Um, why not invest one dice in the sport then? There are just enough resources, and anyway, sooner or later it will have to be done for the sake of political support.
Because I'm deliberately leaving both wiggle room in the budget and wiggle room in how I allocate Service dice, precisely because i don't know exactly what I'll want to do. If, as some suspect, there is a substantial Mind Shield Deployment project that we need or 'need' to activate, then pursuant to the general spirit of the "Mad Science" plan, I'd want to invest dice in it. That may alter my plans. so instead of making tough decisions about exactly what to spend the last 15 R in my budget on and the last die in Services on, when it is fairly likely that I'll be changing those plans anyway...Um, why not invest one dice in the sport then? There are just enough resources, and anyway, sooner or later it will have to be done for the sake of political support.
Sports is also a small health hit when we are stretched on health right now so we dont have a lot of flex thereUm, why not invest one dice in the sport then? There are just enough resources, and anyway, sooner or later it will have to be done for the sake of political support.
As keen as I am to see some Free dice going into Agriculture, only 2 dice on the Carrier Yard is something I don't think we should do.
You've got this mixed up. 2 dice is 40R and 4%. You've actually got 3 dice on it. Which is good.
Certainly not going to object to this.
I think you're allocating more Free dice than we actually have. Even given that you're counting Erewhon as a die in Orbital (I note the Erewhon die separately)... Well, that's two in heavy Industry, one in Agriculture, one in Orbital, three in Military, and one in Bureaucracy. Total of eight; something's going to have to give.Heavy Industry 7/5 170R
Agriculture 5/4 60R
Orbital 8/6 160R
Military 11/8 200R
Bureaucracy 5/4
That's a factor, though we should seriously consider putting a die into the project now if we have unused Services dice. That way, we can more quickly and cheaply complete the project later. Say, in 2062. When Health is hopefully less scarce and Resources, relatively, are more scarce.Sports is also a small health hit when we are stretched on health right now so we dont have a lot of flex there
Given the overall state of the budget (see below), I'd hesitate to put a third die on Fortress Towns when I'm not specifically planning to roll over and do another phase right after completion of the current one. Not when we have several other likely projects to tackle with Infrastructure dice in the next five turns.As keen as I am to see some Free dice going into Agriculture, only 2 dice on the Carrier Yard is something I don't think we should do.
If we were to consider what is currently 'on fire', I'd put the Navy at the top of the list.
Our massive Green Zones are certainly smouldering too, so I'd prefer to see 3 dice on YZ Fortress Towns.
Moving a die off Apartment Complexes will be fine.
You may have forgotten the underlying rationale behind the plan I'm proposing.And as awesome as Anadyr is going to be, it isn't likely to be done this coming turn anyway. And we could really do with finding out what the deployment of Industrial Laser is asap.
Shifting a die from Anadyr to Industrial Laser Development will free up the resources needed for other changes.
You may notice that my plan puts three dice on Anadyr. The SCIENCE projects are already here and are already eating up a lot of budget; this plan would look very different if I weren't trying to get the bulk of the Anadyr work done in 2060Q4 to clear space in the budget for 100 R/die portal research.Not sure about slow walking Chemical Fertilizer Plants for a token die on Civilian Drone Factories either. I'd be reserving the cheapest project for when the SCIENCE projects reappear.
Personally, I think it's a good way to spend 20 R unnecessarily, while diverting potential dice support away from the more urgent Plan targets that actually DO need more dice to succeed, such as Orbital.Certainly not going to object to this.
Being almost certain of completion, without total overkill is worthwhile.
Just one die might get it done, but it is almost as likely to not get it done. Being able to see exactly what we need for the rest of the plan asap is good.
Personally, I think we're going to need until 2064 to be confident that the new ships are properly worked up and ready to go in sufficient numbers (with replacements for predictable losses on the way) anyway.Heavy push on mil to try and get our yards caught up to where we need to be while still rolling out needed projects to counter NOD. There is a lot of areas that can be changed such as dropping 1 dice on YZ harvesting (or all dice if the mil wants to stop taking territory and shift to defense). Infra is very much going to be a mil driven- finish fortress towns and rails in the areas we have taken. I have quite a bit in open R right now because there are items I will upgrade if need be LCI for example can go to more expensive projects. Also potential mind shield project. This is a surge in mil dice I do want 6 or 7 in Q1 on navy as with 7 Q4 and another 6 or 7 should see us close to or finishing all of the shipyards which means we can get the ships out in time for a Karachi push 2nd year of the next plan. Hallucinogen and Railgun dice are likely to be able to be moved elsewhere.
Very much a plan to get needed projects and plan goals rolled out and setting us up for a solid final year (once again open resources are to make it easier to flex for new projects)
I dont think we have that long, they have been besieging our blue zone in the Himalayas so Karachi functions as a relief and beachhead to open a relief column up.ersonally, I think we're going to need until 2064 to be confident that the new ships are properly worked up and ready to go in sufficient numbers (with replacements for predictable losses on the way) anyway.
But my main concern about your plan draft is that it's going to heavily front-load our expensive research projects. There's a reason I'm budgeting 150 R for Anadyr spending this turn, and it's because I don't want the headache of figuring out where to get the money from next year when it's competing with even more expensive and advanced projects.
Maybe when the war is over and we are not doing as much temp spending on refugees and mil. And the open service die is likely rolling into whatever mind shield follow up with get (or if we get the gachas back Q4 I can drop a dice there) or I can do a bureau and service security review. Too much up in the air without the turn being out to decide, so I would rather leave it open and add something later.That's a factor, though we should seriously consider putting a die into the project now if we have unused Services dice. That way, we can more quickly and cheaply complete the project later. Say, in 2062. When Health is hopefully less scarce and Resources, relatively, are more scarce.
Because it passing means we both open up the new efficiency options as well as update our options so we know what our target is. Meanwhile it is not burning free dice in a section we dont need free dice and stretching things tighter to finish the plan outPersonally, I think it's a good way to spend 20 R unnecessarily, while diverting potential dice support away from the more urgent Plan targets that actually DO need more dice to succeed, such as Orbital.
The actual chance of the freeze drying plants completing on one die is 66%. Therefore the chance of failling to complete is 34%.
It is quite simply not true to say that 66 is "almost as" much as 34, and we know we will need all the Agriculture dice we have this turn for projects that do need to complete. Why risk wasting Erewhon on this project as overkill- remember, two out of three chance that Erewhon's contribution will be completely redundant unless there's a rollover project we can't see- when we can have him do something we know will need the contribution, such as the cheaper set of aquaponics farms?
Right so this I think is a major problem because waiting that long means 3-4 years, pushing the normal siege duration to the point the BZ will be taking damge and that is without counting on new wrinkles from the NOD warlord or their masterstroke. In addition we were given a rough schedule earlier in the thread that we can have enough ships before this date so 2064 contradicts what we have been told.Personally, I think we're going to need until 2064 to be confident that the new ships are properly worked up and ready to go in sufficient numbers (with replacements for predictable losses on the way) anyway.
Even stipulating that you are correct (and that things like Suborbital Shuttles don't extend the timer there), I don't think that giving up a 50% chance of finishing one escort carrier yard one quarter earlier is going to make a decisive difference there. If BZ-18's situation becomes so urgent that we feel forced to push 'GO' on Karachi in 2063, the odds are that a few more or less escort carriers being ready three months earlier at some point in late 2062 or early 2063 won't have that much of an impact.I dont think we have that long, they have been besieging our blue zone in the Himalayas so Karachi functions as a relief and beachhead to open a relief column up.
It is very likely that if we don't put three dice into Anadyr this turn, we may well have to put at least one into Anadyr in 2061Q2. Four dice is the realistic minimum to finish the project without extreme luck, and five is likely. As to the rest, we are likely to be under pressure to spend Infrastructure dice on shuttles, Chicago, railroads, and arcologies throughout 2061. I don't want to plan around being able to do a very cheap Infrastructure quarter at some future time.Also we should have zero issues with research projects- portal we can start a dice a turn in Q2, plus the increase in income from Q4 and then Q1 will more than cover it. Also I am doing the more expensive tasks in infra for example Q4 letting us just throw all dice at apartments Q1 and drop cost. Mainly I can see a fairly easy between decrease cost in some categories plus income increase to cover 3 dice in Anadyr next turn. Also this gets Crystal Lasers out so that means less progress needed for the deployment by rolling out projects that will use it first
Doing a Services review right now is a pointless waste of dice; we just did one like a year ago. But to be clear, I myself am not putting sports into the current draft, I'm just considering it for some time in 2061, if we happen to have a Services die fallow and 10 R to play with.Maybe when the war is over and we are not doing as much temp spending on refugees and mil. And the open service die is likely rolling into whatever mind shield follow up with get (or if we get the gachas back Q4 I can drop a dice there) or I can do a bureau and service security review. Too much up in the air without the turn being out to decide, so I would rather leave it open and add something later.
Spending Free dice on the freeze drying plants very much is burning them in an area we are likely not to need them. Spending a die that has a 2/3 chance of being totally wasted on overkill, when that same die could make definite progress towards a Plan goal by simply doing something else, is not a good idea.Because it passing means we both open up the new efficiency options as well as update our options so we know what our target is. Meanwhile it is not burning free dice in a section we dont need free dice and stretching things tighter to finish the plan out
"2064" is a broad prediction of mine based on the idea that the Navy will realistically need at least a year to get the light carriers of the first wave properly worked up and into position to enable the formation of offensive fleet carrier battlegroups, and also that they'll want more than just the first wave of frigates before they feel good about the naval situation. Personally, I'm cautiously optimistic that we'll be ready to go in 2063Q4 to 2064Q2... But the point is, I don't want us to feel psychologically committed to haste until and unless we see in-character evidence that haste is necessary. Prep time isn't something that unilaterally favors Indian Nod here.Right so this I think is a major problem because waiting that long means 3-4 years, pushing the normal siege duration to the point the BZ will be taking damge and that is without counting on new wrinkles from the NOD warlord or their masterstroke. In addition we were given a rough schedule earlier in the thread that we can have enough ships before this date so 2064 contradicts what we have been told.
Once again we were given a time line of ships rolling out earlier in the thread. As long as we are not idle we will have enough ships for the 2nd year of next plan. The point is though by pushing shipyards and other measures up front we have the option to green light operations sooner instead of being forced to wait."2064" is a broad prediction of mine based on the idea that the Navy will realistically need at least a year to get the light carriers of the first wave properly worked up and into position to enable the formation of offensive fleet carrier battlegroups, and also that they'll want more than just the first wave of frigates before they feel good about the naval situation. Personally, I'm cautiously optimistic that we'll be ready to go in 2063Q4 to 2064Q2... But the point is, I don't want us to feel psychologically committed to haste until and unless we see in-character evidence that haste is necessary. Prep time isn't something that unilaterally favors Indian Nod here.
Fitting an Anadyr dice Q2 is even less issue with more income pouring in. And crystal lasers- every time we roll out an industry project that would use them we increase the progress cost for deployment. Delaying it just means we are adding more dice on the back end so this continuous delay is a poor idea.It is very likely that if we don't put three dice into Anadyr this turn, we may well have to put at least one into Anadyr in 2061Q2. Four dice is the realistic minimum to finish the project without extreme luck, and five is likely. As to the rest, we are likely to be under pressure to spend Infrastructure dice on shuttles, Chicago, railroads, and arcologies throughout 2061. I don't want to plan around being able to do a very cheap Infrastructure quarter at some future time.
As to "crystal lasers out of the way," I get the idea, but we have a lot else on the table. One of the purposes of the "MAD SCIENCE" plans I've been doing lately is to free up Free dice to do things that aren't Heavy Industry. This is so that we can properly capitalize sooner on the advantages we gain from having gained freedom of action in the category from renegotiation.
We are predictably going to need to do a minimum of one 100 R die on portal research in Q1, one in Q2, and very probably one in Q3. Combine that with any other super-expensive research options that become available, and the need to invest a lot of Service dice in the gachas, and finding funding for Anadyr becomes burdensome.Fitting an Anadyr dice Q2 is even less issue with more income pouring in.
Compared to the costs of introducing them all over our entire industrial base, the costs of introducing them specifically in the handful of projects we're actually working on aren't going to be that significant.And crystal lasers- every time we roll out an industry project that would use them we increase the progress cost for deployment. Delaying it just means we are adding more dice on the back end so this continuous delay is a poor idea.
That the War isn't actually over with yet and we are behind with building defensive lines?Unless we're given more reason to think that building the fortresses is urgent, I think we should settle for two dice.
In which case, putting 2 dice on Anadyr this turn and 2 dice on Anadyr next turn is still within the rationale.You may have forgotten the underlying rationale behind the plan I'm proposing.
I'm specifically anticipating 100 R/die portal research that will cost us at least two dice and maybe as many as four if our luck is bad. And possibly other very expensive research projects. I'm not putting three dice on Anadyr to rush Anadyr itself, I'm doing it because that way we'll be able to afford to do very expensive research projects in 2061, while also conveniently having plenty of Heavy Industry dice to spare on the laser project.
I'm referring to the generally expensive Nod/Scrin Research Initiative projects. The Nod version last appeared 4 years ago, and while we did take around a year to complete it, we also have lots of Nod salvage to sift through (and one Bogatyr).The SCIENCE projects are already here and are already eating up a lot of budget;
The thing is, we've been giving Nod's field armies quite a kicking lately. I'm not sure we're likely to see immediate pressure from counterattacks that necessitates rush-building more fortress towns.That the War isn't actually over with yet and we are behind with building defensive lines?
The way I figure it, if we throw three dice at it now, we might get it then and there, we avoid any risk of wasting a die on it, and we can avoid spending more than one die per turn on it afterwards.In which case, putting 2 dice on Anadyr this turn and 2 dice on Anadyr next turn is still within the rationale.
Cos unless you rush Anadyr with 4 dice now, it will still be blocking the budget in Q1 2061.
Yeah, I'm thinking about those too. My entire point is that I want to get the bulk of the Anadyr spending out of the way now so it's not competing with the upcoming Nod/Scrin tech pinata, or with any of the stuff we know we got out of the last Scrin tech pinata but haven't seen a concrete project emerge from yet, such as ion storm power condensers.I'm referring to the generally expensive Nod/Scrin Research Initiative projects. The Nod version last appeared 4 years ago, and while we did take around a year to complete it, we also have lots of Nod salvage to sift through (and one Bogatyr).
I'd be surprised if we didn't have the Nod tech piñata appearing again in the next year. The Scrin one appeared 3.5 years ago. Might be early next Plan for that one.
Not quite though, as the 50R that would be diverted to other projects this turn means that we are 50R ahead on those other areas the turn afterwards.Two and two means we're committed to 100 R expenditure on Anadyr in 2061Q1, which is a lot more restrictive than being committed to 50 R.
Yes, but none of that means that we absolutely must get them done in 2060Q4, as opposed to it being "kind of nice." Given that I'm trying to avoid overkill in the short turn, "kind of nice" means I can tolerate a three month completion delay if the dice go badly for us.The Fortress Towns aren't just for supporting military operations though, they also support Tib mining and likely work to manage refugee flow (by giving them more GDI places to drop in to).
It's not that simple. A lot of expensive projects we're going to want to spend on won't exist in 2060Q4, so we cannot make progress on them, or they'll be too expensive to even consider alongside more than one die per turn of Anadyr spending.Not quite though, as the 50R that would be diverted to other projects this turn means that we are 50R ahead on those other areas the turn afterwards.
Except that we don't end up restricted in our Stored Food or shipyard projects for lack of resources. We're already feeding those what they need; the main restriction is on how many dice we feed them.Being further ahead with Navy/Food projects now means more wiggle room in those areas later too. The restrictiveness is basically the same, just in different places.
But my original point was that you could use the resources temporarily made available this turn to put an extra dice on a shipyard and a food project, so it was about dice.Except that we don't end up restricted in our Stored Food or shipyard projects for lack of resources. We're already feeding those what they need; the main restriction is on how many dice we feed them.
Putting extra dice on a useful food project wouldn't be an option.But my original point was that you could use the resources temporarily made available this turn to put an extra dice on a shipyard and a food project, so it was about dice.
While regions like Greenland have usually been free of the Brotherhood in any military capacity, they are also poorly populated, with the need to build massive housing and services complexes for even simpler facilities, let alone a project like the Nuuk Heavy Robotics foundry.
Kilometers below the squadron, a pair of Nagas, a tender, and a flotilla of destroyers were the intended target. As the bombs streaked down from the heavens, a blaze of incoming fire rushed the other way. One womped into shrapnel from a plasma blast. Others fell prey to lasers as they flashed time and time again. Countermissiles roared up from the destroyers, conic shapes barely steady as they rose on columns of flame and smoke. More of the incoming bombs fell prey to these weapons, but it was not enough. A destroyer nearly split in two as a bomb slashed into the roof of its forward turret before shattering the forecastle as the explosive detonated. A Naga had four splash nearly perfectly around her, buckling in the hull panels and tearing loose one of the screws as the ship began to limp. Other ships bucked and twisted as detonations ripped them apart. Kym however was already over the horizon, deep in the dark blue.