Since we are going to wait for Karachi is there any chance we can develop and build at least one shipyard's worth of offensive units early enough so they can help out when the time comes? Even if the other shipyards sit in the dust bin for a few years afterwards?

We can probably get the entire Frigate force ready before an attempt on Karachi in 2064 and the first and possibly the second wave of construction for the CVEs on time for the same.

Ships have a lead time, but it is not infinite, not the same for every ship type, and every shipyard builds those ships on its own schedule.
 
Personally, I'd like to start the Island Class once the Carrier and Frigate yards are done. Even just getting one of those yards to support Karachi would be very useful. This would be something like Q3 or Q4 of next year though, and would only be one die for the research and 3-4 for the one shipyard.
 
Personally, I'd like to start the Island Class once the Carrier and Frigate yards are done. Even just getting one of those yards to support Karachi would be very useful. This would be something like Q3 or Q4 of next year though, and would only be one die for the research and 3-4 for the one shipyard.
Honestly for me if we can we should try and get all the shipyards that we can get. I feel that it will be useful and if Karachi is the deadline then we have time to do it.
 
Honestly for me if we can we should try and get all the shipyards that we can get. I feel that it will be useful and if Karachi is the deadline then we have time to do it.

I was more thinking before the end of the plan, we do want all the yards we can get asap because of the lead time from shipyard to active ships. The thing is we also have a bunch of other stuff we want done outside of our Plan Goals, including SADN and Zone Armor Upgrades/Factories, the Island Class is another thing on top of that and will probably need a couple Free dice to get this Plan. I fully intend to advocate continuing the investment in the next plan to complete the Island shipyards, but I don't think we'll be able to finish all of them this plan.

Required Projects:
-Complete ASAT Phase 4: 36/220 Progress ~2 dice median
-Complete OSRCT Phase 3-4: 5/690 Progress ~9 dice median
-Universal Rocket Launch System Deployment (Phase 3): 0/200 Progress ~3 dice median
-Railgun Munitions Development: 0/60 Progress 1 die 87%
-Ablat Plating Deployment (Stage 5): 54/200 Progress ~2 dice median
-Escort Carrier Shipyards (New York) 0/240 ~3 dice median
-Escort Carrier Shipyards (Dublin) 0/240 ~3 dice median
-Escort Carrier Shipyards (Nagoya) 0/240 ~3 dice median
-Develop Mastodon: 0/30 Progress 1 die 100%
-Deploy Mastodon: ??? Not Yet Developed (Going by Havoc Deployment, will cost ~3 dice median)

Required Projects Total: 30 dice

Non Required Projects:
-Strategic Area Defense Networks (Phase 1): 0/275 Progress ~4 dice median
-Zone Defender Revision: 0/40 1 die 100%
-Ground Forces Zone Armor (Set 1) (Any of Them): 0/200 ~3 dice median
-Island Class Assault Ships Development: 0/40 1 die 100%
-Island Class Shipyards (Any of Them): 240? ~3 dice median (Going by Escort Carrier Shipyards)
-Shark Class Frigate Shipyards (Seattle): 0/300 ~4 dice median
-Shark Class Frigate Shipyards (Melbourne): 172/300 ~2 dice median

Non Required Projects: 18 dice

This would need 8 Free dice
 
The escort carriers and Shark class frigates which we will need to invade India in order complete the Karachi planned city we have committed to will need a lot of time to construct and commission once their shipyards are ready, so we need to get those shipyards ready as soon as possible.
You are also forgetting the Island class assault ships that while not necessary for Karachi will help significantly (since it is an amphibious assault).
 
Note that we have since the moment we had Fortress Towns we have had people living in Fortress Towns.

We should not read 'this many in poor housing' as 'everybody fills housing from top quality on down', it should be read as 'everybody who wants good quality housing and isn't willing to put it with only decent quality housing in return for a well paying job gets good housing'. There are tons of civilians who work for the tiberium department living in Fortress Towns because that's where GDI wants the civilians who live in the GZs to live, and if necessary commute to their harvesting stations.
Yes, but every person who is living in a fortress town because it's close to their job (usually in the tiberium sector) is a person who isn't living in an normal Blue Zone town. Right now, if we're at below +20 Housing, it means that we don't have enough space to give everyone a home that isn't in a fortress town even if we wanted to, which I consider to be when we start hitting emergency. The refugee wave is not presently an emergency, mind you... But on the other hand, the total influx of refugees may increase rapidly in the future at some point, we may get surprised, and we may struggle to keep ahead of housing demand if we don't start really working on expanding the buffer.

I'm hoping to be wrong here, but I'd like to start moving on thickening the Housing buffer sooner rather than later.

You aren't wrong but I definitely feel that we need to complete one more round of fortress towns to try and cement our territory gains.

Our offensive might be winding down but nod counterattacks might be incoming.

We don't want them to reclaim any lost territory and fortress towns seem to be the best way to secure it.

And if we don't build them that's two turns of gains with no fortifications. If our troops move off our borders are wide open for raiders or whatever else.
Yeah sure, the point is, realistically, we have three things we want to build in 2060Q4: fortresses, railroads, and apartments. We can only really make meaningful progress on about two of them. I vote for fortresses and apartments. Void says "but railroads!" I say "well, I guess railroads are more important than fortresses then."

My main point is that apartments are #1 on my list at this point because I don't think continuing to throw six Infrastructure dice per turn at the war effort is enough of a must-do crisis to justify continuing to ignore the Housing issue.

"Low-quality housing" for GDI still means it's a sealed, filtered domicile - you can live in it without a hazard suit, there's electricity, there's reliable running and clean water, and so on. The main factors are lack of privacy (depending on the type) and lack of non-essential amenities. The worst that can be said about low-quality housing for us is it might not be better than what people had before - but Yellow Zones are going to be incredibly variable in living conditions depending on location and level of Tiberium contamination among other factors so that isn't a universal standard; and regardless, a lot of these people are coming in without previously having had reliable food security or clean water.

Low quality isn't "tenement slum," it's "bunker."
Yeah, but I'm very unhappy with the situation. And the fact is, we're likely to have major Infrastructure projects in 2061 that distract us from being really aggressive about the Housing issue, as aggressive as we might like. So I'd rather get a start sooner.

Another point is that if we start housing people in fortress towns (when we dip below +20 Housing, or +24 with the new round of fortresses)... Well, those fortress towns are still susceptible to Nod attack. And Nod attack might take the form of, say, tiberium shard missiles like the ones Gideon used. I'd be a lot more comfortable if we were actually building housing in the deeper Blue Zones (even commieblocks or communal housing).

The commieblocks aren't decrepit, they were build within the past decade and GDI's approach to government is 'it better work well'. Those commieblocks may not be roomy, they may not be very comfortable. But they will be well designed, well build and well maintained. Shared spaces are kept clean, the infrastructure in and around the commieblocks work and get people and things to where they need to go.
Eh. My own take is that the commieblocks were built very quickly in emergency situations where the need to get people out from under canvas was desperate. While GDI doesn't skimp on building codes and designs, it is very likely that maintenance on unoccupied commieblocks gets deferred compared to places where people actually live, for instance.

I consider this to be rapidly approaching an emergency situation, just as much as Health though not yet more so. And unlike Health, this isn't an area where we're bottlenecked by the limits of the available projects. We know exactly how to get a lot more Housing in a hurry, we've just been choosing not to do it for the sake of the war effort.

It's time for us to redirect priorities.

We're at a raging -19 Health malus because GDI is pushing out in the middle of a war. If anything, having 20+ Health after the war's consequences trickle off is the absolute minimum we should accept. Nod hasn't exactly been noted to be shy about hitting health infrastructure and facilities; if anything, Nod has been noted to prefer to target health infrastructure and facilities even in the midst of battle. I would not be one bit surprised if during TW3 GDI's Health indicator shrank by 30 to 50 points as a combination of wartime casualties, internally displaced populations and Nod deliberately leveling hospitals, clinics and hospices. 2050Q3, the third turn of this game, gives an indicator of -2 Health, and that is after the Treasury funded a +4 Health rating project, another project we do not know the impact of but involved reconstructing the civilian health care infrastructure, along with the efforts of Granger's predecessor trying to keep the economy going in the middle of a world consuming war that saw major offensives in GDI's urban areas.

If there is a place we should be happy to have a 30 to 40 point surplus indicating extensive slack in our capacity, it's Health. If anything, we should be pushing Services to develop a ton of new proposals, including proposals that gives GDI more slack because there's a 100 million refugee wave incoming at minimum. That's gonna eat up some permanent indicators.

And no, I didn't say 'we must maintain +10 Health at all times'. I said 'we should try and maintain at least 10+ slack in all areas, and preferably more in all places just in case things go horribly, horribly wrong'.
I can certainly agree that large surpluses in all indicators is good.

The problem is that at some point, piling up a surplus under specific conditions will necessarily entail shorting some other area. For example, suppose next turn we get a wealth of +Health projects opening up in Services, but we also get the Scrin research gacha project opening up. Are you going to say "put off the Scrin research thing until we have a really thick Health surplus?" I'm guessing you would not advocate that course of action.

So it becomes a bit of a balancing act as to how much we want to prioritize which numbers going up, is what I'm saying.

[]Plan Fleet in Being
* Infrastructure ( 4/ 6 Dice) [ 40 Resources]
-[] Blue Zone Apartment (Phase 2+3+4) (28/480) [-4 Logistics, +18 Housing]
--[] 4 Dice (40 Resources)
This is not a very good time to be leaving Infrastructure dice fallow. We've actually got a lot to do in Infrastructure, it's just that most of it is things common sense is telling us to do, not things the Plan commitments tell us to do. This is normal for Infrastructure, because it's a field where the legislature usually just waves at us and says "you there, sort this out." Sort of like power plant construction; the legislature doesn't give us quotas for power plant construction, they just expect us to make sure nobody has to go through brownouts.

Also, you may at some future time wish to consider formatting of plans in such a way that it's clear when you're dealing with a "stretch goal." It is relatively unlikely, for example, that investing even four dice on apartments (as I, too, have suggested doing) will yield +18 Housing in a single turn.

* Tiberium ( 7/7 Dice) [ Resources]
-[]Tiberium Processing Plants (Stage 2) (20/200)
--[] 2 Dice ( 60 Resources) (+600 processing capacity, -4 Energy, -3 Logistics)
-[] Railgun Harvester Factory
--[]Bissau (0/70) (+5 resources, -2 Energy)
---[] 1 Dice (10 Resources)
--[]Porto (44/70) (+5 Resources, -2 Energy)
---[] 1 Dice (10 Resources)
-[] Intensification of Green Zone Harvesting (Stage 6) (46/100)
--[]1 Dice (15 Resources) (+5-10 Resources)
-[]Red Zone Containment Lines (Stage 6) (54/200)
--[]2 Dice (50 Resources) (+10-15 Resources)
We should probably finish the current phase of Yellow Zone Harvesting, in my opinion; this would help us secure and establish the outer boundaries of the territory we gained in the recent offensives, and that translates directly into "so how much land can you turn into Blue Zones?"

* Orbital ( 6 /6 Dice) [120 Resources]
-[] GDSS Enterprise (102 / 1535)
--[] 2 Dice (40 Resources)
-[]Orbital Cleanup (Phase 11) (32/85)
-[] 1 Dice (10 Resources)
-[]Lunar Heavy Metals Mines (Phase 2) (146/385) (+20 Resources per turn)
--[] 3 Dice (60 Resources)
Bad ideas. First, we have really tight Orbital requirements for the Plan. Spending any dice on anything that isn't a Plan target is almost sure to be a bad idea here. This is a little different from how things worked in the first and second Four Year Plans, sadly.

Second, three dice on Lunar Heavy Metals is likely to be overinvestment in the project, and again, we can't afford to waste dice. I recommend two.

- Wingman Drone Deployment
--[]Firehawk Wingmen (215/450) (-1 Labour, -6 Energy, -2 Capital Goods)
---[]1 Free Dice (20 Resources)
I think you are underestimating the importance to the military of finishing the Firehawk drones quickly. This is not a low-priority project just because it isn't one of the things we promised to do as a Plan commitment. It's right up there with the frigate yards (which, as I recall, are also not a Plan commitment).

Most plan drafts on offer put about 3-4 dice on this project, even at the cost of not being able to spend quite as many dice on shipyards. There are reasons for this.
 
Yes, but every person who is living in a fortress town because it's close to their job (usually in the tiberium sector) is a person who isn't living in an normal Blue Zone town. Right now, if we're at below +20 Housing, it means that we don't have enough space to give everyone a home that isn't in a fortress town even if we wanted to, which I consider to be when we start hitting emergency. The refugee wave is not presently an emergency, mind you... But on the other hand, the total influx of refugees may increase rapidly in the future at some point, we may get surprised, and we may struggle to keep ahead of housing demand if we don't start really working on expanding the buffer.

I'm hoping to be wrong here, but I'd like to start moving on thickening the Housing buffer sooner rather than later.

I consider this to be rapidly approaching an emergency situation, just as much as Health though not yet more so. And unlike Health, this isn't an area where we're bottlenecked by the limits of the available projects. We know exactly how to get a lot more Housing in a hurry, we've just been choosing not to do it for the sake of the war effort.

I disagree.

We are currently 7 turns away from needing to set up refugee camps again, or most of 2 years. I'd be a lot more worried if we only had 6 months. This is unlike Health, which is ever so slightly on fire right now. This is not to mean that we shouldn't invest in building up more housing capacity, be it as Fortress Towns to better secure the GZs or as BZ Apartments for higher efficiency in housing, just that IMO we are in a situation where we can afford to put less priority into this than Energy and Logistics, as Energy is the resource we need forever more of, and Logistics is under more strain and easier for Nod to hit, especially since Apartments are relatively cheap, as we our current plan goal is a total of 805 Progress for 18 Housing and the phase of Rail Network Construction Campaign to offset the Logistics cost.

On average that would cost us less than 2 turns worth of dice, and it would deliver us 3.5 turns of housing, presuming the current rate of refugee influx.

Eh. My own take is that the commieblocks were built very quickly in emergency situations where the need to get people out from under canvas was desperate. While GDI doesn't skimp on building codes and designs, it is very likely that maintenance on unoccupied commieblocks gets deferred compared to places where people actually live, for instance.

Unlikely. GDI has a ton of unemployed or low employment people it can pay a small stipend to in return for running through any unoccupied commie blocks once a month. Although we may have different definitions on what deferred maintenance means.

The problem is that at some point, piling up a surplus under specific conditions will necessarily entail shorting some other area. For example, suppose next turn we get a wealth of +Health projects opening up in Services, but we also get the Scrin research gacha project opening up. Are you going to say "put off the Scrin research thing until we have a really thick Health surplus?" I'm guessing you would not advocate that course of action.

This is a false equivalency because the value of hitting the Scrin pinata is not the same as the value of those Health projects. Especially since the Scrin pinata is unavailable for a while after completion, which offers plenty of time to roll out things like Health projects and other major Services efforts.
 
Also, if resources are so precious due to the Scin pinata coming up that we can't afford +Health projects, why would we be doing Interdepartmental Favors?
 
To me its more of a Resource cost issue, assuming you're starting with a 2/4/0 split for Fortresses/Apartments/Rail, moving to 2/0/4 would cost an additional 20 R, and from a mechanics perspective doesn't seem as essential at the moment. Now its entirely possible to scrounge up 20 R, just put Anadyr on a diet, but assuming you want to get to a position where we can trickle feed dice into Anadyr and have the quarters necessary to do so, that is less viable. Another option is to only have 1 die on Bergen (the second being moved to Civilian Drone Factories and getting a > 0 chance of completion there), as that would still finish the first phase, arguments against are we want Bergen almost as much as Anadyr as it apparently leads to better fusion and two dice on it gives a chance of Phase 2.

I'm not as worried about the die cost side of things. We have a bunch of projects that we need to do for the Plan and want to do before the end of the plan and the subsequent R shortages. In Infrastructure we must now complete three phases of Apartment. For Steel Vanguard and securing our new territory, we should complete the current phase of Fortresses and the current phase of Rail. Further, while Chicago has changed, it might become the best way to deal with the Processing and Consumer Goods goal, while simultaneously helping secure our lines with Steel Vanguard. We also want to complete the current phase of Arcologies to get access to the auto Housing project. Then there is the R expensive Suborbital Shuttles Phase 1, which if we don't finish before reallocation is going to be very hard to scrounge up the R for before 2064.

Still, we should be able to do all of that before the end of the Plan with no Free dice expenditure on average. However, because this is an average, that means there will be outliers and it is better for us to complete the Required Apartments asap to allow the die conservative methods to complete projects over time instead of rushing them out.

Personally, I favor getting the Apartments first, mostly to save R for the twin gluttons of Anadyr and Bergen, but thankfully we should be getting a bunch of RpT this coming turn which will help our situation.

Required Projects:
-Blue Zone Apartment Complexes (Phase 2-4): 28/480 ~6 dice median

Required Projects Total: 6 dice

Semi-Required Projects:
-Chicago Planned City (Phase 4): 3/600 ~7 dice median
--Chicago has changed somewhat and might be different depending on the exact amount of Consumer Goods produced and the amount of Processing Capacity added

Semi-Required Projects Total: 7 dice

Non-Required Projects:
-Blue Zone Arcologies (Stage 4): 1/650 ~8 dice median
-Yellow Zone Fortress Towns (Phase 6): 112/300 ~2 dice median
-Rail Network Construction Campaigns (Phase 5): 39/325 ~4 dice median
-Suborbital Shuttle Service (Phase 1): 0/200 ~3 dice median

Non-Required Projects: 17 dice

Total: 30 dice

This means we shouldn't need free dice in Infrastructure. If the above is the extent of our goals in that Division.
 
I think Interdepartmental Favors isn't worth taking at the moment. We're already very constrained and I'm unsure if we could accomodate even more plan goals.
 
I disagree.

We are currently 7 turns away from needing to set up refugee camps again, or most of 2 years. I'd be a lot more worried if we only had 6 months. This is unlike Health, which is ever so slightly on fire right now. This is not to mean that we shouldn't invest in building up more housing capacity, be it as Fortress Towns to better secure the GZs or as BZ Apartments for higher efficiency in housing, just that IMO we are in a situation where we can afford to put less priority into this than Energy and Logistics, as Energy is the resource we need forever more of, and Logistics is under more strain and easier for Nod to hit, especially since Apartments are relatively cheap, as we our current plan goal is a total of 805 Progress for 18 Housing and the phase of Rail Network Construction Campaign to offset the Logistics cost.

On average that would cost us less than 2 turns worth of dice, and it would deliver us 3.5 turns of housing, presuming the current rate of refugee influx.
In fairness, the Housing situation is less urgent than the Health issue, and I shouldn't get that wound up about it.

At the same time, I consider it more urgent than building more railroads right this minute. The extra railroads are "this would be nice" in much the same sense that extra housing is, and the end of the military offensives is very likely to reduce the strain on logistics somewhat, while it is very unlikely to immediately reduce the refugee wave issue.

Unlikely. GDI has a ton of unemployed or low employment people it can pay a small stipend to in return for running through any unoccupied commie blocks once a month. Although we may have different definitions on what deferred maintenance means.
Also in fairness, you have a point, and you have also well-illustrated an indirect aspect of your underlying point: the advantages of running a sizeable Labor surplus.

I think Interdepartmental Favors isn't worth taking at the moment. We're already very constrained and I'm unsure if we could accomodate even more plan goals.
We could promise someone a Light Industry, Services, or Tiberium project easily. We could even maybe fit in something in Heavy Industry or Infrastructure. It's only Orbital, Military, and Agriculture that are heavily booked up.

We could even give up some RpT, within reason; we have a decent budget, we really do, it's not ideal but it's decent.

It would depend on the scope of the project and what we were being asked for. Honestly, I'm interested and curious about that, because we've never taken that option before and I would love to know what it does.

Since we are going to wait for Karachi is there any chance we can develop and build at least one shipyard's worth of offensive units early enough so they can help out when the time comes? Even if the other shipyards sit in the dust bin for a few years afterwards?
It's not out of the question, but we can't realistically consider such a project until late 2061 unless we put it ahead of genuinely mandatory stuff that has to get done, and then we'd only have a handful of the ships by mid-2063 or so when we'll hopefully be ready overall.

The sheer scale of GDI's airlift and existing amphibious capabilities is such that they seem pretty confident of making the operation happen, as long as the Navy overall is strong enough to get sea superiority off the coast of what once was Pakistan.

Personally, I'd like to start the Island Class once the Carrier and Frigate yards are done. Even just getting one of those yards to support Karachi would be very useful. This would be something like Q3 or Q4 of next year though, and would only be one die for the research and 3-4 for the one shipyard.
I do think we should develop the ships. I believe that delays in developing ships out of a desire to fit more advanced technology on them, or for other reasons, are a contributory factor to why we've felt comfortable not funding the Navy at all for extended periods of time. Once we have finished the current surge of light carrier and frigate yards, we should immediately pick another class of ship and develop it, so we have something to trickle dice into gradually over time instead of just forgetting the Navy exists until the next time a disaster occurs.
 
I do think we should develop the ships. I believe that delays in developing ships out of a desire to fit more advanced technology on them, or for other reasons, are a contributory factor to why we've felt comfortable not funding the Navy at all for extended periods of time. Once we have finished the current surge of light carrier and frigate yards, we should immediately pick another class of ship and develop it, so we have something to trickle dice into gradually over time instead of just forgetting the Navy exists until the next time a disaster occurs.
To add on this. Naval investment is, unfortunately, a type of procurement that works in the scale of months to years. The yards we build today will only produce the ships we needed now two years from now. And the ships future us need years from now will be built years from now. We have to, when considering naval investments, ask ourselves whether we will need or want this ship out in our tool box. That's not easy in the best of times and for the navy it is not that.

In the case of the offensive ships and the ships in general the answer to the above question is Yes. Karachi was a contentious topic when we are at Decent naval strength. We are at low now. Next plan we are going to put the screws in on Karachi and open up a box of hornets. For that we will need the offensive ships because we are planning an offensive attack on NOD territory and are going to be building a city there while we tell every warlord to come at us. All in all, invest in the Navy and trust that our favourite child(The Ground Forces) can handle themselves for a while.
 
All in all, invest in the Navy and trust that our favourite child(The Ground Forces) can handle themselves for a while.

One thing I've been thinking of is how the Ground Forces have dropped from Extremely High to Very High and now just High Confidence. I think a large part of that isn't predominantly that we've been suffering tremendous losses, because aside from Stahl, we haven't suffered significant losses. what has happened is our consumables stockpiles has dropped precipitously. I think those two correlated things are causal, and that we should expect the Ground Forces to slowly recover its confidence level as the stockpiles replenish. Not to say we shouldn't invest in our Ground Forces, but in the near future, beyond the current plan goal projects and the Phase of Zone Armor that would make a good tip of the spear, I don't think the Ground Forces need a whole lot of investment.

Which is a long winded way of saying I agree.
 
Isn't the current retrofitted Third Tiberium War ground equipment in use close to its end of life and is expected to be retired after the end of the current war?
We might be expected by the Parliament and the military to introduce the next generation of ground equipment in the Next Four-Year Plan and we would have to juggle that alongside a naval buildup for Karachi.
 
... that is entirely irrelevant though? How does going from 2 food to 1 food make sense? Mechanically we are losing 50% of our food somehow.
Our current methods of rendering food viable for extreme long-term storage on an industrial scale (with the greatest degree of surety that such stocks will remain viable for the entire projected period to avoid shortfall) presumably end up with the final product losing some amount of nutritional value.

Also, it's a game mechanic - it introduces another layer of complexity to challenge us.
 
... that is entirely irrelevant though? How does going from 2 food to 1 food make sense? Mechanically we are losing 50% of our food somehow.
Different scales. You're complaining about losing food, when (from what Simon is saying) the Stored Food scale is entirely different from the regular Food scale. It would be like comparing burning wood to heat a house, with burning charcoal to heat a kiln.
 
To add on this. Naval investment is, unfortunately, a type of procurement that works in the scale of months to years. The yards we build today will only produce the ships we needed now two years from now. And the ships future us need years from now will be built years from now. We have to, when considering naval investments, ask ourselves whether we will need or want this ship out in our tool box. That's not easy in the best of times and for the navy it is not that.

In the case of the offensive ships and the ships in general the answer to the above question is Yes. Karachi was a contentious topic when we are at Decent naval strength. We are at low now. Next plan we are going to put the screws in on Karachi and open up a box of hornets. For that we will need the offensive ships because we are planning an offensive attack on NOD territory and are going to be building a city there while we tell every warlord to come at us. All in all, invest in the Navy and trust that our favourite child(The Ground Forces) can handle themselves for a while.
It's complicated.

See, the Navy has some amphibious capacity. And oh God do we have airlift capacity out the ears, to the point where supporting army-scale operations by air bridge is a realistic course of action.

The big problem with Karachi isn't that the Navy couldn't do it without a new production run of dedicated amphibious warfare ships. The big problem with Karachi is that the Navy couldn't put together a battlegroup capable of securing naval superiority in the relevant parts of the Arabian Ocean at all, because literally every ship we had and some we didn't were desperately needed to secure convoys against Nod oceanic raiding.

But yeah, about the only thing I'm advocating doing specifically for Ground Forces between now and 2064 or so is Zone Armor factories and maybe the Mammoth tank upgrades because those are still in a pre-TWIII configuration that is now 15-20 years behind the curve, particularly deficient in active antimissile defense and we see in Ukraine how bad a thing that is in real life.

... that is entirely irrelevant though? How does going from 2 food to 1 food make sense? Mechanically we are losing 50% of our food somehow.
Only if you make a lot of unsupported assumptions about how one point of Stored Food is equal to one point of "just Food."

It doesn't work the way you think it works.

One thing I've been thinking of is how the Ground Forces have dropped from Extremely High to Very High and now just High Confidence. I think a large part of that isn't predominantly that we've been suffering tremendous losses, because aside from Stahl, we haven't suffered significant losses. what has happened is our consumables stockpiles has dropped precipitously. I think those two correlated things are causal, and that we should expect the Ground Forces to slowly recover its confidence level as the stockpiles replenish. Not to say we shouldn't invest in our Ground Forces, but in the near future, beyond the current plan goal projects and the Phase of Zone Armor that would make a good tip of the spear, I don't think the Ground Forces need a whole lot of investment.

Which is a long winded way of saying I agree.
Yeah. Though the other reason the Ground Forces' confidence has dropped is probably because they've gone from holding solidly defended lines of fortifications that they've had years to dig in on, to holding a sizeable band of territory that's still infested with Nod stay-behind units and guerilla actions. Despite casualties (which have probably been quite real though not crippling), they can hold that land... but if they were asked to mount another big phase or two of offensives, they'd be out of luck.

Isn't the current retrofitted Third Tiberium War ground equipment in use close to its end of life and is expected to be retired after the end of the current war?
We might be expected by the Parliament and the military to introduce the next generation of ground equipment in the Next Four-Year Plan and we would have to juggle that alongside a naval buildup for Karachi.
We have been maintaining continuous and in some cases even expanded production of military equipment. The old Tib War III factories were never shut down, they just scaled back to reduced rate of production or were in some cases rationalized to be more productive and efficient.

So the actual hardware is almost certainly not too old to serve effectively, with the obvious exception of every warship we have that isn't a railgun battleship, giant supercarrier, modern hydrofoil, or Governor-class cruiser.

The question is whether the designs are close to end of life, and frankly, it depends.

Our refitted Predator tanks were quite effective right on up through the 2050s, with ablatives and crystal beam anti-missile defense lasers keeping them competitive. Their railguns can still penetrate anything but the biggest superheavy armor Nod has, and their defenses have been repeatedly improved to resist all but the best antitank weapons Nod has. I doubt they will need a replacement prior to 2066, even though the option is indeed available. The Firehawk fighter jet is something the Air Force is specifically not asking for a replacement on, in the full expectation that with wingman drones for support and tactical lasers and plasma missiles to provide greater lethality, said Firehawks can remain effective for quite a while to come.

At the other end of the scale, the Mammoth tank has benefited somewhat from the same defensive upgrades, but is distinctly an aging platform. Our average rifleman is still wearing Tib War III kit that was reasonably effective against screaming hordes of unarmored militants but is distinctly inadequate in modern combat, so the call to put our frontline Ground Force troops in Zone Armor is going to get very loud. Likewise, the Guardian APC is squishy and not very compatible with Zone Armor, causing further problems when combined with the above. The MARV is still effective but its basic design paradigm is still pre-TWIII, with some expansion, and the impending availability of better tiberium harvesting equipment will give us all the more reason to roll out a new version.
 
That being said, I'm pretty sure that the +2 reserve/-4 food thing is an abstract representation of the fact that you a) lose nutritional value and mass when transforming food for long term storage, b) are diverting resources from food production to food storage and c) eventually have to cycle out food from long term storage due to expiration. And I'm sure there are a thousand other inefficiencies, some of them just part of the process and some caused by the human component of the process.
This is very accurate.

1. A lot of your infrastructure, including your food preservation infrastructure got wrecked during 3TW, and not ever rebuilt. What this means is that you are relying on mostly fairly lossy preservation methods. There are some things that don't have better ways of doing it, but still fairly lossy.
2. A food stockpile has to be maintained. Go look in your pantry. There are almost certain to be cans of various types. The cans of black beans in mine say best before December 2024. The dried pasta says best before September 2023. The thing that will last longest is actually a container of Molasses that won't go bad before 2025. And all of this has to be replaced on a schedule.
3. Nutrient Loss. If all you wanted was to provide a stable supply of bulk carbohydrates, protein, and fiber. that is super easy. The problem is that a lot of the other stuff gets lost in the process. Take Vitamin C for example. A deficiency can cause Scurvy, which is, er, bad. Freezing foods preserves Vitamin C pretty well. Drying it very much does not preserve Vitamin C, and canning can reduce the amount in the canned good by some 30-50 percent according to the USDA. Other stuff gets preserved, but at varying levels depending on the format of preservation.
4. Corruption. Yes, there is corruption. Most of it is pretty low level, but well, buffer time and buffer resources are things that happen. Engineer says we will lose X percent, superior says X+.5 percent, and it scottys its way up the chain of command until it hits your desk.
5. A Stored Food is not quite the same thing as a production unit of food. It is related, but having millions of kilocalories of food all in a pile somewhere is different from having millions of kilocalories produced at some point over the course of a quarter. And beyond that it is basically a bigger unit.
 
Will we be able to improve our storage methods?

I know we can get freeze drying to improve our storage efficiency but are there further upgrades to that particular tech tree?
 
Will we be able to improve our storage methods?

I know we can get freeze drying to improve our storage efficiency but are there further upgrades to that particular tech tree?
Yes, there is more or less a line of improved storage methods. Freeze Drying Plants are one starting part of it that will make things increasingly more efficient both at conversion and storage.
 
Went away for the weekend and missed 10+ pages of updates again...
And a vote.

A bit surprised that people went for a Capitol Goods change, as it sounded like Revised Chicago would have dealt with most of that.
 
Back
Top