problem for the next Four Year Plan in any event.
Again, those development cycles haven't happened yet so you don't actually know how much labor you in debt for. You also don't know how many factories are going to be turned over and how many new ones they want for whatever reasons they come up with. Its also something for politicos to focus on if they want to have a fight to win(that they can get credit for).

As its expected that two projects are going to only cost one dice each, putting one research dice aside is a good idea. Seeing progress and not (we'll do it at the end of the plan as your policy) is something to appease them as much as fulfill plan goals. Also the research dice a quarter gives them something to go on about. Do these in a block and instead of making development plans to get their name on... all the hype hits at once and they'll have a large boost of political capital to focus on you being 'required' to start building those as part of their hype train.
5) We are under no obligation to do that. We're quite capable of going from a trickle to a surge and there is no realistic danger that we'll forget to do this. Navy and Space Force have been neglected for funding for the last two years to build up the SADN grid and the Set 1 Zone Armor plants; we need to back up and compensate.
As is you owe 4 zone armor factories. They take 8 labor and you have nine turns to complete that plan goal. 285x4=1140 build points. Military dice add in 81 average and you have 9 quarters to complete this. 14 dice needed on average. So need 3.5 dice on average to complete. At two dice a turn that is basically a good rate for low rolls and priority reevaluations. Giving you six month grace period.

Sure you can do burst builds, but I'm pretty sure factories have spool up periods.

If your talking about the deployment of the unresearched things, be aware you broke format there and confused the issue on what your responding to. Also that point is addressed above.
 
Seems like we may need to re prioritize Nuuk to unlock labor freeing up projects. It seems like it will be a future bottleneck, but one we have sufficient warning for.
 
I do hope at some point in the next few turns we knock out the last three tech projects we have in military.

I don't even care if we end up deploying them, I just want to know what unlocks we get. We've gotten projects in other areas from military tech before.
 
I mean, I'm pretty sure that right now there's only
Space Housing
HQ Housing (Arcology/Suburbs/Apartments)
And
Low Quality Housing (LQ Apartments, YZ Arcologies, Fortress Towns, Refugee Camps)

I think the closest thing we have to Mid Quality Housing is the housing that we're talking about refitting?

After Q1 at the latest, our entire population is going to be housed in HQ housing.

Most of the refitting is the lower of the range in terms of housing quality. The Fortress Towns probably have better living standards than the commie blocks we put up in the early years to resolve the housing crisis. They are just, you know, relatively close to the front lines and part of a hardened defense line, so are likely to see a fair bit of violence if there is another major military operation striking into GDI territory.
 
With our labor problems we probably need to start considering Nuuk as well. After Boston of course.

I'm willing to bet a lot of the robotics projects we would have gotten with our unfortunately killed specialist are gated behind it now. And we don't really have many things available to boost labor.
Sadly, Nuuk seems like a case of "spend money to make money," because it's -2 Labor per phase and we're pushing up against the limits of what we can get away with there.

Find a budget for the MFC labs sometime this plan, and I'll not say a word until Boston is done.
It's not that hard to do now that we know we have a practical way to rapidly pull in another 2-3 STU, so I'm not opposed to it anymore, but I hesitate to promise things right now even though I do think we can pull it off.

A goal enforced by politicians. That members of the public have said they don't want.
In this case, civil servants- the Bureau of Housing or some such. They were the ones who asked it of us. I suspect they have their reasons, and they may know things about the subject that aren't obvious to us.

I mean, I'm pretty sure that right now there's only
Space Housing
HQ Housing (Arcology/Suburbs/Apartments)
And
Low Quality Housing (LQ Apartments, YZ Arcologies, Fortress Towns, Refugee Camps)

I think the closest thing we have to Mid Quality Housing is the housing that we're talking about refitting?

After Q1 at the latest, our entire population is going to be housed in HQ housing.
Refugee camps are counted separately. Even back in the 2050s when we didn't have "High Quality Housing" as a distinct category, the people in refugee camps were counted separately to indicate that they were more or less under canvas. But we beat that problem in the mid-2050s and never went back to it, with refugees having a solid roof over their head in a more or less permanent structure very soon after arriving in GDI territory since.

And I think that effectively, all the housing that still existed at quest start (since not literally every GDI citizen was homeless) would presumably have qualified as being in either 'Just Housing' or 'High Quality Housing,' since none of that existing housing was retconned as "Low Quality" when the High/Low distinction first emerged.

Most of the refitting is the lower of the range in terms of housing quality. The Fortress Towns probably have better living standards than the commie blocks we put up in the early years to resolve the housing crisis. They are just, you know, relatively close to the front lines and part of a hardened defense line, so are likely to see a fair bit of violence if there is another major military operation striking into GDI territory.
With the caveat that a lot of the places we established as fortress towns in Phases 1+2+3 are now well behind the lines, in some cases farther behind the lines than our existing major cities were at the time given how far Steel Vanguard pushed things back in some places.
 
I'm starting to wonder...

Would the various redesigns cost labor to deploy?

We would be stopping production of the old stuff and doing new stuff instead. Wouldn't the workers just switch over to the new designs? Or leave the old factories to work at the new ones?
 
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[X] Plan Repulsorplates Tiberium Spikes and Islands oh my
[X] Plan Portals, Repulsors and Projects
[X] Plan Attempting to Have Both Industrial Projects
[X] Plan Attempting to Have Both Industrial Projects, NTU Edition
[X] Plan Name Here
[X] Plan Light on Labor
[X] Plan Levitating Up To Boston
[X] Plan With More Space Dice
[X]Plan Attempting to naval invade the red zones
[X] Plan Logistical Orbit v4.2
 
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[X] Plan Repulsorplates Tiberium Spikes and Islands oh my
[X] Plan Portals, Repulsors and Projects
[X] Attempting to Have Both Industrial Projects
[X] Attempting to Have Both Industrial Projects, NTU Edition
[X] Plan Name Here
[X] Plan Light on Labor
[X] Plan Levitating Up To Boston
[X] Plan With More Space Dice
[X]Plan Attempting to naval invade the red zones

I like the cut of your jib.

"I like everything so I'll pick 'em all!"
 
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