Right so looking at ships for the USN and it seems to be about 3 to 4 years for the full sized fleet carriers of each era to be built during peace time, WW2 saw that drop to 1.5 to 2 years (full fleet carriers again).

We really will need the QM to way in on how long CVE war time construction will be though.
You're right, but the point is, it would be grossly optimistic to make confident assertions about what plans we should make based on the assumption that the light carrier design we've actually got from the development project can be done in less than a year... In which case, the only way to get carrier decks ready in time for Karachi 2061 is, realistically, the merchantman conversions.

A US Navy Nimitz is 102,000 tons. Ours are likely to be bigger.

Escort carriers should probably only take 2 years at most to build and with a cheap battleship yard conversion we can get one set of carriers building alongside a set of frigates this turn and hit Wingmen. I don't see SADS as urgently needed and given that Steel Vanguard is still ongoing to some degree we can keep shoving Gideons launchers bac.
I'd like to at least start making progress on SADN, though, because frankly? The fact that we don't have a viable counter to "Nod repeats the Manchester raid, but with nukes in the cruise missiles, and vaporizes several dozen square kilometers of a high value target" is something that's been kind of a nail-biter for us. It's a big part of what keeps us stressed out about our Capital Goods surplus and so on.

We need those defenses, and delaying them indefinitely is a very bad idea in the long run. I'm willing to take them a bit slower, I'm not trying to rush the whole 350-point project in one turn. But I'm not going to vote for any plans that have no SADN.

Much like the Navy, it's very much time and past time that we invest in that.

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.
Well, we have no realistic hope of completing any of those in a single turn except maybe the Apollo drones, but we must make a good faith effort to begin work on wingman drone deployment anyway. The 20 R/die revelation is certainly an unwelcome development given how heavily the production lines are based off existing 15 R/die factories, but I can shuffle things around.

Secondly, Frigate shipyards are few in number but BIG, 127 progress has no chance of completion, not even a double-nat100 can finish them (probably).
[shrug]

Well, good thing we're not looking at making a Plan promise to build the things quickly, then. We'll just have to do the best we can, because on the one hand, we need them... And on the other hand, with the urgency of getting the merchantman conversions into the water, we simply cannot afford to throw five or six dice at a single giant shipyard in 2060Q2.

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.
I am planning to throw just about every available Military die at either shipyards or wingman drone factories, with a handful of options for something else. Railgun munition development is almost certain to lead to a 'build some factories' project and we just can't squeeze that in easily. I want to at least start to hack through the deployment backwater created by last turn's aggressive development posture.

Also, nitpick, railgun harvesters use the quick-firing railgun, which frankly is the one in the least need of specialist munitions, for the same reasons that specialty bullets for normal machine guns didn't quite catch on and we still go "ah, fuckit, shoot a fast-moving aerodynamic hunk of metal" the same way we did 150 years ago.

Admin Assistance is better on projects that are already near completion such as Neural Interface System Refits (Talons) (94%) or Railgun Harvester Factories (Dandong) (90%).
Ehhh. In my defense, that was a pretty quick modification.

I think there's wisdom in swapping out the AA die on frigates for the Military die on the neural helmets, because you're not wrong... but there's more to it than that. The AA dice are there specifically to enhance projects in Military, because that's the area where we have a jillion things that all need doing and we need them yesterday. For example, the merchantman conversions. With only three dice, we have an 81% chance of completion, which isn't as good as I'd like. With the AA die, we get up to 95%, which is good enough. Spending a Military die there instead would just be wasteful, because that could go to a project with bigger requirements (like frigate yards) or rollover (like SADN) instead.

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 surfacefromtime 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 oike we don't already have huge stretchs of empty lan to put them on.

The risk of a cataclysm weapons is way overblown. Just this turn Giddon was ready to turn Chicago green, just with dumb rockets. They don't need to hit a particular building to turn everything into death rocks.

We have the technology, we need the energy, let's just do it and see if the PS cost is really so steep we can't afford it.
Look, either you believe the QM or not, okay? Don't pick fights with people over what you're convinced logically must happen, when we've been told not to expect it, and have no reason to anticipate it happening except for what you came up with in your own armchair.

I'm open to doing one phase of tiberium power plants, but I'm not going to play any games about refusing to believe that the PS cost can increase from there, or that it might decrease from there. I expect it to get worse, and I'm prepared for that.
 
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.
Point of Order refused. No rules were broken.
And those points were covered in what I had highlighted.
 
[] Draft Plan Health Care for Robot and for Humans, Mk IV

960/965 R (accounting for orbital cleanup)
7/7 Free dice

Infrastructure 6/6 Dice 90 R
-[] Yellow Zone Fortress Towns (Phase 4+5) 232/550 (2 Dice, 40 R) (Phase 4, 2/3.5 median on 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 (2 Dice, 20 R) (89% 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 115 R
-[] Yellow Zone Tiberium Harvesting (Phase 7) 183/300 (2 Dice, 40 R) (97% chance)
-[] Chicago Planned City 3/600 (2 Dice, 40 R) (2/6.5 median)
-[] Railgun Harvester Factory (Dandong) 45/70 (1 Die, 10 R) (~100% chance)
-[] Railgun Harvester Factory (Porto) 0/70 (1 Die, 10 R) (85% 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 265 R
-[] Strategic Area Defense Networks (2 Dice, 40 R) (2/5 median)
-[] Wingman Drone Deployment 0/??? (3 Dice, 60 R) (median result 229/???, ??% chance or 3/? median)
-[] Neural Interface System Refits (Talons) 83/105 (AA Die, 25 R) (94% chance)
-[] Frigate Shipyard 0/??? (3 Dice, 60 R) (median result 229/???, 3/? median dice)
-[] 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 (Porto) -2 (AMA) -4 (Drone factory) - 6 (Frigate yard)

RESULT: +7 surplus and in a good position to do the sixth phase of fusion plants in 2060Q3. Realistic Energy surplus almost certainly greater than this. Some of these projects won't complete due to unlucky rolls, and it's probable that the frigate yard can't.
 
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I'm not even sure railgun munitions will require a factory. Right now we're just using ferromagnetic darts.

Making shrapnel shells would be as simple as accelerating a push plate with ball bearings or flechettes stacked and pushed by the plate. And I'm sure we could probably do other alternative munitions without anything complicated.

This is dead simple stuff, no complex chemical explosives, not necessarily hardened penetrators… this is stuff we can likely hand tool at a war factory, let alone supplement preexisting production with. And if we do get chemical explosives involved, it's only going to be minute quantities.
 
I'm not even sure railgun munitions will require a factory. Right now we're just using ferromagnetic darts.

Making shrapnel shells would be as simple as accelerating a push plate with ball bearings or flechettes stacked and pushed by the plate. And I'm sure we could probably do other alternative munitions without anything complicated.

This is dead simple stuff, no complex chemical explosives, not necessarily hardened penetrators… this is stuff we can likely hand tool at a war factory, let alone supplement preexisting production with. And if we do get chemical explosives involved, it's only going to be minute quantities.
Getting it done on a global scale is almost certain to require at least a limited deployment. Like, a die or two. And I don't feel like putting those dice into something that will almost entirely boost Ground Forces when we've got such big projects for the Air Force and Navy to think of.
 
-[] Merchantman Carrier Conversions (High Commitment) 0/200 (3+AA Dice, 80 R) (95% chance)
I not very comfortable sticking personnel on what are described to be a theoretically possible but practically problematic stop gap. That's a good way to get a lot of people killed. Better to do the yard conversion to free up the dice for something else.
 
Also, nitpick, railgun harvesters use the quick-firing railgun, which frankly is the one in the least need of specialist munitions, for the same reasons that specialty bullets for normal machine guns didn't quite catch on and we still go "ah, fuckit, shoot a fast-moving aerodynamic hunk of metal" the same way we did 150 years ago.
That honestly sounds like a rather important nitpick, considering what I was asking. My hope was that it give would the Railgun Harvesters some extra kick and further aid Steel Vanguard. If that's not what's going to happen, then yeah, doesn't sound as useful.
Look, either you believe the QM or not, okay? Don't pick fights with people over what you're convinced logically must happen, when we've been told not to expect it, and have no reason to anticipate it happening except for what you came up with in your own armchair.

I'm open to doing one phase of tiberium power plants, but I'm not going to play any games about refusing to believe that the PS cost can increase from there, or that it might decrease from there. I expect it to get worse, and I'm prepared for that.
I don't get why you're mad on that guy's behalf, but having not seen a direct statement from the GM that LT power isn't going to cheaper politically and backing it up by a nonsense statement about super weapons that Nod doesn't need to use to get the same results, that doesn't hold up to basic scrutiny, I'm not going to do anything but call it out. His and your armchair are just as cozy as mine.

I can be wrong about the political cost, and if I am that's egg on my face. I'll own up to it. But I'd rather find out if I'm wrong, then assume I'm wrong.
 
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I not very comfortable sticking personnel on what are described to be a theoretically possible but practically problematic stop gap. That's a good way to get a lot of people killed. Better to do the yard conversion to free up the dice for something else.
If we don't build those conversion carriers, we don't have fleet carriers available for Karachi in 2061, and we don't have any real offensive naval capability beyond small scratch surface action groups period.

Necessity is a harsh mistress sometimes. We'll retire the conversion carriers literally as soon as proper light carriers become available, but the next 6-24 months of sea war are too important for us to spend sitting around waiting for a progress bar to fill up.
 
I think we should develop railgun munitions before Eastern Paris. I've speculated Wolverines could be useful against Gana, and someone (I think Simon) pointed out the possible need for a railgun round optimized for the task. We'll be walking right into the Indian Warlord(s)' backyard, and they'll undoubtedly use large amounts against our ground and, perhaps, even our naval forces.
 
Getting it done on a global scale is almost certain to require at least a limited deployment. Like, a die or two. And I don't feel like putting those dice into something that will almost entirely boost Ground Forces when we've got such big projects for the Air Force and Navy to think of.
I mean…. I'm not even sure it's Ground Force exclusive. All our Apollos for instance use railguns, and if the Air Force isn't immediately pivoting to lasers because how new they are, they might be willing to explore alternative railgun rounds. The armor piercing darts they're firing probably aren't suited for fighting anything smaller than a Varyag.
 
Offensives have separated Reynaldo and Krukov, and split Gideon's territory into three.
Sounds like it's time to secure American and European Yellow Zones.


While the current proof of concept is a simple button, a force field projecting either green or red, and switching when touched,
Fancy buttons! The best thing since sliced bread.


Finally there is the development of portal technology.
Starbound Party must be salivating at the potential.
 
Necessity is a harsh mistress sometimes. We'll retire the conversion carriers literally as soon as proper light carriers become available, but the next 6-24 months of sea war are too important for us to spend sitting around waiting for a progress bar to fill up.
Frigates alone are likely to allow carriers to be freed up for Karachi by providing an effective ASW screen for convoys operating further from Nod waters. Especially given that Nod is noted to be using submersible and semisubmersible assets which have historically had poor seaworthiness I can see them being used less in the choppy waters of the North Sea or the Atlantic. I think that frigates will allow us to pull carriers from these areas if we need to.

Spending a few months refitting freighters into carriers just to launch a naval invasion seems like something that'll cause trouble. I mean, the navy doesn't even want the conversions. They'll put up with them is they have to hence the -PS cost but I feel they're intended more for when Nod is going ham. Like, Bintang playing Silent Hunter with her battleship, ham.

@Ithillid What does the refit time look like for the conversions and since it's not been said here, what is the initial build time looking like for CVEs?
 
Making shrapnel shells would be as simple as accelerating a push plate with ball bearings or flechettes stacked and pushed by the plate. And I'm sure we could probably do other alternative munitions without anything complicated.
Nitpick:

What you're describing is either canister shot or a beehive round, depending on ball shot vs flechettes.

A shrapnel shell--as in Henry Shrapnel--needs an explosive charge and a time fuse to scatter the projectiles.
 
You're right, but the point is, it would be grossly optimistic to make confident assertions about what plans we should make based on the assumption that the light carrier design we've actually got from the development project can be done in less than a year... In which case, the only way to get carrier decks ready in time for Karachi 2061 is, realistically, the merchantman conversions.
I'd say we need to know the time frame for CVE construction before deciding on merchant conversions and what shipyards to roll out this turn as depending on the answer we have different paths that work best.
 
I think we should develop railgun munitions before Eastern Paris. I've speculated Wolverines could be useful against Gana, and someone (I think Simon) pointed out the possible need for a railgun round optimized for the task. We'll be walking right into the Indian Warlord(s)' backyard, and they'll undoubtedly use large amounts against our ground and, perhaps, even our naval forces.
Well, the "go" time for Eastern Paris is 2061Q1, roughly, maybe 2061Q2. That gives us not only this coming turn, but also 2060Q3 and Q4 to squeeze it in.

The Military dice situation probably won't be quite as tight in 2060Q3, because we won't be under pressure to instantly crash-finish a 200-point carrier conversion project and make significant progress on a (300+?)-point frigate yard project at the same time. We may also be able to spare another Free die or two to the military, because we're racking up plenty of Energy and can easily finish yet another phase of fusion plants in 2060Q3 along with Nuuk Phase 3.

But this turn in particular we have an intense need to deploy at least the first of the new ship classes we've developed, along with the wingman drones, to at least get the frickin' ball rolling. That complicates things for any new projects.

Also, well... I'm pretty sure the Wolverine, even as a purely conventional quick-firing railgun platform, will be effective against biomonsters. Lots of armor penetration, lots of shots fired.

Frigates alone are likely to allow carriers to be freed up for Karachi by providing an effective ASW screen for convoys operating further from Nod waters. Especially given that Nod is noted to be using submersible and semisubmersible assets which have historically had poor seaworthiness I can see them being used less in the choppy waters of the North Sea or the Atlantic. I think that frigates will allow us to pull carriers from these areas if we need to.
We haven't been told that will work, and even getting any frigates ready in time for Karachi is going to be dicey depending on how long they take to build, especially if the frigate yards are individually so dice-hungry that we can't count on finishing one in 2060Q2.

People hammer on the Navy's need for hulls. Well, these are hulls.

Spending a few months refitting freighters into carriers just to launch a naval invasion seems like something that'll cause trouble. I mean, the navy doesn't even want the conversions. They'll put up with them is they have to hence the -PS cost but I feel they're intended more for when Nod is going ham. Like, Bintang playing Silent Hunter with her battleship, ham.
Uh... we have no guarantee that Nod won't go ham at any time. As discussed, our biggest weakness here is that we're trying to build yards to build the ships 3-6 months before they're needed, and that doesn't work because even the first wave of ships normally take longer to build than that.

The only kind of ship you can actually prepare in something like six months is something like our merchantman conversion carrier design... So if we want more bote on that kind of timeframe, meaningfully more bote, we're going to have to do the merchantman conversions. Otherwise, we're spending the rest of the Regency War (probably including Eastern Paris) cooling our heels waiting for a progress bar to fill.

The Navy doesn't want the conversions because they don't want anyone pretending that these are something it's okay to give them instead of proper light carriers. Well, that's fine, but the proper light carriers aren't going to be ready for a while, and we really do need the ships, and Seo can be sorry that the Navy is in this position all day long, but... they want more hulls, and this is how we give them more hulls in a hurry.

I'd say we need to know the time frame for CVE construction before deciding on merchant conversions and what shipyards to roll out this turn as depending on the answer we have different paths that work best.
If CVE's can be prepared for action in nine months or less (so that shipyard built in 2060Q2 can plausibly launch ships that will fight effectively in 2061Q2), then maybe I need to revisit my conclusions.

But I'd bet a modest sum of money on being right about this, so I'm not going to cancel my proposal. The light carriers aren't small
 
If CVE's can be prepared for action in nine months or less (so that shipyard built in 2060Q2 can plausibly launch ships that will fight effectively in 2061Q2), then maybe I need to revisit my conclusions.

But I'd bet a modest sum of money on being right about this, so I'm not going to cancel my proposal. The light carriers aren't small
Its just one of the questions for the QM once the turn is up. No point in making assumptions when we can get definite answers.
 
In terms of deployment, the first tranche can use the remaining battleship slipways, which can support some twelve additional hulls in the next four years at a relatively limited cost. For the deployment of the sixty or more that the Initiative needs to free up all of its fleet carriers, a number of new shipyards and slipways will need to be built.

Do note, I'm not sure whether that means we'll get 12 carriers within 4 years in several batches or we'll get all 12 simultaneously in 4 years. And those numbers are only for battleships yards, though how faster dedicated shipyards can construct them is unknown.
 
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Technically, we don't actually need any new naval assets for Eastern Paris.
The Navy said that they could do it, but that they wouldn't be fully defending transport convoys elsewhere when it happens.
And if we push on with Railway infrastructure, how big an issue is that really?

So do we actually need to rush a refit? Or could just we rush a few shipyards and have them spooling up as we drop Eastern Paris?
I'm expecting Wingman Drones to produce quickly, so it might be better focussing on Naval factories this turn, and doing the Wingman Drones the turn after.

Oh, and I think the Steel Talons meant that they could sit a Mastodon down in front of / on top of gana to protect weaker troops. Not specifically that the weapons would be any more effective.
They just meant that they could tank, with their tanks...
 
Do note, I'm not sure whether that means we'll get 12 carriers within 4 years in several batches or we'll get all 12 simultaneously in 4 years. And those numbers are only for battleships yards, though how faster dedicated shipyards can construct them is unknown.
The realistic possibilities are that:

1) There are twelve battleship slips to be converted, and building a light carrier in each takes four years. Worst case scenario, because it means we'll have no flattops until 2064 or so, except merchant conversions.
2) There are six slips to be converted, and building a light carrier in each takes two years. Better, but we get no flattops until 2062.
3) There are four slips to be converted; this seems like a pretty skimpy number, but not impossible. Building a light carrier takes roughly 15 months. Better still, but not really good enough to have carriers ready for Karachi.
4) Three slips to be converted, 12 months to build a light carrier. This barely lets us hope to squeeze in Karachi in 2061Q3-Q4... but we only get those first three escort carriers to free up three fleet carriers, which is kind of a drop in the bucket.
5) Two slips to be converted, roughly eight months to build a fleet carrier. Again, we only get like two ships out of this before Karachi.

Now, that's just for the battleship yard conversions. A larger yard might be more productive, but it's going to be harder to guarantee completion in a single turn.

Given that even in the best reasonable/realistic cases where ships are built very fast at a few berths to give us twelve carriers in five years, we don't get many flattops...

I really do think we need the merchantman conversions.

Technically, we don't actually need any new naval assets for Eastern Paris.
The Navy said that they could do it, but that they wouldn't be fully defending transport convoys elsewhere when it happens.
And if we push on with Railway infrastructure, how big an issue is that really?
Significant. We have a lot of highly disconnected Blue Zones, which rely on sea transport. The more gaps we open up in our defensive posture, the worse off we are.

Now, if we're confident Nod's naval forces are ground down to a nubbin by 2061Q1, we might be able to get away with Eastern Paris without any more ships... But we lack the naval assets to make that happen, for exactly the reasons we can barely secure our convoys as-is.

Since we can't be sure Nod will be a naval non-threat in 2061 in advance, we really do need to do everything in our power to prepare the capacity to defend convoys, even if that means crash investment.

I'm expecting Wingman Drones to produce quickly, so it might be better focussing on Naval factories this turn, and doing the Wingman Drones the turn after.
Complication: every turn of war means a lot of piloted aircraft get shot down. Which means we have less pilots. Since we can't easily use more wingman drones than we have pilots, the total effectiveness of our Air Force drops off a lot as we delay.
 
Technically, we don't actually need any new naval assets for Eastern Paris.
The Navy said that they could do it, but that they wouldn't be fully defending transport convoys elsewhere when it happens.
And if we push on with Railway infrastructure, how big an issue is that really?
Yes, the way I understood the current situation for the Navy in relations to Eastern Paris is this:
1. Is it Possible? : Yes.
2. What happens to Navy if done? : Navy concentrate ships to escort military transport above all else to support operation Eastern Paris.
3. What happens to other convoys? : Previous convoys that used to transport goods from and to the same continent is minimized, while convoys that are still strictly needed for intercontinental transport may still be protected with the leftover ships that the Navy can spare, albeit at much less reduced size and convoy flexibility to keep up the same level of protection per convoy.
4. What happens to Logistics? Large reduction from how previous stuff that were shipped around by water will now be limited to only the critical goods that can't be efficiently shipped by air and land, and all other goods are shifted to land and air routes instead.
5. Casualties? Not that much, since the effect of the change in Navy allocation of ships should mean reducing the number of convoys they can defend, or else they'd be risking the convoys' safety by trying to keep up the same volume of transportation while using less ships to defend them.
6. Loss of goods? See 5. Logistics will take the hit, not people or goods. Surely The Navy won't let Convoys go less defended, and much more likely they'll simply approve of much less convoys overall instead.
7. Can the current amount of surplus Logistics handle it? No idea. I can't assume anything about the actual number for the reduction in Logistic that would happen if Eastern Paris is attempted due to lack of information to compare previous similar results with. In other words no data no estimation.

The point is I think Karachi is doable even now even without extra ships, but the cost in Logistics is unknown, so it's up to people to think if they want to risk it or find ways to further mitigate the potential Logistics reduction by investing in other stuff. The Navy on the other hand would probably be happy with more ships ASAP either way as to support any and all military operations, which is an important consideration when they are still lacking in hulls so badly.

Another thought is that Karachi itself provides more Logistics as it's built, so maybe that sort of solves it's own problems if done? feel free to disagree though, since this is just me posting from boredom.
 
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Complication: every turn of war means a lot of piloted aircraft get shot down. Which means we have less pilots. Since we can't easily use more wingman drones than we have pilots, the total effectiveness of our Air Force drops off a lot as we delay.
Well yeah, it is a war...
Casualties happen every turn we don't have a better Navy or Steel Talons hardware as well. They are also running around with old tech.

But winning a war isn't about reducing casualties.
 
The point is I think Karachi is doable even now even without extra ships, but the cost in Logistics is unknown, so it's up to people to think if they want to risk it or find ways to further mitigate the potential Logistics reduction by investing in other stuff. The Navy on the other hand would probably be happy with more ships ASAP either way as to support any and all military operations, which is an important consideration when they are still lacking in hulls so badly.
One very important GDI facility that relies heavily on ships, and only ships, is the Nuuk robotics plant. Since that place can't rely on tiberium harvesting to sustain itself, it has to have materials shipped to it, in bulk that makes air freight impractical. Since the products of the factory are heavy, air freight is likely not a feasible way to move them.

Nuuk may be significantly impacted- nerfed- by an abrupt contraction of sea travel.

Well yeah, it is a war...
Casualties happen every turn we don't have a better Navy or Steel Talons hardware as well. They are also running around with old tech.
Right, well, right now in this moment I'm doing about everything I can to balance the needs of the Navy and Air Force. The Talons aren't happy but they seem to be functional, and it's unclear to what extent the Mastodon would help them rather than just let them do things they can't do right now.

But winning a war isn't about reducing casualties.
When it comes to air warfare, it really is.

One of the things that caused, for example, the Axis powers' air forces to collapse in late World War Two is that they just kept losing skilled pilots with no good replacements or proper training programs. Attritional loss of pilots can very much cripple an air force.

If we can get wingman drones for the Apollos, it lets each Apollo interceptor squadron strike with the force of two squadrons. This means relying less on Firehawks in the air-to-air role, preserving many pilot lives.

If we can get wingman drones for the Firehawk, much the same happens on a different scale.

Both changes would be very helpful to us if we're trying to actually have air superiority over the battlefields we fight on.
 
How viable would be pushing the space lift capacity options we've had available to try and phase out some of the more vulnerable shipping routes to redeploy more warships for Eastern Paris when the time comes?

Any convoy consolidation we can do potentially helps us get a bit more slack for offensive commitments. Likewise- I don't think this has seen much discussion, but with Gideon's lack luster showing we maybe able to cover a lot of the Gulf of Mexico- and from my understanding the Caribbean is one of the more dangerous places for us to ship through right now.
 
How viable would be pushing the space lift capacity options we've had available to try and phase out some of the more vulnerable shipping routes to redeploy more warships for Eastern Paris when the time comes?
The Leopard moves about 100 tons I think? Going to say that the Union moves 250 tons to represent a dedicated heavy cargo shuttle rather than something more maneuverable. The largest modern containerships move at least 24000 TEUs. A TEU aka a twenty foot container equivalent unit is able to have up to about 24 tons of dry cargo in it. GDI container ships aren't likely to be smaller than 20000 TEUs to minimise the number of ships that need to become part of a convoy.

Basically? Replacing a single container ship using Leopards means we need to use about 5000 of them if each container is loaded as heavily as possible and it's not a bulky cargo. The Union is better in that it 'only' needs 2000 different shuttles to replace a single container ship from one of the smaller versions.

In simpler terms, no way in hell.
 
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