[ ] Escort Carrier Shipyards
As GDI has a vast need for escort carriers, there are two tracks. First is simply building a number of supporting elements to build carriers between supporting the battleships. Second is building a number of dedicated shipyards for their production. While both will require substantial infrastructural investments, the former is substantially cheaper than the latter
-[ ] Battleship Yards (Progress 0/120: 20 resources per die) (-3 Energy, -1 Capital Goods)
-[ ] New York (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[ ] Dublin (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[ ] Nagoya (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
[ ] Merchantman Carrier Conversions
With the Merchantman conversions, switching a substantial number of ships to carry Hammerheads and Orcas instead of cargo, it is a both politically and practically problematic approach. While certainly theoretically possible, and something that GDI has the design specifications to do. It will be a stop gap measure.
-[ ] Low Commitments (Complete all Escort Carrier Shipyards by end of Q4 2063) (Progress 0/200: 20 resources per die) (-15 PS)
-[ ] High Commitments (Complete all Escort Carrier Shipyards by end of Plan) (Progress 0/200: 20 resources per die) (-10 PS)
Bit of a spoiler for the next turn.
@Ithillid ?
Thank you.
Anyway, this isn't nearly as bad as I'd feared. I really do think we can commit to have all the escort carrier yards done by 2061Q4, too, given that there are only three big projects plus a 120-pointer that I'm figuring on doing 2060Q3 (with the bulk of the 2060Q2 yard production going to a frigate yard).
Let's see...
2060Q2: 4 Dice (2-3 Dice Frigate Yard 1, 1-2 Dice Merchantman Conversions)
2060Q3: 4 Dice (finish FY1, finish Merchantman conversions, 1-2 dice on battleship yard conversions, 0-1 on Dublin)
2060Q4: 3 Dice (1-2 on Dublin, 1-2 on Frigate Yard 2)
2061Q1: 3 Dice (1-2 on FY2, 1-2 on Nagoya)
2061Q2: 3 Dice (1-2 on Nagoya, 1-2 on Frigate Yard 3)
2061Q3: 3 Dice (1-2 on FY3, 1-2 on New York)
2061Q4: 3 Dice (1-2 on New York, 1-2 on FY4 or ???)
So with a steady commitment we
can almost certainly commit to the escort carriers by plan end, since roughly speaking we just have one two-die and three three-die yards to build, and the Capital Goods and Energy budget is manageable if we're committed.
Proper shipyards are definitely doable dice-wise, but what I'm worried about right now is the energy demand. I'm unsure if CCF is enough anymore. We have a few options: relegate LCI dice to one of the Macrospinners, which could only provide for one even with both phases, or Bergen, which has a very high dice cost, but could also lead to better fusion options, develop Tarberries, at least to see what they do, work on Liquid Tiberium power cells and deal with the consequences, or rapidly knock out 3 phases of Orbital Cleanup and unlock power satellites.
Macrospinners aren't worth doing for the Energy cost, not least because resources and Light Industry dice spent on macrospinners
for the Energy are resources and dice NOT spent on Bergen, and Bergen has a much higher Energy return on investment.
Like, finishing Reykjavik nets us +6 Energy for roughly 1500 Light Industry progress (~20 dice, 400 R)
Finishing Bergen
up through Phase 4 nets us +31 Energy for roughly the same number of dice and 600 R.
I think we should stop Reykjavik at Phase 4 and prioritize Bergen for Energy, because we'll be getting our Capital Goods fix from Nuuk at that point.
Running through the numbers on how High Commitments would affect our available dice.
High Commitments: 0/200 ~3 dice median
Battleship Yards: 0/120 ~2 dice median
Other Carrier Yards: 0/240 ~3 dice median x3
Carrier Total: 14 dice
Current Military Total: 23 dice
High Commitments Total: 37 dice
56 dice for the rest of the plan, 19 dice available.
The trick is that nearly all of us were planning to spend a lot of dice on shipyards for the rest of the Plan even before we discussed these commitments, so in a sense, all we're doing is promising to do what we were planning to do anyway.
Less of a fan of the conversion because that is 2 to 3 dice to do it, which is enough to get one carrier yard online. And we need dice elsewhere in mil and for energy
Unless your plan involves ditching Karachi, whether you're a fan of the merchant conversions is beside the point;
we need carrier decks in the water, and I'm pretty sure they won't be ready in time even if we build the entire set of escort carrier yards literally this very next turn.
The only question is how much wiggle room we give ourselves in pursuit of that goal.
The carrier yards are distinctly second-string priority unless we go for conversions and thus have to build them. Scratch-built carriers are not going to be available before Q4 2061 at the absolute earliest.
No, see, that's the problem.
The carrier yards are urgent priority for the Navy; the reason the light carriers won't be ready in time is because we chose to deprioritize the Navy and didn't do them until now. And that's a potentially fatal weakness if we're planning for Karachi.
The conversions are basically our last chance to get carrier decks in the water before Karachi, and we need carrier decks in the water for Karachi. We're just going to have to deal with the ramifications of promising to have the yards built, because that's the price of having a navy capable of doing what we need it to do.
With all the Power needs, it looks like it's time for Liquid Tiberium Power Cells to save the day. Because I think free dice on Liquid T power would generate power much faster than spent on regular fusion power instead, both due to how the progress required is slightly less per same power generated, while having much bigger bonuses on the Tiberium dice than HI dice. That is course for the next phase of Fusion power and not the current phase that is already partly completed.
I don't know. We can keep slamming out more fusion power quite easily. Free dice on liquid tiberium reactors
to finish this phase may well be worth it, but more phases are only a good idea if we can figure out where to source the Political Support. Which is a problem, especially since we're already looking at burning another 10 PS to get the carrier decks we need for Karachi, and very few of our +Political Support options are things we can really afford to spend dice on right now.
Well the Capital goods for shipyards are doable and we could probably swing the dice since right now there's no real military option that screams 'oh God everything is on fire please help'. The 18 energy causes some trouble since we're saving up energy for Nuuk.
And for conversions we have a choice between promising the shipyards in 7 turns or 11 turns.
Note that we'll have frigate shipyards to build as well- but even both the frigate and light carrier yards combined probably only add up to about two phases of fusion plants. Now that we're getting serious about spending Free dice in Heavy Industry, it's easy for us to make that up in the time available.
We did just get storm collectors. Building them in red zone mining bases or planned cities could earn us a pretty penny.
Not a bad idea if they work the way I hope, and I'm sure they're more politically palatable than liquid tiberium reactors.
We just discovered storm collectors.
Now the background research has to happen to reverse engineer something we can actually replicate and build ourselves.
Edit: ninjad
You never know, the option might unlock in 1-2 turns. Sometimes a d16 die roll goes well.
It's only -5.
They hate the carrier conversions much more.
Things are complicated.
Remember, Political Support isn't a measure of
public opinion, not directly. It's a measure of
legislative support.
...
The public probably doesn't care much, and maybe not at all, if we convert some merchantmen into carriers, except insofar as talking heads on the news tell them to care, or except insofar as
later, after some of those conversion carriers are sunk, talking heads on the news blame them. If the typical GDI citizen reads online an article saying "the Treasury is funding the conversion of thirty big freighters into Orca carriers for escort duties," then they'll probably shrug. The 10% of most knowledgeable GDI citizens will, like, post comments on the article about how this is like the escort carriers from World War Two. The
1% most knowledgeable, many of them actual Navy veterans, may be commenting about how the ships are unsurvivable... but without systematic clout, they won't affect public opinion much. The public, in and of itself, doesn't care or will just be glad to have more 'war'-ships.
But trouble is...
admirals care intensely about the conversion carriers. And admirals talk to legislators, and those legislators challenge us on the wisdom of projects they know the admirals don't like. So basically, we're losing political support because of that.
...
By contrast, building liquid tiberium power is unpopular with
both politicians
and the public, mitigated only by our promise to not do very much of it and hopefully do as little as we can.
The uphill political battle with liquid tiberium power is mostly finding anyone,
anywhere, willing to consent to its construction.
The uphill battle with conversion carriers is going to be almost entirely about the admiralty,
specifically, raising a political shitstorm because they think we're ignoring their need for proper light carriers and foisting these janky improvised jeep carriers on them instead.
Looking at the timeline makes it very unlikely for them to be ready in Q1 of next year as constrution cant start before the yard is done so that starts in Q3, carriers need weeks of training before they are ready for combat as first you need to train the naval crew to the point they can sail the ship and only then you can start integrating the airwing. add in time to fix any bugs in the prototype
I think we should build it at one die per turn as they most likely won't be ready unless the war last multiple years but we are going to take enough land and ports the navy is going to need the escorts post-war to keep the logistic flowing.
The battleship yards should be converted with two dice in the first turn, because
getting the yards set up is a priority, and we don't want to waste total time because those yards will be needed to maintain the remaining battleships in the future.
The 200-point yards in New York, Dublin, and Nagoya should be given two dice on the first turn and one die per turn afterwards to finish them off.
The merchantman conversions should be finished with three dice if at all possible, or failing that two in the first turn and as many as necessary in the immediate turn after, because the biggest problem with those ships is going to be getting them worked up and ready to go, and we don't want to risk them still being under construction any later than 2060Q4 when we
really need them up and running to free up fleet carriers for Karachi.