Nuuk is such a large energy hog though and I have concerns on running energy low and being vulnerable to disruption. Also I cant see a spare HI or Mil dice Q4 to do the AEVA with and those are the categories I would hit first.
Hm. I guess I can see it- though given how many of our Heavy Industry dice are being invested in fusion power and Nuuk (big projects with rollover), the cumulative +3's would pay for themselves within about 26 or 27 dice, as I recall- which
if we were spending at maximum rate would pay off before the end of the Plan, but that's admittedly unlikely. Likewise, we've been averaging ~12 Military dice per turn, so the AEVAs would normally in theory pay for themselves within only 2-3 turns... except that in general that's subdivided among a jillion little individual projects, where it really only matters that you have a +3 if that means the difference between completion and being just short of completion.
I dunno.
For AMA we have the cap goods to support it (Reyjavik 4 will finish and cover the cap good and energy cost) and Nuuk is something we should be able to bring online Q4 along with more power. Though it is as low a chance to pass as can be (no reason to overkill and instead drop 1 die a turn on future turns until it finishes). We do want a nice saved health buffer but with Neural finishing I see no reason to potentially overspend dice wise on +Health projects so going with min dice for a chance to finish stuff like AMA each turn to spend the minimum amount of dice we have to.
Ehh. Well, in my case I was hoping to postpone the completion of AMA until Q4 for the same reason you were hoping to postpone the completion of Nuuk- budget constraints with Energy/Cap Goods being tight. But I can respect the mindset. We do have some wiggle room.
Reykjavik overkill goes into the next phase though and I want that done this Q3 so we get a further discount on mechs and power armor to use Q4. As for Bergen upping that to 3 dice would mean cuts elsewhere.
Agri could change- I do think we need more of a food cushion as enough refugees could eat it up more so as we roll some into strategic stockpile.
Orbital- Lunar Rare metal is less dice needed and makes it less likely we have to put free dice into orbital to finish Ent 5 and 5 mines. It is basically 2 mines for the progress of 1 mine in our other 2 options. So trying to keep free dice for HI and Mil for the time being. Between Q3 Tib and Lunar Rare Metal I think that gets us to the income that we can care about which project and less about fitting costs on top of existing income- and this way we can slow roll phase of rare metal at 1 die a turn until it finishes to maximize our die chances. Can't do that if we try to rush it, rushing lunar heavy metals on the other hand works out since that will have stages to overflow to.
In Light Industry, I think you see mechs and power armor as more likely to be on the docket for Q4. Come Q4, we're still going to be deploying wingman drones of some kind, there will still be shipyards to build; I'm not optimistic about finding room for a zone armor factory. The demand may not justify expanding the supply. Whereas we know very well we'll be buildling tons of fusion reactors to eat up any superconductor output we can manage.
In Agriculture, well, we're on track to be at about +20 Food minus whatever our
first wave of refugees eat. That's a thick enough cushion that I'd rather throw some dice at the kudzu plantations now while we can, and to get the +10 PS sooner rather than later. We have to do it, so we might as well do it promptly.
As for Orbital, you're um... I don't think this is a good strategy. We
know, deterministically, as a matter of basic fact, that we're going to have to do at least three more phases of "big moon mines" (regolith and/or heavy metals). There are only two phases of rare metals to work with. It is desirable to frontload the more cost effective big mines
now, rather than be forced to complete them in the last turn or two of the Plan. This way, they pay for themselves better, whereas the rare metals mines are not going to pay for themselves even if we start them now.
What I would envision is something like, making three simplifying assumptions:
1) That we can get two more phases of each kind of mine to pay off with the expansions to
Enterprise being twice the scale of the
Enterprise Phase 3 infrastructure that only lets one phase pay off.
2) That, just for the sake of
roughly sketching out a plan, we talk about what the outcomes look like if all dice roll their median result. However, I'm planning to slow-walk projects to economize on dice anyway, to be clear- so the plan still looks sort of like this if rolls go well or poorly.
3) Cost reductions to new phases of mines thanks to completed phases of mines are ignored, for the sake of being slightly pessimistic.
2060Q3:
-[] Lunar Heavy Metals Mines (Phase 2+3) 145/760 (6 Dice, 120 R) (Phase 2, 2% chance to Phase 3)
Assume median results.
Heavy Metals Phase 2 clears. Rollover 219/375 on Phase 3.
2060Q4:
-[] Lunar Heavy Metals Mines (Phase 3) 219/375 (2 Dice, 40 R) (61.7% chance; one die couldn't do it)
-[] Lunar Regolith Harvesting (Phase 2) 50/330 (3 Dice, 60 R) (25% chance)
-[] Lunar Rare Metals Harvesting (Phase 1) 0/160 (1 Die, 20 R) (1/2 median)
Assume median results.
Heavy Metals Phase 3 clears. Rollover negligible; median result clears on omake power.
Regolith Harvesting Phase 2 at 279/330.
Rare Metals Harvesting Phase 1 at 76/160.
2061Q1:
-[] GDSS Enterprise (Phase 5) 102/1535 (3 Dice, 60 R) (3/17.5 median)
-[] Lunar Rare Metals Harvesting (Phase 1+2) 76/305 (2 Dice, 40 R) (99% chance of Phase 1, 8% chance of Phase 2)
Assume median results.
Enterprise Phase 5 reaches 346/1535 Progress.
Regolith Harvesting Phase 2 clears. Rollover 25/??? on Phase 3.
Rare Metals Harvesting Phase 1 clears. Rollover 69/145 on Phase 2.
2061Q2:
-[] GDSS Enterprise (Phase 5) 346/1535 (5 Dice, 100 R) (5/14.5 median)
-[] Lunar Rare Metals Harvesting (Phase 2) 69/145 (1 Die, 20 R) (66% chance)
Assume median results.
Enterprise Phase 5 reaches 753/1535 Progress.
Rare Metals Harvesting Phase 2 clears with minimal rollover.
2061Q3:
-[] GDSS Enterprise (Phase 5) 753/1535 (6 Dice, 100 R) (6/9.5 median)
Assume median results.
Enterprise Phase 5 reaches 1242/1535 Progress.
2061Q4:
-[] GDSS Enterprise (Phase 5) 1242/1535 (6 Dice, 120 R) (99.9% chance)
Now, aside from any possible math errors, I see two objections.
One is "but Simon, what if we roll poorly," to which I can only say "then we need to apply Free dice."
If all the rolls were 50's or 51's, this is what we could do. If we roll systematically badly on the moon mines, we have to slow-walk them out farther, which eats into
Enterprise dice and requires Free dice expenditure.
Enterprise is the best "buffer" for the risk of unlucky rolls because it is the largest project, the one where the law of averages is most likely to step in and keep things from being too bad..
Another objection to this is that there's some potential for wasted dice if we throw six dice at
Enterprise at the tail end of the Plan. But that would be present
anyway if we were instead slow-walking a mining project, because the problem with slow-walking a mine is that
by definition the probability of completion in any one turn is never all that certain until and unless you get to the very end and can complete on bonuses alone. That's the entire point of slow-walking. I'd rather not have to gamble on, say, an 80% chance of the last moon mine completing and fulfilling our promise
in order to have a near-certainty of
Enterprise completing in 2061Q4 like we promised.
Anyway, that's how I see it.
First do the moon mines, slow-walking the projects to completion as appropriate, and prioritizing the bigger mines first. Which is because they have better return on resource investment, do more to make Orbital a self-funding category, and (we are told) tend to be more impactful on the overall cost lowering of other lunar mine phases (which I didn't factor into the analysis since I can't calculate it).
Then we do
Enterprise with the remaining dice- and we have enough, even without Free dice, if we have merely average levels of good/bad luck.