- Location
- Mid-Atlantic
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.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.
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.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.
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.
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.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.
[shrug]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).
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.
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.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.
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.
Ehhh. In my defense, that was a pretty quick modification.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%).
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.
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.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.
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.