Getting the new moscow robotics plant up next time would be pretty nice, it sounds like it'll speed everything else up
 
Getting the new moscow robotics plant up next time would be pretty nice, it sounds like it'll speed everything else up
I've been watching the QM's statements on that a bit and have cooled somewhat on that front-it does unlock *more* robotics facilities, but it's probably unlikely to subtract like 25 progress from a wide variety of projects.
 
Its on the list once I take care of cap goods (narrative description is what is causing me to value robotics highly)
Electric motors (and the factories that make them) are gonna be a pivotal capital good item in their own right, though. Robotics? Gonna need electric motors. Vehicles? Gonna need electric motors. Power armor? Gonna need electric motors. Ever since we transitioned away from a fossil fuel economy, every damn thing needs electric motors.

The short version is fucked. The longer version is very fucked.
Mother nature has had a rough century and a half. Anthropocene extinction, Tiberium, five world wars, the high point of industrial human society. One of the long term problems is total biosphere collapse. The thing is that it is a problem where you have a lot of more immediate issues to deal with, and to make matters worse, one of the things that is getting in the way of people being able to live on the rock is Tiberium.
We re-exterminated tiberium algae, didn't we, but obviously that's not the be-all and end-all of the problem...
 
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The electric motor plant is on the chemical plant side of the cap goods equation. It is something where you can make an electric motor basically in a cave with a box of scraps. I would not suggest doing so, but it is something where you very much can do it easily enough on site. However, there are advantages in terms of speed and ease of production if you have a centralized production facility that is producing them by the tens of thousands.
 
[X] Plan: Batteries, Bamboo and Barriers
Infrastructure (1/6 dice)
-[] Yellow Zone Reconstruction (Phase 3), 1 die 15R 6%
Heavy Industry (3/3 dice)
-[] North Boston Chip Fabrication (Phase 3), 3 dice 45R 90%
Light and Chemical Industry (3/3 dice + 2 Free)
-[] Toy Plants, 1 die 5R 92%
-[] Lithium Battery Plants, 4 dice 40R 79%
Agriculture (3/3 dice + 3 Free)
-[] Yellow Zone Aquaponics Bays (Phase 1), 2 dice 20R 89%
-[] Bamboo Paper Works, 4 dice 40R 79%
-[] Refill Strategic Food Stockpiles
--[] Small Stockpiles (- Food ++ Stored Food)
Tiberium (6/6 dice)
-[] Blue Zone Perimeter Redoubts (Phase 3), 1 die 20R 82%
-[] Blue Zone Perimeter Outposts (Phase 4), 1 die 20R 55%
-[] Red Zone Tiberium Harvesting (Phase 4), 1 die 25R 89%
-[] Red Zone Enclosure Campaigns, 3 dice 60R 84%
Orbital Industry (1/3 dice) (1/1 fusion lift die)
-[] GDSS Enterprise (Phase 1), 1 fusion die 20R 24%
Services (3/3 dice)
-[] Alternate Education Programs, 3 dice 15R 75%
Military (1/3 dice)
-[] Orbital Strike Regimental Combat Team Development, 1 die 15R 97%
Bureaucracy (2/3 dice -2 dice for Washington Conference)
Total cost: 340 Resources (10 reserved)
Free Dice 5/5

Living the Good Life is alright, but I think we should be making more advances in other directions as well.
So, I've dropped the Suit Factory and Publishing Houses to get the Lithium Battery Plants online. Those are well overdue. The Battery Plants give a drop of Logistics and make Military productions cheaper. We need that.
Dropped Tertiary Education, Luxury Aquaponics for Bamboo Farms. We need those Capitol Goods used for the Military efforts we'll do next turn, and we have too many other fires to focus on pumping out tons of Capitol Goods factories.
Also move a Yellow Zone Reconstruction die onto Yellow Zone Aquaponics Bays to make it more likely to get going. We'll need that to balance out the much needed Food Stockpiles. Fixing the Yellow Zone transportation is important, but it isn't going to get done this turn anyway.
Glacier Mining replaced with Red Zone Enclosure Campaigns. We need the mitigation, and if we do the Mining after the next Budget, we get to keep the income for longer.
 
[x] Plan Living the Good Life

I really would have liked Maker facilities but I think this is a good way to handle the current situation
 
[X] Plan: Batteries, Bamboo and Barriers
Infrastructure (1/6 dice)
-[x] Yellow Zone Reconstruction (Phase 3), 1 die 15R 6%
Heavy Industry (3/3 dice)
-[x] North Boston Chip Fabrication (Phase 3), 3 dice 45R 90%
Light and Chemical Industry (3/3 dice + 2 Free)
-[x] Toy Plants, 1 die 5R 92%
-[x] Lithium Battery Plants, 4 dice 40R 79%
Agriculture (3/3 dice + 3 Free)
-[x] Yellow Zone Aquaponics Bays (Phase 1), 2 dice 20R 89%
-[x] Bamboo Paper Works, 4 dice 40R 79%
-[x] Refill Strategic Food Stockpiles
--[x] Small Stockpiles (- Food ++ Stored Food)
Tiberium (6/6 dice)
-[x] Blue Zone Perimeter Redoubts (Phase 3), 1 die 20R 82%
-[x] Blue Zone Perimeter Outposts (Phase 4), 1 die 20R 55%
-[x] Red Zone Tiberium Harvesting (Phase 4), 1 die 25R 89%
-[x] Red Zone Enclosure Campaigns, 3 dice 60R 84%
Orbital Industry (1/3 dice) (1/1 fusion lift die)
-[x] GDSS Enterprise (Phase 1), 1 fusion die 20R 24%
Services (3/3 dice)
-[x] Alternate Education Programs, 3 dice 15R 75%
Military (1/3 dice)
-[x] Orbital Strike Regimental Combat Team Development, 1 die 15R 97%
Bureaucracy (2/3 dice -2 dice for Washington Conference)
Total cost: 340 Resources (10 reserved)
Free Dice 5/5
 
[X] Plan The Gambler's Friend

Also, because someone has to think of the quality of life of our people. Just imagine how long they've gone without cat pictures!
[X] Plan Screw Mitigation, Get Internet.
-[X] Fiber-Optic Expansion 6 dice, 120 resources
-[X] North Boston Chip Fabrication (Phase 3) 3 dice, 45 resources
-[X] Toy Plants 1 die, 5 resources
-[X] Civil Clothing Factories 2 dice+3 free dice, 50 resources
-[X] Luxury Aquaponic Bays 2 dice, 20 resources
-[X] Organic textiles farms 1 die, 10 resources
-[X] Blue Zone Perimeter Redoubts (Phase 3) 1 die, 20 resources
-[X] GDSS Enterprise (Phase 1) 1 die, 20 resources
-[X] Craft Shops and Maker facilities 3 dice, 15 resources
-[X] Reopen the Publishing Houses 2 free dice, 20 resources
-[X] Orbital Strike Regimental Combat Team Development 1 die, 15 resources
-[X] Security Reviews (Tiberium), 1 die
 
Why are people going for bamboo? That was meant to delay the capgood crunch but we can instead do so through capgood projects and actually avoid the crisis all together

It's not even that capital goods need to wait a turn, all 3 HI dice are active on a major capital goods project and I plan to keep them that way for the remainder of the Plan. It's just that I think the situation is under control enough that it doesn't need even more attention than dedicating the entire Heavy Industry sector to it and we can do schools/QoL instead now that people have been in crisis mode for half a decade and are getting just a little tired of it.
Are you intending to use free dice in HI as well because we also need more power and our two options are under HI. That is another reason to do some additional cap goods this turn, it means we only need 1 or 2 dice next turn to finish off Robotic Works and can use the other 1 or 2 HI dice on power generation. Otherwise between mil factories including the shell plant and various projects we have a lot of energy demands.
 
Are you intending to use free dice in HI as well because we also need more power and our two options are under HI. That is another reason to do some additional cap goods this turn, it means we only need 1 or 2 dice next turn to finish off Robotic Works and can use the other 1 or 2 HI dice on power generation. Otherwise between mil factories including the shell plant and various projects we have a lot of energy demands.

Right now we've got enough power for Boston, Saarland, a Zone Suit factory and the first stage of shell plants. I figure those four projects will keep us busy until the end of the year, I might end up wanting to put some Free dice into HI late in the year to get a head start on power or maybe build up a fusion die but that probably depends on how Tiberium rolls and if we need to put the Free dice there instead to hit the mitigation targets. Military is getting the Zone Suit factory this turn if I have my way and the remaining three turns are going to be dominated by deploying the OSRCT's while we squeeze in the shell plants around that one die at a time probably.

Not being able to spend power outside those four projects until next year is kinda restricting but it's not really that hard once you account for HI and Military both being busy, there's plenty of options in Infra/LCI/Ag that don't consume power. The next stage of BZ power production is probably our primary HI goal to have operational by the end of 2054 but I want to do the resource-expensive things while we still have the big swollen budget and circle back to bulk out the power grid after the rebudgeting cycle because it's cheap and we'll be in a resource crunch then.
 
Boston, Saarland, a Zone Suit factory and the first stage of shell plants.
We dont, we have +12, Boston, Saarland and Zone Suit are -4 each, shell is another -2 placing us at -2. That ignores any other factories (like the 2nd apollo, more zone suit, other mil factories and a bunch of consumer goods)

And not spending power outside of those means passing on most consumer good projects and some of the cap good projects we need to get to break even (Robotic Works thankfully is no power required)

Edit- also our budget next year is down to 200 R so our ability to build back up is going to be limited initially which is why i am pushing projects that discount things (lithium plant and cap goods) now, with discounts being R cost reduction or progress needed reductions
 
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