Since we were able to complete two Carrier Yards o this turn. It might be be best to consider doing 1 or 2 ZA Factory in Q3 after doing Revision on Q2 and the remaining Carrier Yard and then focus the remaining dice to Food Reserves and HI for two turns
We just plain do not have the slack in the Military category, nor do we have enough Free dice to
create that kind of slack until Q4 at the earliest.
If there were no such thing as Plan commitments and we could just do whatever we felt like, I think that might be a pretty good lineup.
Guys, can we just have more consoom ya know and those arcology departments. The people of GDI yearn for better food etc.
This turn's plan fired up a whole new series of consumer goods factories. Next turn's plan may or may not do the same- we're going to need to look at what we see in the Results post of this turn and the turn post of next turn and read the room. About the only things we have as "commitments" for this year in Light Industry are literally one die on the fertilizer plants, maybe 4-5 dice on Bergen, and ideally finishing off the drone factories. Plenty of room for 'consoom' in that category. Or in Services if any cheap good Services projects pop up like "expand capacity of public facilities."
The issue isn't being ignored, it's just that we promised the legislature we'd do a bunch of stuff and we're still having to, y'know,
do it.
...
The arcology department is a good idea but its time has to come. This isn't about "maximize mathematical efficiency, ignore quality of life," either. I know some people expect it to be, but it's not. The problem with the arcology department is that it's providing relatively expensive bespoke housing at a time when we have a literal hundred million immigrants coming in who will all need homes in a hurry. When refugee waves are coming in so fast that they're "consuming" -10 Housing
per turn, that is not the time to trade 1/6 of your Infrastructure dice capability for a puny +1 Housing/turn trickle.
Right now, "quality of life" on the housing means making sure we have a
LOT of housing, so that we're not forcing people to live in cramped concrete bunkers or hastily assembled 2050-era commieblocks. As long as the Logistics holds up (quite a while, in other words) we can easily house three times as many people in apartments as in arcologies, and
oh boy do we need a lot of people.
So permanently diminishing our ability to build apartments right now, in exchange for an arcology trickle, isn't going to be a good idea until the refugee wave slows the hell down and we've at least given everyone a place to live in the short term while we start the arcology trickle. We won't be doing GDI's quality of life any favors if we slow down housing construction to prioritize giant megascrapers over what tens of millions of people need
right now.
...
As for the rest, we've got reallocation coming up. I'm sure the voters have a lot of ideas about what they want from us, and hopefully those ideas will be reflected in the Fourth Four Year Plan. Right now, we're still trying to keep our promises from the Third Plan, and bluntly, just about all those promises are things that make a lot of sense and are important.
Okay I've got a preliminary plan here
@Simon_Jester (and anyone else who wants to) have at it.
[cracks knuckles]
[] Plan
-[]Infrastructure 6/6 95R
-[] Blue Zone Arcologies (Stage 4) 3 dice 45R 0%
(Progress 1/650: 15 resources per die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy)
-[] Yellow Zone Fortress Towns (Phase 6) 1 die 20R 70%
(Supports Green Zone Intensification)
(Progress 220/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)
-[] Suborbital Shuttle Service (Phase 1) 1 die 30R 100%
(Progress 156/200: 30 resources per die) (+3 Logistics)
-[] Bureau of Arcologies 1 die auto
(-1 Infrastructure die, -2 to Infrastructure dice, -15 RpT) (+1 Housing per turn)
Arcologies aren't a plan commitment anymore, and they aren't a viable solution to the problem of housing this giant-ass refugee wave we've got pouring in on us. I respect the desire to shake our fist at fate and say "screw you, building arcologies anyway" after we renegotiated our Plan commitments, but until the refugee flow slows down, we should be prioritizing apartments over arcologies.
-[]Heavy Industry 5/5 170R
-[] Continuous Cycle Fusion Plants (Phase 8) 2 dice 40R 100%
(Progress 243/300: 20 resources per Die) (+16 Energy) (-1 Labor)
-[] Crystal Beam Industrial Laser Deployment 3 dice + 1 free die 80R 0%
(Progress 51/600: 20 resources per die)
(+6 Capital Goods, +10 Energy)
-[] Isolinear Chip Foundry Anadyr 1 free die 50R 83%
(Progress 258/320: 50 resources per die) (+4 Capital Goods) (-2 Energy)
I respect your lineup. My one beef is that the way you set your draft up makes it hard to tell at a glance how many Free dice you're allocating to a given field.
-[]Light and Chemical Industry 5/5 95R
-[] Chemical Fertilizer Plants (Phase 2) 1 die 15R 100%
(Progress 276/300: 15 resources per die) (+4 Consumer Goods, +4 Food, -1 Energy)
-[] Bergen Superconductor Foundry (Phase 3) 2 dice 60R 0%
(Progress 0/380: 30 resources per die) (+2 Capital Goods, +4 Energy) (-1 Logistics)
-[] Civilian Support Expansion (Phase 2) 2 dice 20R ??%
(Progress 13/???: 10 resources per die) (+6 Consumer Goods) (-1 Labor)
Interesting and probably healthy approach to "splitting the difference" rather than throwing a massive shock effort at either Bergen or the
Civilian Support Expansion project.
I'm agnostic as to whether in Q2 we should do more
Civilian Support Expansion, or do something else Consumer Goods facing, possibly including work on the
Drone Factories. As I said further up, I think we need to just look at the situation and read the room after we get more information before making up our minds. Having GDI's population grow by 20% will clearly entail massive expansions of consumer goods output, though, and we should at least try to get out in front of that to keep the Consumer Goods target for the Fourth Four Year Plan from being unmanageable.
(Though Consumer Goods is one of the easiest indicators to boost, because there are three whole fields, Light Industry, Agriculture, and Services, that tend to be good at it)
-[]Agriculture 4/4 75R
-[] Agriculture Mechanization Projects (Phase 2) 3 dice 45R 61%
(Progress 25/250: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)
-[] Freeze Dried Food Plants 1 die 20R 100%
(Progress 181/200: 20 resources per die) (+5 Food, increases efficiency of stockpile actions, -1 Energy)
-[] Strategic Food Stockpile Construction (Phase 3) 1 free die 10R 50%
(Progress 85/175: 10 resources per die) (+2 Food in Reserve, -4 Food)
Arguably we should try to do ELFS this turn. Even if the mechanization project doesn't complete, we should still have enough of a Food surplus for it to be okay, thanks to fertilizer plants and the boost we got from Phase 1 of mechanization.
Hm. Your Tiberium choices are respectable...
-[]Orbital 6/6 160R
-[] GDSS Enterprise (Phase 5) 6 dice + 1 Erewhon die 140R 0%
(Progress 348/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (+2 available Bays) (10 Political Support)
-[] Lunar Rare Metals Harvesting (Phase 2) 1 free die 20R 28%
(Progress 11/125: 20 resources per die) (+5 Resources per turn)
...I'd put a Free die on
Enterprise.
Enterprise is still about 15 dice from completion
on average, and below-average rolls could stretch that out. If we want any wiggle room at all in Q4, we need to get out in front of that and invest aggressively to get the station up and running.
Of course, I'd also have put Erewhon on ELFS in Agriculture.
-[]Services 4/5 145R
-[] Professional Sports Programs 3 dice 30R 98%
(Progress 102/250: 10 resources per die) (+2 Consumer Goods, -1 Health, -1 Labor) (+10 Political Support)
-[] Hallucinogen Development (Tech) 1 die 15R 88%
(Progress 0/60: 15 resources per die)
-[] Pinhole Portal Early Primitive Prototype Construction (Tech) 1 die 100R 24%
(Progress 56/180: 100 resources per die)
Your dice don't add up. Also, I
strongly recommend doing the Nod tech gacha, even at the cost of flipping Bergen dice over to "random cheap LCI project" dice.
-[]Military 8/8 200R
-[] ASAT Defense System (Phase 4) 1 die 20R 0%
(Progress 36/220: 20 resources per die) (Station) (High Priority)
-[] Universal Rocket Launch System Deployment (Phase 3) 2 dice 30R 23%
(Progress 0/200: 15 resources per die) (-2 Energy)
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 3 dice 60R 28%
(Progress 5/295: 20 resources per die)
-[] Bogatyr Research Projects 1 die 30R 27%
(Progress 0/120: 30 resources per die) (Expires Q1 2062)
-[] Escort Carrier Shipyards
--[] New York 1 die + 1 free die 40R 94?%
(Progress 138?/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[] Mastodon Heavy Assault Walker Deployment 2 free dice 20R 91%
(Progress 113/225: 10 resources per die) (-3 Energy, -1 Capital Goods, -1 Labor, -1 STU)
Not a bad lineup. If it was me, I'd put off
ASAT Phase 4 until Q3, because it's such a small project that we have a very high likelihood of being able to finish it off in a single turn. OSRCT is the bigger sticking point and I'd recommend consolidating on that with all the dice available for space defense projects.
-[]Bureaucracy 4/4
-[] Conduct Civil Satisfaction Surveys 4 dice 98%
(DC 90/120/150/180)
While I'd been thinking in terms of putting this off until Q3 to give things a bit more time to stabilize with the stand-down from Steel Vanguard's war footing, this isn't a bad choice.
Yes, I am aware I am one of the military tech nerds who pushed for lasers. I am also aware I did a big write up of cool military tech I wanted to pursue, which includes even more lasers. No, I don't plan to stop trying to fit these things into plans. But I will be pushing to fit them in alongside bacon and butter, even if they mean missing some plan goals. Because the narrative does matter in this quest, and the narrative of someone the people love has far more staying power then someone who met all the plan goals.
Honestly, my take on this really is "finish this Plan while fitting in as many quality of life improvements as reasonably possible, then come out swinging towards a better standard of living for GDI citizens in 2062-65."
I
want the goals you describe- "nation fit for heroes" and all that- but I also want to preserve our reputation as the guys who faithfully deliver on promises and who GDI's citizenry
really knows they can trust to keep them physically safe.
It's a terrifying world out there. Humanity's population is down 70-80% from its peak. The planet is in really bad shape. Aliens have invaded and killed hundreds of millions, and we now know they aren't even entirely gone from our solar system. The mastermind who did more than any other person to make things this way is still at large and still commands the fanatical loyalty of a vast superpower- his to command any time he wants to pick it up again.
Steel Vanguard, and our steps to build up the parts of the military most proven deficient
by Steel Vanguard (particularly the navy) are a way of us proving to GDI, and to humanity as a whole, that we can keep GDI safe. Physical security is at the bottom of the hierarchy of needs for a reason, and we've pretty well got that nailed down. I want us to finish strong on that push, then pivot to a stronger focus on butter alongside of or additional to guns in the Fourth Plan.
A big push to get agriculture up to snuff would be a good overall goal for the next plan. Bread and circuses is a pro strat, but the bread is moldy and birds have been picking at it.
Honestly we could use more circuses too. One of the reasons Service dice keep getting left fallow is a relative dearth of cheap, popular things to do with them- something we had no shortage of in the First and Second Plans.
The counterargument to that is that they started their operations by attacking cities, targeting civilians, as a diversion. They are, on a human ethical scale, at best "as bad as Kane, or worse".
Yeah, well, I'm not proposing to rehabilitate them or be nice to them.
I'm just proposing to see if we can have a temporary time-out and cease-fire while we talk about just how much we hate that fucker Kane, and why.
We can have an equivalent chit-chat with Kane about how much we both hate the Visitors, except I'm not sure he
does hate the Visitors, the fucker.
Agriculture 4/4 Dice + 2 Free Dice + Erewhon 80 R
-[] Agriculture Mechanization Projects (Phase 2) 26/250 (2 Dice, 30 R) (8% chance)
-[] Blue Zone Aquaponics Bays (Phase 4) 75/140 (1 Die, 10 R) (75% chance)
-[] Freeze Dried Food Plants 181/200 (1 Die, 20 R) (100% chance)
-[] Strategic Food Stockpile Construction (Phase 3) 85/175 (2 Dice, 20 R) (97% chance)
-[] Extra Large Food Stockpiles (E, 0 R) (Auto)
If it was me, I'd try to wiggle loose 5 R and put one of the dice working on the stockpiles onto the mechanization project to give it a better chance of completion. I like having the Food in hand
before I try to store it.
This also helps give us better chances to dodge the
alarmingly plausible "Food Worst Case." Though... come to think of it, you left the fertilizer plants out of your "worst case" calculation even though they're in the same "it is vanishingly unlikely that this won't complete" category as the freeze-drying plants at this point.
Depending on our PS at the start of next turn, I think I'm leaning towards putting a die in Tib Power. They can be built in the middle of nowhere (like, say, Eastern Australia?), and might allow us to reduce our HI expenditures on Fusion from 2 dice (100%) to 1 die (88%). That free die could be better used for either CBILD (getting us closer to its +10 energy), or the Division of Alternative Energy (+3 energy/turn, +9 energy through the rest of the plan).
If we're trying to do everything in our power to keep Heavy Industry dice expenditures down, to the point of being willing to burn political capital on liquid tiberium power... We
really don't want the Division of Alternative Energy. It's cheap and it has political virtues, but it's not dice-efficient.
I'm of the opinion we need to start putting free dice in agriculture preferably this coming turn. We can't just do hydroponics and storage
We are already putting free dice in Agriculture. This isn't new. Look at the plan that was actually voted for this turn, and what's being discussed.
The thing is, we're seeing a sudden surge of "we need more agricultural goods and a more diverse diet" sentiment at a time when it is
really hard for us to pivot and do much about it immediately. Because we made a major binding commitment to do something very specific by 2061Q4, and the politicians are starting to breathe down our necks about doing it, and getting it done will take genuine, very real work in just increasing bulk calorie output so we can supply the trillion or whatever cans of beans the legislature told us to stash.
If we'd been having this same conversation in 2058, we might have been in a position to do more about it in that moment. Right now, we're frantically pulling an all-nighter to finish the paper that's due tomorrow morning, and it's just not a great time to stop and smell the flowers,
even if we totally, very much need to do that.
The trick is gonna be making sure to start strong with Agriculture in 2062 and not get sidetracked with stuff like spider cotton and poulticeplants that are useful but that the public doesn't really see as a quality of life thing.
2 dice on Mastodon seems excessive when we want to avoid overkill, better to try at 1 die and move that die onto something like OSRCT which needs 8-9 to finish the plan goal, also just 1 die on ASAT seems a bit odd. New york, my own feeling is go 1 die to see if that can finish it off and use the other die elsewhere (OSRCT or a 2nd die on ASAT so that has a chance to finish)
Me, I gave the Mastodons a 1+AA die arrangement, so that it'd be reasonably likely to finish (and get out of our hair) without using proper dice.
As for New York, the problem is that the New York yard rolled a Natural 1 this turn. Until we know what the consequences of that are, it's hard to say what we need to do for dice investment. Maybe the Progress cost of the yard just increased markedly or something.
We're not dice poor, in fact we are reaching a hard cap, only 2 dice away before Treasury will begin suffering from overload from hands in too many sectors, not enough people, even, and even after reallocations we'll still have damn near too many dice, because we don't have enough sub-bureaus to spin off.
Say rather that we are
dice-constrained. That is, we wish to accomplish as much as possible while Treasury is in its swollen state, not least because we have undertaken promises and obligations that
cannot be met otherwise. We are to a large extent constrained in what we can accomplish by how many dice we have available to Do Things with, because right now the budget is vast and we can afford to do many things. Many of which we explicitly promised to do.
The time for spinoffs is when those promises are
kept, not before those promises are kept.
The reason I highly prefer to do Ranching Dome now is two Reasons.
One is that we are beginning to see a lot of discontent on the narrative that people are demanding better QOL and nothing brings that more than Butter and Steak.
As far as I can determine, a lot of this narrative discontent is either Discord-only or is
quest participants deciding, now, at this moment, to worry about the issue after paying it relatively little mind for a long time.
Now, I can't comment on what's going on in Discord because I haven't been there in weeks. But we probably shouldn't go talking ourselves into having a freakout and randomly eating penalties for failure to complete Plan commitments because we decided The People Need Butter Dammit.
Let's just get this plan finished while doing as much good stuff for quality of life as we can fit in around the need to keep our promises, then really kick into high gear with the new Plan.
There is a very high chance that IF or FMP will use the Ranching Dome Issue to get more votes that will derail our efforts to integrate our new Yellow Zone Citizens. Putting effort of Luxury not only strengthen Seo position on Treasury and reduces resentment to our new citizens as they will be pouring from the border to settle on our Blue Zones.
They cannot do anything about this until the end of 2063. We have nearly
three years to deal with this.
We've actually been in this position before. We were dreading the Free Market Party taking us to the cleaners in the 2056 election because we'd failed to properly address the even worse
post-war consumer goods crisis (when the problem wasn't a lack of butter and cars, it was a lack of
shirts and medications).
But you know what? In Granger's second term, we tooled the fuck up
and we dealt with it. We laid out the grants-to-coops programs, we built a bunch of +Consumer Goods projects all over the map, and we
dealt with it. Because we saw the problem coming as early as 2053, we made substantial Consumer Goods promises in the Second Plan in 2054Q1, and we hit those targets handily.
We did it before. We can do it again.
So hold strong, finish the Plan, and that puts us in a position of credibility as the people who do what they say they're going to do, which will keep public confidence reasonably solid while we Attempt To Supply the Butter.
Vertical Farming doesn't lock us out of Ranching Domes.
It gives us +4 Food that can offset the cost of building Ranching Domes.
We can build the Domes straight afterwards. I just want to make sure we have enough Food.
Also,
Vertical Farming provides Consumer Goods in its own right. Quite a bit of them. Remember, people's desire for better food isn't just about animal products. It's also about berries, spices, and all sorts of stuff that grows well in the vertical farms.[/QUOTE]