Orca Refits were an Air Force project.
Orca Refits were an Air Force project.
We generally did our best to give each area what they needed in a relatively timely fashion (bar the Talons, until recently. They're quite sour about it even) once we were out of the red of the early quest. Except for the navy, which we dragged our feet on for so long (again, they've been asking for the point defence and new class of ships since the very beginning of the quest) a lot of our spending that we did end up giving them is going to have little to no relevancy in this war.You can always make a point about almost every branch and how it should have been given more attention.
The ground forces do the majorty of fighting, so we should have focused more in them so we could win all the fight.
The air force ensures our cities aren't bomb and that our troops will have friendly support.
The navy ensures we have logistics and that we can carry troops around while NOD can't.
Steel Talons is what gives us researchs and security for the stations.
You could give valid reasoning for every single branch of military. Just looking at it stand-alone, we would have "failed" every branch.
Could we have given navy more funding? Yes, but that is true for every branch.
That's a minor detail, since it's at most half their project and I don't think we spent more than about five dice on it.
Sounds plausible.We've spent forty dice on the Navy, out of 233 total, unless I forgot a branch.
I think it was a combination of that, and of not quite understanding how badly we'd need those escort carriers for this war.You made a single key mistake in the preparation for this war. Not realizing that naval strategy is a build strategy. You don't build the navy you want in six months before the war begins. You put in the investments now, for the navy that you want three to five years from now.
Be specific, then. On what turns, in particular, should we have made what sacrifices, precisely, to fund which naval projects, in particular?The Navy were asking for new point defence systems, and new cruisers, from the very beginning of the quest. Those are only just starting to be put out in the field in any significant number now. It doesn't matter how many dice we've put in for them if the projects we did weren't the core vital ones, and weren't done at such a time to actually be relevant when we need them.
Do you think we discarded everything for 'efficiency' and did just enough for the military as a whole?Edit: Military planning is not the same as economy planning. We can't play 100% for the long game and "just get by" in the interim, we can't discard everything for the sake of efficiency and keep putting off needed options because they might be better some nebulous point in the future, or we take losses we can't afford in the here and now.
We shouldn't end up choosing between one or the other. 1 or 2 frigate yards depending on how much them and Wingman Drones (which we also need) cost and no more than 1 dedicated escort carrier yard, if any.Frigates on the other hand are ~10k tons, so will likely take half as long as a Governor, or ~3 turns. If we slap out 1-2 frigate yards this turn, the first waves of new frigates ought to be hitting the water around the time Karachi kicks off. New CVE yards would potentially only be ~1/4-1/3 of the way through their first wave of carriers.
If we want CVEs to free up fleet carriers for Karachi, we almost certainly need to take the merchantman conversions.
I think our first three tasks for shipyard construction- and the exact order of operations is up for debate- are:We shouldn't end up choosing between one or the other. 1 or 2 frigate yards depending on how much them and Wingman Drones (which we also need) cost and no more than 1 dedicated escort carrier yard, if any.
But, yes, those conversions are probably necessary for Karachi, unless Sharks can somehow take CVNs off escort duty.
I think the advantage here is we're converting existing hulls into carriers, not building new ones.
The issue is though that we still need our existing hulls, we don't have a glut anywhere the merchant conversion is just that an emergency option that is going to impact logistics in the meantime. And I feel that getting an escort carrier yard online right away will work wonders. If the CVE work along the construction speed that the US had during WW2 for CVE then we are looking at 7-8 months to commission (less to launch). Which means escort carrier yards built now will start adding new useful hulls by the time we are in a position to pursue Karachi. So Q2 builds will be launching ships at end of Q1 of next year (maybe sooner depending on the dice go- more overkill would indicate yards online sooner in the turn). With a Karachi push next year that means we could likely have the battleship and 1 or 2 of the yards online with ships rolling out unless we go Q1 but given we have the rest of NOD to deal with I find that unlikely.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.
Do we need to get heavily into specifics? The Ground Forces confidence level is Extremely High. Their Confidence hit High in Q2 2059. In Q4 we deliver them more sensors and 3 more consumables factories, including Shell Plants which wasn't even listed as a priority. That was 9 dice spent on Ground Forces when their confidence was already at High. (Conceding that some of these projects also helped other divisions, so 5 of these dice were still well applied.)Be specific, then. On what turns, in particular, should we have made what sacrifices, precisely, to fund which naval projects, in particular?
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.
We've been explicitly told what the option will look like, and it's not going to have an appreciable Logistics impact "in the meantime." It is literally thirty freighters we're talking about converting; compared to a worldwide merchant marine that's not enough to be more than maybe -1 Logistics. And we've been directly told, again, that it will not have this effect that you predict.The issue is though that we still need our existing hulls, we don't have a glut anywhere the merchant conversion is just that an emergency option that is going to impact logistics in the meantime...
Thanks to the decision to put wingman drones on them, the standard escort carrier design we're using is a 50,000 ton ship. It's a damn sight bigger than a World War Two escort carrier. It's bigger than a World War Two fleet carrier. For comparison, the heaviest and most advanced carrier class the US Navy fielded during World War Two, the Midway-class, displaced 45,000 tons.And I feel that getting an escort carrier yard online right away will work wonders. If the CVE work along the construction speed that the US had during WW2 for CVE then we are looking at 7-8 months to commission (less to launch).
The consumables plants were an arguable necessity in the context of impending war, because it was inevitable that consumables production adequate to the needs of limited skirmishing against Nod (the status quo in 2059) would be inadequate to the needs of global war against a general dogpile of the Nod warlords (the status quo in 2060).Do we need to get heavily into specifics? The Ground Forces confidence level is Extremely High. Their Confidence hit High in Q2 2059. In Q4 we deliver them more sensors and 3 more consumables factories, including Shell Plants which wasn't even listed as a priority. That was 9 dice spent on Ground Forces when their confidence was already at High. (Conceding that some of these projects also helped other divisions, so 5 of these dice were still well applied.)
The Savannah MARV fleet was a bizarre and frustrating case where we rolled unlucky twice in a row. It wasn't a failure of planning; when you roll a 4 and a 1 on two successive d100s, there's no real explanation except that the ghost of Confederate fucko John Bell Hood is messing with you or something.Other than that, I'm not sure we strictly needed the Savannah Hub/Fleet. Although it may have contributed to Gideon being useless again. But it did use about ~5 dice.
Since we did those development projects on literally the same turn that we developed the new ships, it would have done us no good to give those dice to the Navy.Could include the Plasma Weapons development projects, but presumably we'll get some use out of them soon.
You're not wrong; 4% chance of completion is low enough that it's very unlikely for us to waste that third die.I agree with regards to the Battleship Yards and the merchantman conversions, however the New York, Dublin, and Nagoya Yards are 240 not 200 Progress, and as a result their probability break down is: 2 dice 40R 4%, 3 dice 60R 54%, 4 dice 80R 92%. It might be a better idea to invest 3 dice into them on the first turn and one die after to finish them off if necessary.
Which quarter are you looking at? My personal feeling is Q1 is still likely too early for any push into Karachi as there is a lot of the GDI to stabilize and try and knock out more of NOD elsewhere so that Air and Space are able to concentrate on Karachiand if we'd started a few quarters sooner, then we could have started building them faster and we might have been able to rush a yard into production in time for the first wave of ships to be available for Karachi 2061.
How big are the fleet carriers we are currently building than?Thanks to the decision to put wingman drones on them, the standard escort carrier design we're using is a 50,000 ton ship. It's a damn sight bigger than a World War Two escort carrier. It's bigger than a World War Two fleet carrier. For comparison, the heaviest and most advanced carrier class the US Navy fielded during World War Two, the Midway-class, displaced 45,000 tons.
The modern Nimitz-class is roughly a hundred thousand tons displacement. I doubt our fleet carriers are much if any smaller, especially since they're sure as heck not required to fit through the Panama Canal...How big are the fleet carriers we are currently building than?
Here's the thing. WW2 CVEs are merchantman conversions. The Navy took standard merchantman designs and converted the plans to carriers. GDI's CVE is a purpose designed and built carrier whose comparison to WW2 CVEs ends at "intended to escort convoys and defend them against air or sub attacks."If the CVE work along the construction speed that the US had during WW2 for CVE then we are looking at 7-8 months to commission (less to launch).
Okay, so two points from Discord-one, Wingman drones are gonna be broken out into categories. Smallest is the Apollo, then nearly tice as big are Hammerheads, bigger Firehawks and the titanic Orca project at the top of the heap. They also cost 20R/ die.Military 8/8 Dice + 3 Free Dice + 2 AA Dice 250 R
-[] Strategic Area Defense Networks (3 Dice, 60 R) (2% chance)
-[] Wingman Drone Deployment 0/??? (3 Dice, 45 R) (??% chance)
-[] Neural Interface System Refits (Talons) 77/105 (1 Die, 25 R) (~100% chance)
-[] Frigate Shipyard 0/??? (1+AA Dice, 40 R) (median result 127 Progress, might maybe complete, depends on cost)
-[] Merchantman Carrier Conversions (High Commitment) 0/200 (3+AA Dice, 80 R) (95% chance)
A US Navy Nimitz is 102,000 tons. Ours are likely to be bigger.How big are the fleet carriers we are currently building then?
Point of order here: sensor suites are generic and greatly increase the viability of every branch, including the Navy. Ditto for most of the other consumables, although they are admittedly less beneficial to the swabbies. And while the Savannah hub was expensive, it also provides heavy firepower and forward basing that beefs up the southern wing of the pocket we stuck Gideon in.Do we need to get heavily into specifics? The Ground Forces confidence level is Extremely High. Their Confidence hit High in Q2 2059. In Q4 we deliver them more sensors and 3 more consumables factories, including Shell Plants which wasn't even listed as a priority. That was 9 dice spent on Ground Forces when their confidence was already at High. (Conceding that some of these projects also helped other divisions, so 5 of these dice were still well applied.)
Other than that, I'm not sure we strictly needed the Savannah Hub/Fleet. Although it may have contributed to Gideon being useless again. But it did use about ~5 dice.
Could include the Plasma Weapons development projects, but presumably we'll get some use out of them soon.
Meanwhile, the Navy has been saying that they were only just able to do their jobs and really needed new Carriers to avoid blockades since Q1 2058.
So worry about possible escalation afterwards. Besides, that was a blurb on a bad roll. I fully expect the opposite. Once we prove we can build and use the plants safely, they'll lose the PS cost entirely.It's -5 this phase, with the blurb from when we put a die into it indicating that, if GDI invested substantially in tiberium power, the PS cost is going to escalate rapidly.
Probably no way to make it work this turn, but since we are starting to spin up Railgun Harvesters, how are you feeling about Railgun Munitions? There's a good synergy there at least.This version takes into account the new information about light and conversion carriers, and also remembers the part where apparently we're getting a cost reduction on Nuuk to 15 R/die instead of 20 R/die, a very welcome easing of the budget.
Changes: I sacrificed my one die on Shell Plants and shifted Bureaucracy from self-review to Administrative Assistance to focus on a serious investment in both frigates and conversion carriers, with 95% confidence of getting the merchantman conversion carriers done this quarter. Frigate probability depends heavily on the yard cost, which we don't have. If it were a 100-point yard like the hydrofoils I'd be pretty confident. If it were a 200-point yard like the Governor conversions then there'd be almost no chance. If it's a 150-point yard project in between the two, there's some chance.
With extra Resources in hand from the Nuuk budgeting, I also took the liberty of turning the Porto railgun harvester factory die into a third Chicago Phase 4 die. If we're gonna actively try to wreck Giddyboy, at least we can take it seriously and move the project far enough along to have a reasonable chance of completion next turn...
[] Draft Plan Health Care for Robot and for Humans, Mk III
965/965 R (accounting for orbital cleanup)
7/7 Free dice
Infrastructure 6/6 Dice 100 R
-[] Yellow Zone Fortress Towns (Phase 4+5) 232/550 (3 Dice, 60 R) (17% chance of Phase 5)
-[] Rail Network Construction Campaigns (Phase 3) 159/300 (2 Dice, 30 R) (84% chance; one die would not be enough)
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 (1 Die, 10 R) (18% chance)
Heavy Industry 5/5 Dice + 4 Free Dice 150 R
-[] Continuous Cycle Fusion Plant (Phase 5+6) 232/600 (4 Dice, 80 R) (~100% chance Phase 5, 28% chance of Phase 6)
-[] Nuuk Heavy Robotics Foundry (Phase 3) 118/640 (4 Dice, 60 R) (4/6.5 median)
-[] Isolinear Chip Development (1 Die, 30 R) (??% chance)
Light and Chemical Industry 5/5 Dice 100 R
-[] Reykjavik Myomer Macrospinner (Phase 4) 378/640 (2 Dice, 40 R) (17% chance)
-[] Medical Supplies Factories 0/225 (3 Dice, 60 R) (60% chance)
Agriculture 4/4 Dice 50 R
-[] Freeze Dried Food Plants 73/200 (1 Die, 20 R) (13% chance)
-[] Blue Zone Aquaponics Bays (Phase 2+3) 3/280 (3 Dice, 30 R) (98% chance of Phase 2, 23% chance of Phase 3)
Tiberium 7/7 Dice 125 R
-[] Yellow Zone Tiberium Harvesting (Phase 7) 183/300 (2 Dice, 40 R) (97% chance)
-[] Chicago Planned City 3/600 (3 Dice, 60 R) (3/6.5 median)
-[] Railgun Harvester Factory (Dandong) 45/70 (1 Die, 10 R) (~100% chance)
-[] Intensification of Green Zone Harvesting (Stage 5+6) 63/200 (1 Die, 15 R) (Stage 5, 18% chance of Stage 6)
Orbital 6/6 Dice 110 R
-[] GDSS Enterprise (Phase 4) 456/765 (5 Dice, 100 R) (96.5% chance, median outcome 114/1535 to Phase 5)
-[] Orbital Cleanup (Stage 9) 41/85 (1 Die, 10 R) (98% chance, 13% chance of Stage 10)
Services 4/5 Dice 80 R
-[] Automatic Medical Assistants 0/300 (4 Dice, 80 R) (67% chance)
Military 8/8 Dice + 3 Free Dice + 2 AA Dice 250 R
-[] Strategic Area Defense Networks (3 Dice, 60 R) (2% chance)
-[] Wingman Drone Deployment 0/??? (3 Dice, 45 R) (??% chance)
-[] Neural Interface System Refits (Talons) 77/105 (1 Die, 25 R) (~100% chance)
-[] Frigate Shipyard 0/??? (1+AA Dice, 40 R) (median result 127 Progress, might maybe complete, depends on cost)
-[] Merchantman Carrier Conversions (High Commitment) 0/200 (3+AA Dice, 80 R) (95% chance)
Bureaucracy 4/4 Dice
-[] Administrative Assistance x2 (4 Dice)
VERY CONSERVATIVE ENERGY BUDGET
+9 (Existing Surplus) + 16 (Fusion Phase 5)
-1 (Medical Supplies) -1 (Freeze Drying) -2 (Dandong) -2 (AMA) -4 (Drone factory) -6 (Frigate yard)
RESULT: Back to +9 surplus and in a good position to do the sixth phase of fusion plants in 2060Q3.
I sacrificed my one die on Shell Plants and shifted Bureaucracy from self-review to Administrative Assistance to focus on a serious investment in both frigates and conversion carriers, with 95% confidence of getting the merchantman conversion carriers done this quarter.
So worry about possible escalation afterwards. Besides, that was a blurb on a bad roll. I fully expect the opposite. Once we prove we can build and use the plants safely, they'll lose the PS cost entirely.
Hogwash. Tiberium is already everywhere, that's the problem. Even in the Blue Zones it isn't gone, it's just far enough underground most people don't think about it, and it still breaks the surface from time to time. Tiberium is brought in for refining as a daily necessity. In just this update it was noted that they needed to truck in huge amounts of Tiberium up north for the Nuuk Robotics Plant. A Liquid Tiberium plant is not that much of a greater risk. And it's not like we don't already have huge stretchs of empty land to put them on.Ithillid has stated repeatedly, in thread, that GDI really, really doesn't want to risk spreading tiberium in any way. Tiberium power leaves dangerous byproducts out of the tiberium to energy conversion and, like refineries, is expected to be vulnerable to cataclysm missiles and sabotage. No, the political cost of rolling out tiberium power phases won't be static, and it won't decrease. The only question is how quickly it gets worse.