Derpmind's argument re: STUs resonates with me. At this point, we are in a tactical situation, not a strategic one. So "floating" STUs for some nebulous long term goal is like saying that we should conserve bullets in an ongoing firefight to meet with yearly usage projections. No, we need to get things out now, even if they're long term suboptimal. "If we win, nobody will complain. If we lose, there won't be anybody left to complain."
But we might need those potions STUs for the final boss! ;) I don't really have a horse in this particular race currently, but saving some item for a nebulous long term goal made me think of that with RPGs.
 
But we might need those potions STUs for the final boss! ;) I don't really have a horse in this particular race currently, but saving some item for a nebulous long term goal made me think of that with RPGs.

Heh, yeah, nothing beats the feeling of getting to the final boss, with all your dudes at 10,000 HP; you scroll through your inventory and you have 439 potions that give you +50 HP.
 
But we might need those potions STUs for the final boss! ;) I don't really have a horse in this particular race currently, but saving some item for a nebulous long term goal made me think of that with RPGs.
Heh, yeah, nothing beats the feeling of getting to the final boss, with all your dudes at 10,000 HP; you scroll through your inventory and you have 439 potions that give you +50 HP.
Oh yes. all these games I finished with bazillion of unused items and tons of ammo for best weapons because I wanted to "save them for later".
...and then there was Lunar where i literally used up every single magic potion in the final boss fight to make it...

To keep this post at least somewhat on topic:
I too agree with Derpmind - having more plasma missiles now, when our planes are dying to Barghests is more important than have one more STU for nebulous later uses.
 
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So just for fun, I decided to make a little list of things I'd like us to achieve during the next plan. A lot of this is pretty speculative and as noted, just for fun. I would be interested to hear opinions, if you have them.

So, for Infra I'd like to finish Chicago (for whatever the capstone is if nothing else) and the Suborbital Shuttles. Additionally I'd like to pursue follow-up projects for the Shuttles, if that is new fusion ship designs, spaceport infrastructure or what have you. The goal with this is generally to put as much of our logistics out of easy Nod reach as possible as well as laying the groundwork for an evacuation if it becomes necessary. And while it is a very silly suggestion, I'd honestly love to see GDI establish a foothold on Antarctica, maybe with a planned city. I don't know why we would want to (hence why I think it's silly), but I'd still love to see it.

For HI I mostly want to keep going with what we've already doing. Finishing Boston and Nuuk would feel great. I fully expect us to do hover trucks and iso-chips and there will almost certainly be neat follow-ups to those projects, but at the moment they don't hold the same fascination for me as finishing up Boston especially.

In LCI I want us to go hard on super conductors. I think that is our most important project in LCI by far. I want to make more myomers; my goal is to reach the point where we put them in children's toys(only sort of joking here). I'm intrigued by the drone factories as well. Especially when combined with development of military drones I see all sorts of possibilities for automation in pretty much every field, from construction to medicine.

Agriculture really only has one project I'm truly excited by: Ranching Domes. I'm pretty much expecting this to be similar to how we did super conductors: a prototype/test phase followed by a larger, more expensive multistage project. The reasons i want the domes are three-fold: more varied food now that we can afford to be "wasteful", support/prereqs for research and medical projects and finally the possibility of transgenic animals.

The big thing in Tiberium will be developing and deploying new harvesting technology and harvesters. Just replacing our harvester fleet is likely a small megaproject (though hopefully a staged one). On top of that MARV refits have been teased and I'd love to deploy enough vein mines to turn the ground to Swiss cheese in some areas. And of course Chicago also takes dice from this field. I also want us to find the dice for Visceroid research as well. That seems like a project with a lot of potential, both for tiberium handling and processing as well as understanding Forgotten and Visitor biology.

Finishing Columbia and Shala next plan is something I consider to be pretty much mandatory. I would also like to see us starting either a follow-up habitat station or the beginnings of permanent habitation on the moon during the next plan.

In services we have the AEVA roll-out as a priority IMO. We will also be getting another gatcha spin somewhere in the early part of the plan, which is also a high priority. Otherwise Genetic Engineering and all the fun projects it will likely spawn. Additionally I think it will provide another part of the puzzle to understanding the Forgotten, and I'm frankly curious enough that I'd want to do the project just for that.

Military is a large enough field that I'll subdivide it into the different branches. For the generic things expanding/finishing up SADN is a big one. ECCM and stealth disruptors are a must if we haven't done them.

From ZOCOM I want drones and Zone Armor extras (like the backpack missiles). As I expect extensive ZA deployments to our Army, getting ahead on these projects will greatly expand the abilities of our infantry from the get-go. For drones, I'm expecting following projects to be about armed drones and possibly some sort of "drone hive" vehicle. I'd also love to see (and do) development of new sonic weapons. While Nod is still our most likely enemy, preparing for eventual confrontation with the Visitors will be getting more and more important.

What I believe the Airforce needs most in the coming years will be a new generation of multi-role fighters to replace the Firehawk. I don't know if it is even remotely possible, but if possible I'd love for it to be orbit capable so it can be based of of OSRCT stations. "Suddenly Firehawk IIs" sounds like it would be a fun tactical option for our commanders.

To help Space Force, expanding OSRCT is something we should do early in the plan to give them time to build up ahead of the inevitable next war. As varied a menagerie of support satellites that we can manage is also on my wish-list, though probably after OSRCT expansions, as I'd expect it to take less time to reach full effect.

For Ground Forces I expect at a bare minimum to finish the first stage of Zone Armor factories and honestly expect us to do stage 2 as well. Beyond that I want to actively pursue railgun developments. Lasers are cool and all, but railguns are our best way to hit hard at long range without using STUs. Otherwise my big goal here is the development of a new MBT and a modernization of the Mammoth. Our current tanks works fine for now, but they won't be up to the task of fighting the next war. A new tank with an improved railgun, new point defences and shields as default equipment is a significant upgrade. I'm less certain about making them hover as well. I expect our first generation hover vehicles to have some issues, enough that I'm not sure I'd trust them to be our main armored vehicle. I might be willing to use hover-tech for a Bulldog (or was it Pitbull?) replacement or maybe for a new IFV/APC.

For the Navy I want to make sure to finish the carriers and frigates first and foremost (if we don't do it during this plan). After that I want to do a second line of cruisers (or carriers or frigates if the navy prefers those). After that is done, I want to look into one of the offensive navy options. But the first goal has to be our defense.

I want the Steel Talons to mostly do development of new energy weapons, including military applications for the electro-lasers we're getting soon. One of the few vehicle roll-outs I'd be happy to pursue for them would be a Havoc MkII as they work out the kinks in the current model. While I'd love to see more mechs of all types from them, the priority have to be mechs that other branches might also be interested in.

In the area of non-treassury goals, I'd like to see GDI knocking out at least one warlord (excluding any taken out during the war). Additionally I want us to seize the Caribbean. Both to secure our logistics and to interfere with Nod's and to make it safe for seafloor mining (something I think the Gulf of Mexico would be excellent for).
 
For the Navy I want to make sure to finish the carriers and frigates first and foremost (if we don't do it during this plan). After that I want to do a second line of cruisers (or carriers or frigates if the navy prefers those). After that is done, I want to look into one of the offensive navy options. But the first goal has to be our defense.

Islands and Victories will likely be included in the Plan anyway, and probably because Ground Forces will want them.
Amphibious assault capabilities will be needed in the future and GDI Command probably wishes they had them now.

What scares me is that on top of that Navy may request us to start building new Fleet carriers.
 
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What I believe the Airforce needs most in the coming years will be a new generation of multi-role fighters to replace the Firehawk. I don't know if it is even remotely possible, but if possible I'd love for it to be orbit capable so it can be based of of OSRCT stations. "Suddenly Firehawk IIs" sounds like it would be a fun tactical option for our commanders.
For Firehawks, I suspect it will be more of a refit based on the existing airframe, with integrated lasers, Ferro-Aluminum armor, and possibly shields. With the upgrade to durability and weapons, the platform will still be useful for quite some time, and that will mean we can get by with changes to the Firehawk factories.
OSRCT-based Firehawks do seem like a possibility, with aeroshells for deorbiting, that are then jettisoned when at a reasonable altitude.
 
3) I think focusing on rare metals for moon mines first is a mistake. We literally cannot fulfill our entire moon mining requirement with them; it's mathematically impossible because we need to do five mining phases and we only have two rare metals phases available. Furthermore, with Enterprise Phase 4 finished, new phases of Lunar Heavy Metals and Lunar Regolith Harvesting are going to start paying off in direct RpT as I understand it. if so... Well, those big mining projects may take twice as much Progress as a Rare Metals phase... but they pay back four times as much. A Heavy Metals phase completed in 2060Q3 will return 20 RpT for five turns before reallocation, returning 100 R total and paying back the ~80 R required to build it in the first place. A Rare Metals phase completed at the same time will return only 25 R... and will not repay the ~40 R required to build it. I recommend we concentrate on Heavy Metals or Regolith Harvesting next turn and save the Rare Metals phases for a later slow-walk project. See here in the second half of my big-ass post for an example schedule that I think will work well and benefit us.

Rare metal mines aren't the ideal choice for making income but honestly we're not really hurting for income right now. The thing they're for is getting a neat 30 point discount baked into all the other Lunar mines for the cost of only 285 progress. Heavy metal mines OTOH are 375 progress for a mere 10 point discount for example. Doing rare metals next won't pay for themselves in money but they'll save us 90 points on our Plan targets this FYP and continue to save us points well into the next FYP. Parliament can take away mining income but they can't take away infrastructure, I'd rather have the discounts early and often over trying to maximize a few extra pennies before reallocation when our budget situation is fine. We're frantically fighting a world war flat out, write the military a blank check levels of spending etc. and only had to leave 3 dice inactive last turn, along with constant income increases every turn. I'm not worried about Resources, but I am worried about Orbital dice, and rare metals stretch our dice the furthest.
 
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Rare metal mines aren't the ideal choice for making income but honestly we're not really hurting for income right now. The thing they're for is getting a neat 30 point discount baked into all the other Lunar mines for the cost of only 285 progress. Heavy metal mines OTOH are 375 progress for a mere 10 point discount for example. Doing rare metals next won't pay for themselves in money but they'll save us 90 points on our Plan targets this FYP and continue to save us points well into the next FYP. Parliament can take away mining income but they can't take away infrastructure, I'd rather have the discounts early and often over trying to maximize a few extra pennies before reallocation when our budget situation is fine. We're frantically fighting a world war flat out, write the military a blank check levels of spending etc. and only had to leave 3 dice inactive last turn, along with constant income increases every turn. I'm not worried about Resources, but I am worried about Orbital dice, and rare metals stretch our dice the furthest.

You are right, looking back to Q4 Q2 2057 when we completed Regolith Harvesting Phase 1, it didn't reduce reduced our progress requirements for Regolith Phase 2 by 10 and for Rare and Heavy Metal by 5 each. However, Heavy Metal reduced the progress required for all types of Lunar mines by 10, and we know that continues since Phase 2-6 also reduce the progress requirement for future Heavy Mines, so we can assume it does the same thing for Heavy Phase 7 and hopefully for Phase 1 and 2 of Rare Metal.

If nothing else its worth the 3 dice needed to complete Phase 1 of Rare (and get a chance at Phase 2) to check. The other 3 can be put on Heavy Metal for coin flip odds of finishing it.

Edit: Something to note is if this is the case then completing all the Rare and Heavy Mines will reduce the cost of Regolith Mines by 90 progress from their current 330 to 240. Plus it is likely they will effect future Lunar mines (like the currently inactive H2O and He3 mines).

Edit2: mistakes fixed thanks to @Derpmind
 
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Derpmind's argument re: STUs resonates with me. At this point, we are in a tactical situation, not a strategic one. So "floating" STUs for some nebulous long term goal is like saying that we should conserve bullets in an ongoing firefight to meet with yearly usage projections. No, we need to get things out now, even if they're long term suboptimal. "If we win, nobody will complain. If we lose, there won't be anybody left to complain."
Eh. That's fair... but then the problem is that at some future time we kind of need to have a mechanism to say "we are now shutting down some of the plasma missile production lines to conserve STUs."

@Ithillid , that seems like something that would be within the Treasury's remit, since STUs are so precious and are produced entirely from tiberium refining, an industry the Treasury has a monopoly on. If we were getting close to +0 STUs, could we see options to shut down STU-using industries and scale them back?

So just for fun, I decided to make a little list of things I'd like us to achieve during the next plan. A lot of this is pretty speculative and as noted, just for fun. I would be interested to hear opinions, if you have them.
This is really interesting and I want to come back and look at it later when I have time. NEXT plan stuff. Nice.
 
@Ithillid , that seems like something that would be within the Treasury's remit, since STUs are so precious and are produced entirely from tiberium refining, an industry the Treasury has a monopoly on. If we were getting close to +0 STUs, could we see options to shut down STU-using industries and scale them back?
It is something where you could definitely pay in either PS or favors to get the STUs back if you decided you needed them.
 
The thing they're for is getting a neat 30 point discount baked into all the other Lunar mines for the cost of only 285 progress.
Where did you get that 15 point discount figure from? The one phase of Regolith mining we did gave a 10 point discount to Phase 2 of Regolith mining but only a 5 point discount to the other two. Rare Metals might give anywhere from a 5 to 15 point discount each to the other mines, but without a direct quote from Iihillid I'm going to assume we won't know until we do a phase of them.
You are right, looking back to Q4 2057 when we completed Regolith Harvesting Phase 1, it didn't reduce our progress requirements for Regolith Phase 2 or for Rare or Heavy Metal.
You are incorrect. We completed Lunar Regolith Harvesting (Phase 1) in Q2 2057, and it gave a 5 point progress requirement reduction to our Rare and Heavy Metal mines. Here's our Lunar mines in Q2 2057:
Lunar Operations

[ ] Lunar Rare Metals Harvesting (Phase 1)
The Moon's craters hold the remains of the many asteroid impacts that have scarred the moon over millennia. While currently not feasible to mine, it will be the rebirth of the Initiative's non tiberium based mining and refining infrastructure.
(Progress 0/175: 30 resources per die) (+5 Resources Per Turn) (Fusion)
(Progress 0/160: 30 resources per die) (+5 Resources per Turn) (Fusion)

[ ] Lunar Regolith Harvesting (Phase 1)
The Silicate compounds in the Moon's crust contain extractable levels of iron, titanium, and aluminum, making them incredibly useful as a source of bulk materials. While processing will require massive amounts of energy in some cases, it is also a useful beginning point for developing the solar system.
(Progress 321/350: 30 resources per die) (+15 Resources per turn) (Fusion)
(Progress 0/340: 30 resources per die) (++ Light Metals) (Fusion)

[ ] Lunar Heavy Metals Mines
Heavier metals such as Titanium, Iron, Magnesium, and many others are incredibly useful for a wide variety of industrial and aerospace technologies. There are many subsurface deposits scattered across the moon, some of which are economical for extractive activities.
(Progress 0/400: 30 resources per die) (+20 Resources per turn) (Fusion)
(Progress 0/390: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/380: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/370: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/360: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/350: 30 resources per die) (++ Heavy Metals) (Fusion)
And here's the mines in Q3 2057:
Lunar Operations

[ ] Lunar Rare Metals Harvesting (Phase 1)
The Moon's craters hold the remains of the many asteroid impacts that have scarred the moon over millennia. While currently not feasible to mine, it will be the rebirth of the Initiative's non tiberium based mining and refining infrastructure.
(Progress 0/170: 30 resources per die) (+5 Resources Per Turn) (Fusion)
(Progress 0/155: 30 resources per die) (+5 Resources per Turn) (Fusion)

[ ] Lunar Regolith Harvesting (Phase 2)
The Silicate compounds in the Moon's crust contain extractable levels of iron, titanium, and aluminum, making them incredibly useful as a source of bulk materials. While processing will require massive amounts of energy in some cases, it is also a useful beginning point for developing the solar system.
(Progress 50/340: 30 resources per die) (++ Light Metals) (Fusion)

[ ] Lunar Heavy Metals Mines
Heavier metals such as Titanium, Iron, Magnesium, and many others are incredibly useful for a wide variety of industrial and aerospace technologies. There are many subsurface deposits scattered across the moon, some of which are economical for extractive activities.
(Progress 0/395: 30 resources per die) (+20 Resources per turn) (Fusion)
(Progress 0/385: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/375: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/365: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/355: 30 resources per die) (++ Heavy Metals) (Fusion)
(Progress 0/345: 30 resources per die) (++ Heavy Metals) (Fusion)
You may have been confused by the error in Q4 2057, where Regolith Mining is mistakenly listed as Phase 1 instead of Phase 2. However, this is fixed in the Q1 2058 post, and in the Q4 2057 Results post Regolith Mining is not mentioned.
 
Where did you get that 15 point discount figure from? The one phase of Regolith mining we did gave a 10 point discount to Phase 2 of Regolith mining but only a 5 point discount to the other two. Rare Metals might give anywhere from a 5 to 15 point discount each to the other mines, but without a direct quote from Iihillid I'm going to assume we won't know until we do a phase of them.

The recent heavy metals mining gave a full 10 point discount to everything, not just other heavy metals, so I'm guessing that rare metals will do the same. Even if rare metals only give a 5 or 10 point discount per phase instead of 15 they're still the best way to stack discounts and the cheapest way (in terms of dice) to hit our Plan targets which is very relevant when we're crunched hard on Orbital dice but can afford to be a little spendy with Resources.
 
There is, barring new Scrintech breakthroughs, no equivalent of "Nuuk, but for STUs," unless we decide to pick some unpopulated wasteland and build a refinery complex that uses the Abdul-Pascal-Kane process directly for more STUs at the price of toxicity.

I do wonder if that is a realistic option for us in all the little yellow zone enclaves we're carving out of the coast in South America and Italy that don't have any settlements in them. Sure it's toxic as hell but the biosphere of those regions is dead from tiberium and their population is likely gone to, so like, if we need a ton of STU production from the toxic process that is an option. Or I assume it would be, depends on what the QM says.
 
You know, an APK planned city in the middle of a little reclaimed Yellow exclave might not actually be the worst idea. Not something we're going to be bothering with right now but in an FYP or two when we're really desperate for STU's? If we don't luck out with any better refining techs on the gacha then just biting the bullet and using the APK process for STU production is our only real way out of the STU crunch besides digging up like 6,000+ resources worth of new Tib income.
 
Goals for the Regency War.

Obviously all of these are conditional on a great many things going According to Plan, and war has a habit of not doing that. These are the things we want, not necessarily the things we will get.

I want to consolidate Europe. Deleting the European Yellow Zone would leave us one continent where Nod has no real presence beyond guerrilla warfare. This is complicated by Reynaldo's trip to see Kane, but Western European Nod is in an awful strategic position. The insurgent swims in the sea of the people, and if we take in enough refugees, Western European Nod won't have a civilian population for recruitment. We don't have to dig them out of the Pyrenees to cripple them as a meaningful Nod faction; even if we still have guerillas ambushing our harvesters a decade from now, Western Europe will be "pacified" by the standards of Tiberium Earth.

I want to consolidate the former United States, or at least the former American South. We derive an enormous advantage from "safe zones" that don't have to be garrisoned with military regulars or fortified against major Nod offensives. This isn't about completing destroying Nod within the American South, but about reducing them to the point that guerilla attacks are all that they can manage. Eliminating the American South as an active front will be more difficult than Europe, because Reynaldo's people were already struggling before the war, but if it can be done then we will secure the East Coast Blue Zones against any major conventional attacks.

Except Canada, I suppose, but I don't know much about Canada.

Australia seems to be fairly straightforward. There are no major Nod warlords there, and securing Eastern Australia should not be that difficult.

Even with the expanding Red Zones, Krukov has a great deal of space to fall back on. We probably aren't even going to try to root out his bases in the Urals. I see no purpose in launching major offensives into the territory of Nod's best warlord; we are entirely capable of fortifying the South American Red Zone, so we should just do that.
 
I think trying to pre plan anything at all for the next turn in particular before we find out what the sabotage rolls, Bintang, god damn Stahl, and that 3 vs 87 Nod raider roll do is pointless because we're probably gonna be spending a significant amount of dice putting out fires and duct taping holes, and we can't assume we'll even have the same amount of dice and resources we expect either.
Edit: and because of those rolls I'm almost certain we will need to renegotiate plan goals, whereas before I was under the belief they would be difficult but doable.
 
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Since people are asking about it, rare minerals mines do not reduce other mines by as much compared to doing regolith or heavy metals. I don't however want to say how much less, in case I need to tweak the backend in order to make progression work in a reasonable timeframe.
 

"So, for Infra I'd like to finish Chicago (for whatever the capstone is if nothing else) and the Suborbital Shuttles. Additionally I'd like to pursue follow-up projects for the Shuttles, if that is new fusion ship designs, spaceport infrastructure or what have you. The goal with this is generally to put as much of our logistics out of easy Nod reach as possible as well as laying the groundwork for an evacuation if it becomes necessary. And while it is a very silly suggestion, I'd honestly love to see GDI establish a foothold on Antarctica, maybe with a planned city. I don't know why we would want to (hence why I think it's silly), but I'd still love to see it."While I doubt there will be planned cities in Antarctica any time soon, the rest of this is in line with our ambitions. Chicago is best done with Tiberium dice, though.

Things to remember- we're going to face a lot of demand for the construction of Blue Zone housing in the next few years and it won't go away any time soon. That'll be on the radar as well. Arcologies are the gold standard there, but apartments are vastly more efficient in terms of ease of construction.

...

"In LCI I want us to go hard on super conductors. I think that is our most important project in LCI by far. I want to make more myomers; my goal is to reach the point where we put them in children's toys(only sort of joking here). I'm intrigued by the drone factories as well. Especially when combined with development of military drones I see all sorts of possibilities for automation in pretty much every field, from construction to medicine."

The drone factory is one of those charming cheap-per-die projects we often like to do early in a Four Year Plan when we have enough resources that we want to accomplish something, but not enough to accomplish expensive stuff like working on Bergen. I expect to see ferro-aluminum armor finally developed in 2062 for very similar reasons.

...

"The big thing in Tiberium will be developing and deploying new harvesting technology and harvesters. Just replacing our harvester fleet is likely a small megaproject (though hopefully a staged one). On top of that MARV refits have been teased and I'd love to deploy enough vein mines to turn the ground to Swiss cheese in some areas. And of course Chicago also takes dice from this field. I also want us to find the dice for Visceroid research as well. That seems like a project with a lot of potential, both for tiberium handling and processing as well as understanding Forgotten and Visitor biology."

We've narrowly dodged doing Visceroid research several times already; the main reason is that the political costs are inconvenient. If we've got loads of Political Support coming in from Shala and Columbia, it's fairly likely to happen.

Speaking of which, Ithillid's let it drop that there's going to be a "population in space" target for next Plan; that's likely to entail finishing Columbia and starting habitat stations or a moon base depending on how we want to play it.

Rare metal mines aren't the ideal choice for making income but honestly we're not really hurting for income right now. The thing they're for is getting a neat 30 point discount baked into all the other Lunar mines for the cost of only 285 progress. Heavy metal mines OTOH are 375 progress for a mere 10 point discount for example...
So yeah...

Since people are asking about it, rare minerals mines do not reduce other mines by as much compared to doing regolith or heavy metals. I don't however want to say how much less, in case I need to tweak the backend in order to make progression work in a reasonable timeframe.
About that. There's a logic to this, because the stated reason for why moon mines make it cheaper to build more moon mines is that each successive mine we establish promotes the growth of supporting infrastructure that makes it simpler to do further construction projects. The first moon mines had to bring absolutely everything with them and had not even the most basic infrastructure. Nowadays there are probably, like... experienced personnel who have laid some form of rail track on the moon for moving the ore around, and there are spaceports that have been running for a few years, depot facilities where you can get your pressure suit repaired or something, I dunno. The more stuff we build on the moon, the more of that there is, and the more quickly and smoothly the task of setting up a new mine on the moon goes.

But logically, a bigger and more expansive mining project requires more of that kind of infrastructure, as opposed to a relatively small and delimited operation mining a single isolated site for specific materials found nowhere else on the moon that we know of.

Anyway, we should probably just not make assumptions about how much cost reduction we can get out of moon mines, and try to do what makes sense in the absence of the cost reduction. We have enough Orbital dice, it's just a close-run thing where we have to use our resources efficiently. That's why I'm advocating for the 'heavier' mining options, because we have to do at least three phases of those to fulfill the Plan commitment, and doing them now means we actually profit a bit from the Resources we extract, while ensuring that we don't have to panic and do a 300-point Orbital project on the last turn of the Plan or anything silly like that.

I wonder if Tiberian Sun-style Tiberium lifeforms still exist?
We've been told that most of them went extinct as tiberium mutated into the "green vore rock" form we now know and loathe. Visceroids are apparently an exception.
 
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Agriculture really only has one project I'm truly excited by: Ranching Domes. I'm pretty much expecting this to be similar to how we did super conductors: a prototype/test phase followed by a larger, more expensive multistage project. The reasons i want the domes are three-fold: more varied food now that we can afford to be "wasteful", support/prereqs for research and medical projects and finally the possibility of transgenic animals.
Strangely I'm on the other end. I want the first AEVA to be for Agriculture, and I want to use it to develop all the weird plants. Poulticeplants and Tarberries, and get them along with Spider Cotton into production. There's probably some fun genetic engineering stuff gated behind these projects, and I'm all about it. I have dreams about Tiberium eating trees. Ranching Domes are fun as well, but they aren't as weird.

For the military, I want to back the Steel Talons to the hilt. Modular Rapid Assembly System Prototypes are first and biggest, but really anything is good. Lasers, plasma, shields, maybe see if they want to anything with the Rapid Digger tech, I imagine they'd love to have mechs that pop out right behind the enemy. And again, I still think mech style Wingman Drones are practical for them.

And the Mega MARV, can't forget the Mega MARV. We've still got a lot of technology to develop for it, but it'll be glorious once we do. I'm not sure what branch they fall under, I think it's ZOC?

I'm also heavily in favor of completing Chicago, though I believe phase 4 is considered a good target to meet some current plan goals right now. My support of this should be a surprise to absolutely no one.
 
Big problem is that either it over completes with a minimum chance of a second phase or we wind up in a situation where we Nuuk completes and drops us under 10 energy. I'd rather chance a minor overcompletion risk than drop below that 10 power.
The suggestion was to drip feed the resources onto it so that we can complete it before we need it, which completely avoids the quoted situation.
We have nothing to gain by having it sit in this uncertain position.
Put one die on it and assume it won't finish.
It either finishes, and we have more Energy than we expected.
Or it doesn't finish, and we can be sure that one die next turn will complete just one phase.
 
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