"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.