I don't think the Advanced Materials facility or any future station based on it would yield +STUs. It's making exotic metamaterials, not performing transformation of the elements.

Ah but there is a border between the two and Seo would be happy to both find it and play skip rope with it.

So, Politics.
I think Litvinov might be retiring at the end of this Plan.
It may be worth considering what things she lets us get away with, and get them done. The next Director might put Seo on a shorter leash.

The splitting of Developmentalists has started, but rather than fracturing, it looks like they are shifting to other parties with more nuanced focus.
Of note is the large increase in the Starbound party, which we'll need to watch out for. They tend to get rather idealistic, but that could be really bad for us if they start trying to push through more crazy goals in the Orbital sector. However, it may be that many of the former space development proponents left the Developmentalists this election to join Starbound, which would reduce the overall weight towards aspirational space goals.
But the two (relatively) biggest winners were the Free Market Party and the Reclamation Party. While they still aren't the big fish, they may be able to influence policy a bit more.
Unfortunately, we don't really know what that looks like expect grants (which no longer look like they'll help), increased consumer goods production, and pushing back Red Zones more.

What are you on about? Why would Litvinov retire at the end of this plan? She's the Director of GDI with the mostly full backing of InOps, why would she retire just because her party shrunk from being too successful?

The two leading plans were posted hours apart, and I've looked through several pages and the plan creators haven't been writing essays. Or at least nothing I can imagine someone handing to me and saying "here, this is an essay" without me laughing at them.

Still working on mine on Artificial intelligence, but it's a bitch to make concise and clear enough to be good enough to post and trust that someone like you would be able to read it, understand it and then argue about it.

I'm using you as my mental reference point for the reader of it because if I can be satisfied that you can understand what I'm talking about, I can be sure that most of the thread will at least understand what I'm talking about as you are the hardest person in this thread for me to explain things to.

Hopefully I can finish the fucking thing soon as I now have a full outline of it.

[X] Plan Having Tasted The Fruit, Nothing Shall Be Impossible For Them v2

Guess this one works for me. I'm going to have to modify my plan to incorporated the preservation bays being built as soon as possible to save as much as can be saved.
 
What are you on about? Why would Litvinov retire at the end of this plan? She's the Director of GDI with the mostly full backing of InOps, why would she retire just because her party shrunk from being too successful?
She isn't happy.
And the changing political landscape is likely to make that worse.


I'm roughly expecting Shala to be producing enough food for ~100k pops.
But if we are shifting to Moon City next, then we'll want to get some agriculture happening there as a backup / jobs for it anyway.
 
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With the state humanity is in, unhappiness might not be sufficient. Litvinov has a duty, to GDI and to the human species as a whole.

Not saying she won't quit, but it's a hard thing to walk away from just because you don't like it.
 
Vote closed
Scheduled vote count started by Ithillid on Jul 5, 2023 at 9:34 AM, finished with 229 posts and 71 votes.
 
Not saying she won't quit, but it's a hard thing to walk away from just because you don't like it.
She also seems a bit ill-suited to being a wartime Director.
She pushed through during the Regency Wars, but we also have Karachi coming up.
I'm 100% sure she could remain Director if she wanted to. I'm just not sure that she will. There are likely other roles that would allow her to do her best for humanity, but with less pressure.
 
They were basically the same plan but one triple downed on species restoration instead of doubling down.

That's like getting almost everything the other plan wanted.
 
They were basically the same plan but one triple downed on species restoration instead of doubling down.

That's like getting almost everything the other plan wanted.
It's getting 2/3rds of what was wanted and 100% of what wasn't.

I think the husbandry bay would have been better off left for its own station.

What I think is moot.
 
She also seems a bit ill-suited to being a wartime Director.
She pushed through during the Regency Wars, but we also have Karachi coming up.
I'm 100% sure she could remain Director if she wanted to. I'm just not sure that she will. There are likely other roles that would allow her to do her best for humanity, but with less pressure.
I was never too clear on her policy positions besides a draw down in military spending and trying to build peaceful relations with Nod. Maybe economic growth? But that seems like something every leader says is important to them. She didn't feel particularly strong about space based build up, but she also didn't seem to focused on fighting Tiberium.

The negotiations have worked, kinda. GDI as a whole seems less then thrilled with any negotiations, and I can't blame them. Military spending draw is also unpopular, but in this case it more like she's taking the hit for our decisions. We've gotten some very good economic techs we wanted to roll out hard, not to mention the space goal. That ate pretty hard into whatever funding was sloshing around that could've gone to the military. That's probably not going to change either.
 
Part of the problem with the negotiations is that what we gave the Nod warlords is public knowledge. Much of what we got in return (them to let us invade Karachi, and to a lesser extent the techs), is not.

So we look a lot more lenient than we actually were.
 
Them giving us tech could also have been viewed in a negative light depending on said tech. With the whole seeding tiberium done iirc and if it was public and vague knowledge we got tech, well... People aren't gonna be too happy.
 
New preliminary plan now that we've voted for what we want to do with Shala's bays:

- 2 Die on Yellow Zone Fortress Towns not that our military is slowly getting ready to start pushing again, 2 Die on Rail Networks for more and cheaper Vein Mine Stages down the line and 1 Die on Emergency Caloric Reclamation Processor to burn some PS.

- 2 Die on Fusion Power to keep building up our surplus, 6 Dice and Erewhon on North Boston to keep that Phase 5 rolling and 2 Die on Repulsorplate Factories to get that done and get better Space options.

- 4 Dice on Bergen to get Phase 4 done and just keep on rolling into Phase 5.

- 2 Die on Reforestation Preparation to get a Phase of it done, 2 Die on Strategic Food Stockpiles to get one and maybe two Phases of that done in preparation for the incoming Karachi refugees and 2 Die on Lab Meat Deployment to start rolling that out.

- 2 Die on Improved Hewlett-Gardner Tiberium Processing Plants to get more processing space opened up, 1 Die to finish off the Enchanced Tiberium Spikes and get our Spikes improved so they pull Tiberium up, 3 Dice on Securing Yellow Zones so we can have more territory to mine and expand into and 1 Die on Coordinated Abatement to get that done and our diplomatic relations improved with some warlords.

- 2 Die on Shala to finish that off and 3 Dice each on both Shala Species Restoration Bays to try and keep what we have of our biosphere left as soon as possible.

- 2 Die on Biosculpting to finish that off and 2 Die on portals because Bureaucracy is full of Actions to take this turn and I'm done slowrolling Portals or risking them not finishing next turn as well. @Derpmind is still right and we should get portals as soon as we can every time we can until we have the tech done.

- 1 Die on Military Particle Beam Development because I've just realized that if we don't develop that first our next gen vehicles won't be designed with those weapons in mind so I'm delaying that development until we have Particle weapons developed as well, 1 Die on Inferno Gel Development to burn PS and get a new Munitions project, 1 Die on Orca Wingmen Deployment in case that doesn't Autocomplete, I'll swap it to the Refit Department if it does, 2 Die on Stealth Disruptors because while they will be late for the start of Karachi we will still get a new military paradigm out of it, 1 Die on the Island Deployment because it will be enough to demonstrate our commitment to the project and 1 Die into Steel Talons' MRA Factories.

- For once since we lost Security Reviews as an Action to take there are only Bureaucracy Actions here: 2 Die on Transferring funds to InOps to finish off that action set as we can only take it 2 more times, 1 Die on PMM to stop getting NAT 1s that easily and 1 Die on a round of trade to see what that does.

[ ] Plan Bracing for Impact 1.2:
-[ ] Infrastructure (5/5 Dice +27 bonus) 80 Resources:
--[ ] Yellow Zone Fortress Towns (Phase 7) 93/250 20 RpD, 2 Die = 40 R 63% ADC 44
--[ ] Rail Network Construction Campaigns (Phase 6) 108/245 15 RpD, 2 Die = 30 R 78% ADC 34
--[ ] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/70 10 RpD, 1 Die = 10 R 100% DC 1
-[ ] Heavy Industry (5/5 Dice + 5 Free Dice + Erewhon +34 bonus) 195 Resources:
--[ ] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 20 RpD, 2 Die = 40 R 77% ADC 35
--[ ] North Boston Chip Fabricator (Phase 5) (updated) 406/1805 15 RpD, 6 Dice + Erewhon Die = 105 R 6/17 Median ADC N/A
--[ ] Second Generation Repulsorplate Factories 365/525 25 RpD, 2 Die = 50 R 72% ADC 39
-[ ] Light and Chemical Industry (4/4 Dice +29 bonus) 120 Resources:
--[ ] Bergen Superconductor Foundry (Phase 4) 523/610/1750 30 RpD, 4 Dice = 120 R 100%/ 4/16 Median Median DC 1/ N/A
-[ ] Agriculture (6/6 Dice +29 bonus) 60 Resources:
--[ ] Reforestation Campaign Preparations (Phase 1) 737/805 5 RpD, 2 Die = 10 R 100% ADC 1
--[ ] Strategic Food Stockpile Construction (Phase 5) 78/170/320 10 RpD, 2 Die = 20 R 98%/5% ADC 10/85
--[ ] Laboratory Meat Deployment (Phase 1) 0/170 15 RpD, 2 Die = 30 R 54% ADC 49
-[ ] Tiberium (7/7 Dice +39 bonus) 190 Resources 5 PS:
--[ ] IHG Tiberium Processing Plants (Stage 1) 0/150 35 RpD, 2 Die = 70 R 85% ADC 29
--[ ] Enhanced Harvest Tiberium Spikes (Platform) 135/180 20 RpD 5 PSD, 1 Die = 20 R 5 PS 100% DC 1
--[ ] Secure Yellow Zones 0/300 25 RpD, 3 Dice = 75 R 38% ADC 56
--[ ] Coordinated Abatement Programs (Phase 3) 93/175 25 RpD, 1 Die = 25 R 73% DC 28
-[ ] Orbital (7/7 Dice +1 Free Die +34 bonus) 160 Resources:
--[ ] GDSS Shala (Phase 5) 868/985 20 RpD, 2 Die = 40 R 99% ADC 12
--[ ] Shala Species Restoration Bay 1 0/255 20 RpD, 3 Dice = 60 R 71% ADC 41
--[ ] Shala Species Restoration Bay 2 0/255 20 RpD, 3 Dice = 60 R 71% ADC 41
-[ ] Services (4/4 Dice +35 bonus) 260 Resources:
--[ ] Cosmetic Biosculpting Edit: 194/345 30 RpD, 2 Die = 60 R 85% ADC 23
--[ ] Primitive Prototype Portal Construction 279/400 100 RpD, 2 Die = 200 R 99% ADC 8
-[ ] Military (7/7 Dice +31 bonus) 125 Resources:
--[ ] Military Particle Beam Development (Tech) 0/100 20 RpD, 1 Die = 20 R 52% DC 49
--[ ] Inferno Gel Development (Tech) 0/40 10 RpD, 1 Die = 10 R 100% DC 1
--[ ] Orca Wingmen Drone Deployment (Phase 2) (High Priority) 196/215 20 RpD, 1 Die = 20 R 100% DC 1
--[ ] Stealth Disruptor Deployment 0/160 15 RpD, 2 Die = 30 R 67% ADC 42
--[ ] Island-Class Assault Ship Deployment 70/135 25 RpD, 1 Die = 25 R 82% DC 19
--[ ] Modular Rapid Assembly Prototype Factory 102/265 20 RpD, 1 Die = 20 R 1/2 Median DC 100?
-[ ] Bureaucracy (4/4 Dice +29 bonus) 120 Resources -115 RpT -5 PS:
--[ ] Transfer Funding to InOps -60 RpT X2
--[ ] Predictive Modeling Management
--[ ] Trade Programs -5 PS per Action taken
---[ ] Sell Consumer Goods : +5 Resources per Turn, -10 Consumer Goods
-[ ] Total Cost: 80+195+120+60+190+160+260+125+120 = 1310/1365
 
It has Inferno Gel so I'll vote for this, but I'm conflicted over Particle Beam Dev. It's a higher level tech then the lasers, we have both the old and modern versions, and we have that phasing technology from the Scrin that could really give them some extra kick. That's saying something, Particle Weapons kick damn hard as is.

However, developing them to that point is going to cost time and resources. We're going to have to iterate on it and test it. It'll probably stay in the Talon's hands alone for a while. And we're going to need STUs for it.

Meanwhile, the lasers are right there, waiting for deployment. They're about as good as GDI is going to care to make them, and that's pretty dang powerful. Plus we need to roll them out to get the Sharks up to their intended power. This isn't even getting into plan goals and the like.

I really want to do Particle Beam Dev, but I don't think it can be justified right now. Maybe a few deployment projects down the line, sure. If we have a die that doesn't have a clear use, sure. But right now? Just don't think it's a good idea.
 
I'm roughly expecting Shala to be producing enough food for ~100k pops.
Honestly, given that it's running at +15 Food, I'm going to be confused, surprised, and disappointed if it isn't a lot more than that. Ten or twenty points on the Food indicator is supposed to be "enough to make the difference between GDI-wide food shortages and GDI-wide food sufficiency; that's a lot of food. Shala has also been implied to be quite large in physical scale. I may be overestimating, I may be wrong, I don't want to make the QM's life hell and I'm not going to hold a grudge if the numbers seem funny to me, but I'll still be confused and surprised and a little disappointed if that's the place's capacity.

But if we are shifting to Moon City next, then we'll want to get some agriculture happening there as a backup / jobs for it anyway.
I'm not worried about a shortage of jobs. Backup agricultural capability on the Moon is highly desired. On the other hand:

1) Agriculture takes a lot of water and water is scarce on the moon, so being slower to start that up may not be such a bad choice.
2) Weirdly, the water in the food itself that gets shipped up there may over time become a nontrivial contribution to the overall water and organics available for the lunar colonies- granted, after it gets recycled through the waste disposal systems.
3) The lunar colonies are not intended to be immediately self-sufficient without support from orbit anyway, not immediately. The key node of their industrial economy is still Enterprise, after all.
4) And our space launch infrastructure is a robust, worldwide network centered on many different sites, rather than being a relatively fragile network centered on few sites where a single serious accident could render us incapable of resupply. It would take a massive, apocalyptic disaster to cut our ability to supply those colonies, and in the immediate short term (read: the next 3-4 years), such a disaster would almost certainly doom the lunar colonies anyway even if they have the ability to grow their own potatoes.

Later, in the long run, of course, lunar self-sufficiency in agriculture is desirable, to be clear, this is not me negating the importance of such a thing at a notional date well in the future when the moon has a population of millions and self-sufficiency as a self-sustaining industrial state is at least sustainable for the Moon.
 
They were basically the same plan but one triple downed on species restoration instead of doubling down.

That's like getting almost everything the other plan wanted.
It depends, philosophically, on whether you see Shala as a station for reviving large numbers of extinct wildlife species as fast as possible in the full assumption that the TCN will come online and all this space colonization stuff is a sideshow, or whether you see Shala as a combination of that and an agricultural research station for space colonization.

With the state humanity is in, unhappiness might not be sufficient. Litvinov has a duty, to GDI and to the human species as a whole.

Not saying she won't quit, but it's a hard thing to walk away from just because you don't like it.
"The graveyards are full of indispensable men" -Charles de Gaulle.

Nobody seeks a position that prominent without having some amount of ego, but Litvinov doesn't strike me as being ruled by her ego or incapable of self-reflection. I'm sure she can think of a dozen other people she respects who she would think of as good possible candidates for the directorate,

And by 2064 she'll have been in office for 6-8 years, as I recall. "Duty to GDI or to humanity" is not a reason for her to stay in office in that context.

Shala is going to run into issues of food logistics before it becomes insufficient to feed people
Like "how do we keep it supplied with water and offload the foods," that sort of thing?
 
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Speaking of Military projects, I had a bit of a thought. Here's a bit of analysis looking at the median dice for different types of projects:

Tech Development
Military Particle Beam (Tech) 1 die
Inferno Gel (Tech) 1 die
Binary Propellant (Tech) 1 die
NovaHawk (???) 1 die
Next-Generation Armored Support Vehicles (Platform) 1 die
Next-Generation Armored Fighting Vehicles (Platform) 1 die
SSN (???) 1.5 dice
Total: 7.5 dice

We could do all of our military tech development in only one turn. However, at least two (and up to four) of them are (Platform) projects and so would have a limited time window to usefully deploy them in.

Non-Munition Non-Refit Non-MARV Deployment
Orca Wingmen Drones 1 AA die
Island Class Assault Ship 1 die
Orbital Nuclear Caches 2 dice
Stealth Disruptor 2 dice
Modular Rapid Assembly Prototype Factory 2 dice
Unmanned Support Ground Vehicle 3 dice
ASAT Defense System 4.5 dice
Initiative Laser Systems 7 dice
Zrbite Sonic Weapons 7 dice
GD-3 (Phase 1-3) 10 dice
Ground Forces Zone Armor (Set 2) (Phase 1-6) 21 dice
Governor-A ???
Transorbital Fighter ???
Total: 59.5 dice + 1 AA die

We have a bunch of dice-cheap projects here, so it makes sense to do all the non-Steel Talon ones together all next turn. But we also have many that require more than a turn's worth of 6 dice, and deciding between them will be a task fr the turn after next.

Munitions
Railgun Munitions Factories 0 dice or 1 turn
Anti-radiation Munitions 1 die or 2 turns
Ultralight Glide Munitions (Phase 2+3) 3 dice or 6 turns
GD-3 (Phase 4-5) 7 dice or 12 turns
Total: 11 dice or 12 turns

GD-3 aside, these are all rapidly finishing on their own, so doing the tech dev to get more (Munitions) projects should be done soon, if not immediately next turn. As for the later phases of the GD-3, after those get activated it'll take 3 years for the project to finish, then 6 more years after that for the GD-3 to finish deploying. But by the time we get to Phase 5, it'll be our rearmost forces being armed, so the extremely slow pace here shouldn't be a problem.

Refit
Ferro Aluminum Armor 2 dice or 6 turns
Electronic Countermeasures Improvements 6 dice or 17 turns
Total: 8 dice or 17 turns

The Refit department is significantly slower than the Munitions department. If we ever want the Electronic Countermeasures sometime this IRL year, we have to put dice on it, regardless of when we activate the Refit department.

MARVs
Red Zone MARVs (11 total) 33 dice
Blue Zone MARVs (18 total) 54 dice
Yellow Zone MARVs N/A (not currently listed)
Total: 87 dice

If we're trying to build multiple MARVs at the same time, roughly 2/3rds of the dice will come from Tiberium. That still means 11-ish dice from Military for doing all the RZ MARVs, but that's less than the dice needed for the current set of Zone Armor. Meaning the problem for doing RZ MARVs is in large part finding turns where we have 4+ dice in Tiberium free.
 
An issue I see with particle weapons is that we currently have trouble powering them. Nod gets around this by liquid tib cells, making everyone Big Mad. We can use microfusion cells for them, but we haven't even started that business yet.

Without the secondary tech, I find the primary one questionable. We can power them at the vehicular level, but how well? It risks being a well designed, cutting edge, utterly fragile tech that falters in the wild conditions of war without either tib in a can or sun in a can.
 
I was never too clear on her policy positions besides a draw down in military spending and trying to build peaceful relations with Nod. Maybe economic growth? But that seems like something every leader says is important to them. She didn't feel particularly strong about space based build up, but she also didn't seem to focused on fighting Tiberium.
Honestly, that's fairly reflective of the Developmentalist outlook on GDI politics. They're a party with a goal rather than a vision. And this goal ("rebuild GDI's economy to the heights of pre-TWIII prosperity") has the virtue of being actionable, but doesn't give a clear idea of what to do next.

The negotiations have worked, kinda. GDI as a whole seems less then thrilled with any negotiations, and I can't blame them. Military spending draw is also unpopular, but in this case it more like she's taking the hit for our decisions. We've gotten some very good economic techs we wanted to roll out hard, not to mention the space goal. That ate pretty hard into whatever funding was sloshing around that could've gone to the military. That's probably not going to change either.
Remember that Litvinov's the one who got us to promise a Free dice cap for the Military category. We haven't spent up to that cap, but that's because Litvinov was indeed pushing us in the direction we already wanted to go.

I also think that Litvinov may have had a hand in the space population target- if nothing else, in not blocking Starbound's efforts to lobby for it.
 
Hey is it possible to go full craft world Eldar in the long further?
Depends on what you mean by "full Eldar." If you mean "the main focus of our civilization and most of our population is on space stations because a giant apocalypse wiped out our home planet," that's definitely possible, though kind of a defeat condition what with the whole "Earth is destroyed by tiberium" thing.

If you mean "long-lived, psychic, all that jazz," then that's kind of... maybe, maybe not, possibly definitely no, pending the results of biological research.

- 2 Die on Improved Hewlett-Gardner Tiberium Processing Plants to get more processing space opened up, 1 Die to finish off the Enchanced Tiberium Spikes and get our Spikes improved so they pull Tiberium up, 3 Dice on Securing Yellow Zones so we can have more territory to mine and expand into and 1 Die on Coordinated Abatement to get that done and our diplomatic relations improved with some warlords.
Personally, I think we have a variety of projects that are higher priority than Secure Yellow Zones, such as Forgotten Research.

- 2 Die on Shala to finish that off and 3 Dice each on both Shala Species Restoration Bays to try and keep what we have of our biosphere left as soon as possible.
I strongly suspect that rush-building two species restoration bays in parallel will not get us better results than working a bit more gradually. Among other things, we've repeatedly seen that rush-building any one thing in space tends to result in doubtful quality

- 2 Die on Biosculpting to finish that off and 2 Die on portals because Bureaucracy is full of Actions to take this turn and I'm done slowrolling Portals or risking them not finishing next turn as well. @Derpmind is still right and we should get portals as soon as we can every time we can until we have the tech done.
Given how incredibly expensive portal dice are, it's a big sacrifice to take two of them when one has a 40% or so chance of completing the project.

Now, we do actually have the money to throw around if we really want to, but it's a big sacrifice. Personally, I don't expect a two-dice portal plan to win this upcoming turn vote.

It has Inferno Gel so I'll vote for this, but I'm conflicted over Particle Beam Dev. It's a higher level tech then the lasers, we have both the old and modern versions, and we have that phasing technology from the Scrin that could really give them some extra kick. That's saying something, Particle Weapons kick damn hard as is.

However, developing them to that point is going to cost time and resources. We're going to have to iterate on it and test it. It'll probably stay in the Talon's hands alone for a while. And we're going to need STUs for it.
It's probably at least worth doing the basic tech development project before next generation AFVs, as opposed to support vehicles. That'll give the designers at least some chance to integrate them into the designs.

The development project itself is something I think we can slip in.

Speaking of Military projects, I had a bit of a thought. Here's a bit of analysis looking at the median dice for different types of projects:

Tech Development
Military Particle Beam (Tech) 1 die
Inferno Gel (Tech) 1 die
Binary Propellant (Tech) 1 die
NovaHawk (???) 1 die
Next-Generation Armored Support Vehicles (Platform) 1 die
Next-Generation Armored Fighting Vehicles (Platform) 1 die
SSN (???) 1.5 dice
Total: 7.5 dice

We could do all of our military tech development in only one turn. However, at least two (and up to four) of them are (Platform) projects and so would have a limited time window to usefully deploy them in.
Hm. I will note that historically when we've had trouble with (Platform) projects disappearing off the docket, it's been associated with our problematic relationship with the Navy.

Someone in the Navy seems to be of the mindset that the best way to communicate with us is to take their projects off our docket on the grounds of "Sure, I guess you just don't want to build this then." And they're pretty damn quick off the dime in doing so, relative to the other branches of the military. Frankly, Space Force is similar. I'm surprised they don't talk to the Militarist Party and get their to-do list integrated more fully into the Four Year Plan goals, because then they'd have a much better chance of getting what they wanted prioritized along with the other stuff that we do have to promise instead of being optional. [grumbles]

Anyway, the point is, the Island-class in particular has had a fraught history because the Navy isn't sure they want the ships, and they're gotten it into their heads that we're not sure we want them to have the ships. By contrast, Ground Force definitely wants next-generation tanks, IFVs, and so on, and the Air Force definitely wants the NovaHawk fighter. I don't think those projects will disappear off our docket nearly as quickly, and by 'quickly' I mean 'within a couple of years.'

They almost certainly won't disappear like that if we build even the first stage of the factories, I'd say.

These are projects the military clearly wants, so it's far more likely that they'll use political leverage to force us to fund the project, rather than just sloping off into the distance and giving up on them.

Non-Munition Non-Refit Non-MARV Deployment
Orca Wingmen Drones 1 AA die
Island Class Assault Ship 1 die
Orbital Nuclear Caches 2 dice
Stealth Disruptor 2 dice
Modular Rapid Assembly Prototype Factory 2 dice
Unmanned Support Ground Vehicle 3 dice
ASAT Defense System 4.5 dice
Initiative Laser Systems 7 dice
Zrbite Sonic Weapons 7 dice
GD-3 (Phase 1-3) 10 dice
Ground Forces Zone Armor (Set 2) (Phase 1-6) 21 dice
Governor-A ???
Transorbital Fighter ???
Total: 59.5 dice + 1 AA die

We have a bunch of dice-cheap projects here, so it makes sense to do all the non-Steel Talon ones together all next turn. But we also have many that require more than a turn's worth of 6 dice, and deciding between them will be a task fr the turn after next.
Well, we still have a quite sizeable commitment of Ground Force Zone Armor factory rollout for the Four Year Plan as a whole. That's something we straight-up promised to do. And with Ground Force's training establishment for zone armor having been operational for two years, I suspect they're getting up to the point where actual supplies of power armor are starting to become a bottleneck again, so maybe we'd better push that.

Though in 2064 I'd like to push that alongside dice spent on the Navy and Space Force, plus also basic development work on particle beams, the NovaHawk, and the next generation armored vehicles.

If we're trying to build multiple MARVs at the same time, roughly 2/3rds of the dice will come from Tiberium. That still means 11-ish dice from Military for doing all the RZ MARVs, but that's less than the dice needed for the current set of Zone Armor. Meaning the problem for doing RZ MARVs is in large part finding turns where we have 4+ dice in Tiberium free.
Well, for that, it helps that the refinery refit program having apparently been nixed. Probably because of the new MARV refinery concept and the impending Visitor-tech refinery designs, both of which provide better prospects of mass STU production than we can hope to scrape out of refitting our remaining 'conventional' Hewlett-Gardner refineries.

After all, at the end of the current Plan, we'll have roughly 3200 RpT worth of tiberium mining income for GDI as a whole. We already have about 1350 RpT worth of IHG refineries at the end of this turn, and we'll probably be building at least another 450 points in a phase of new refinery construction for the Plan target, so that brings us to 1800. That leaves about 1400 RpT of tiberium going through conventional H-G refineries instead of second generation 'IHG' refineries. As I recall, going from HG to IHG converts us from one unit of STU per 100 RpT of resources to one STU per 90 RpT- it may be less favorable than that, but I'm trying to be optimistic.

If so, then the entire refinery refit program is only good for about +1.5 units of STU, probably/hopefully rounding to two units, for what remains an 1100-point, 35 R/die megaproject. It's just not worth it when we have better and cheaper ways of getting the same end result, and I think Litvinov knows it. And with that, well, per Doruma, we have about 28 Tiberium dice to play with, making it a lot more practical to do Red Zone MARVs.

An issue I see with particle weapons is that we currently have trouble powering them. Nod gets around this by liquid tib cells, making everyone Big Mad. We can use microfusion cells for them, but we haven't even started that business yet.

Without the secondary tech, I find the primary one questionable. We can power them at the vehicular level, but how well? It risks being a well designed, cutting edge, utterly fragile tech that falters in the wild conditions of war without either tib in a can or sun in a can.
There are applications for which this really isn't a problem, because we have a prodigious supply of electrical power on hand. For example, fixed AA defenses (which tend to be hardwired into large power plants), orbital weapons platforms (our ion cannons are apparently already very large but crude particle cannon, and they work well as a proof of concept), and next-generation warships.

It's at least worth looking into.

No, difficulty in taking food from shala and getting it to the people who need feeding.
Okay, though that's what I mean by "offloading the food." Basically, problems with the loading dock and the shipping of the food. Sorry for not explaining well.

On the other hand, this is yet another thing making me glad we didn't go for the Core Crops Bay option, because that makes it sound like we'd run out of capacity to ship the food off the station just from the size of the core itself, let alone if we extended the core's bulk agricultural output still further. If Shala can turn out so much food that it's growing, say, 5,000 tons of beans a day and we can only get 4,000 tons of beans a day off the station, then it does us very little good to increase Shala's capacity to produce up to 7,000 tons of beans a day. :p
 
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