Still, Might be worth it to find the costs and bonuses.
Maybe.

I'm planning to do it as a precursor tech for the next generation fusion upgrade. Because one of the interesting and conceptually simple things you could do with exotic materials is make stuff that's hella temperature resistant, or radiation resistant, or otherwise suitable for fusion reactors.

Industrial applications are likely (in my opinion) to come before military ones in this context. Military tech tends to need to be versatile- it doesn't matter that your armor is very dense if it's also brittle. Nobody usually cares if it's great tough stuff if it dissolves whenever anyone accidentally splashes it with diesel fuel. The stuff has to survive a variety of open field conditions. By contrast, you can keep industrial parts in specialized environments where everything is just so and it's less of a problem.
 
Regarding the Processing Goals, it might be more efficient to just create Processing Plants rather than Chicago. Our Tib Dice after the Tendrils is less valuable than Infra which is being pulled on Apartments, Shuttles and the upcoming arcology bureau.

Except we want to clear Chicago and the Australian Planned City so we can get both of their capstones and then do Karachi. Which is why we should do Phase 4 now while we have room in Infrastructure.

Are we going to do a big push on tendrils/claws the turn before redistribution so we can complete them the turn after and boost our income significantly?

No. I'm not. I will advocate against this until reallocation or until we complete them because this isn't a simple numbers go up game. The more resources we have at reallocation the more resources the other branches of GDI will get and use next plan. Any gain pales when compared to having GDI reconstruct a fully functioning economic infrastructure which we might be able to get to with the next plan if we build up enough income by the end of this one.
 
I just think tendrils and claws are really high priority and would really like work on them done before we try doing any more tiberium harvesting actions.

If we finish them on this side of redistribution, fine. If right after, also fine.
 
Yeah, but it also sounds like "now you need STUs to build anything," which isn't so good.
That seems ridiculously unlikely to me. Frankly, it'd be more of a punishment than not having the tech and Ithillid has never done that kind of trap option before.

Far more likely is that rolling it out costs a certain amount of STUs but that pays for any building we do

I'd like it fairly early next year at the latest because if it does discount all (or just a significant amount) of construction even just a little bit that could save us a lot of dice over the plan
 
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I could see it opening up more options to spend STU on actions that provide better effects (so for a given path we get a STU version and a non STU version so we have to pick and choose where we use our STU- though improved STU generation techs would help here)
 
I could see it opening up more options to spend STU on actions that provide better effects (so for a given path we get a STU version and a non STU version so we have to pick and choose where we use our STU- though improved STU generation techs would help here)
It's a material, so my bet is that it is like tib glass. Pay STUs to produce a certain quantity of it, which is then automatically used as needed. Just in its case it offers a discount, whereas tib glass offered a resource refund.

Now the sparkle shields I could easily see an STU and an STUless version of the fusion powerplants.
 
It's a material, so my bet is that it is like tib glass. Pay STUs to produce a certain quantity of it, which is then automatically used as needed. Just in its case it offers a discount, whereas tib glass offered a resource refund.

Now the sparkle shields I could easily see an STU and an STUless version of the fusion powerplants.
Also was thinking of the new mil vehicles where we could go a STU route and a non STU route with each. Which does drive us to figure out ways to increase our STU income long term.
 
We also have: Improved Hewlett Gardener Process Development (Tech) (New) to improve that ratio and it sounds like the action itself even bigger improvements are being researched (who knew rescuing scientists would be a good thing :) )
 
Now the sparkle shields I could easily see an STU and an STUless version of the fusion powerplants.
It even makes since with the Narrative with elerium being part of plasma production. The microfusion reactor/battery mentions using elerium.

So I am guessing the next step after improved fusion (Fusion II?) would be Plasma or Elerium Reactors. Maybe an elerium doping of the superconductor compound?
 
Yeah. My take is that we want to do Advanced Alloys Development and Microfusion Cell Development as soon as practical (2061Q4, probably; Q2 and Q3 need to stay focused on the crystal beam laser rollout). We also want Buckler Shield Development and Sparkle Shield Module from the Talons list ASAP so that we can get stuff gated behind that.

Then we do the fusion improvements with all that in hand. I think it'll pay off.
 
This post is really late, and while it's not particularly big, I'm just pushing it out the door now as I no longer have any motivation to work on it. Sorry for any errors and sections where I didn't really finish it and stuff.

Currently, it takes -2 points of Food to gain +1 point of Food in Reserve. Freeze Dried Food Plants improves this to -1.5 Food for +1 Reserve, or -3 Food for +2 Reserve. Right now we have +12 Reserve, and need to reach +28 by the end of the year. To gain that +16 Reserve, we'll need to spend -24 Food.

Right now we have +26 Food. That's not enough, though, as we need to maintain a healthy surplus of +Food to maintain a decent quality and variety of food. (Getting near 0 Food would likely mean the return of fungus bars.) It's not clear what a healthy margin is, unfortunately. Pre-war, we had "Major Surplusses" at +14 Food, but we've also had an inconsistent (and maybe even not accounted for) drain from immigration over the last year. So to be safe, let's say we want to end up at +20 Food and above. That means to pay for the Reserve, we need to gain at least +18 Food. (Gain enough to reach +44 Food, while spending -24 Food for Reserve.)

Goals: Gain +18 or more Food. Finish Reserve. Do a QoL agriculture project. (Ranching Domes and/or a Stage of Vertical Farming Projects.)

The following are the projects we can complete to fulfill these goals:

-Chemical Fertilizer Plants (Phase 2) +4 Food. 100% 1 L&CL die (Costs no Agri dice, basically a freebie.)
-Agriculture Mechanization Projects (Phase 2) +12 Food. 61% 3 dice, 94% 4 dice. (Has unknown effects upon finishing.)
-Blue Zone Aquaponics Bays (Phase 4) +6 Food. 75% 1 die, 100% 2 dice.
-Blue Zone Aquaponics Bays (Phase 4+5) +12 Food. 74% 3 dice, 95% 4 dice. (Repeatable; overflow isn't wasted.)
-Vertical Farming Projects (Stage 2) +4 Food. 40% 2 dice, 89% 3 dice, 99% 4 dice. (High-quality food. Repeatable; overflow isn't wasted.)
-Ranching Domes -4 Food. 42% 3 dice, 86% 4 dice, 99% 5 dice. (High-quality food.)
-Freeze Dried Food Plants +6 Food. 100% 1 die.
-Strategic Food Stockpile Construction (Phase 3+4+5+6) +8 Reserve, -12 Food. (Presumed) 48% 10 dice, 77% 11 dice, 92.5% 12 dice. (Repeatable; overflow isn't wasted.)
-Extra Large Food Stockpiles. +8 Reserve, -12 Food. 1 die, can use AA or Erewhon die.
-Optional: CRP projects. +Cheap Reserve, ---Everyone hates CRP.

We have 4 Agriculture dice a turn, and three turns left. Just to meet our Plan Goal by doing only the Freeze Dried and both Stockpile projects, we need on average 11 dice. (Using an AA/Erewhon die for XL Stockpiles.) However, just this will leave us at only +12 Food. (+26, +4 Fertilizers, +6 Freezers, -12 Stockpiles, -12 XL Stockpiles.) Bringing our Food back up again requires 3 dice in either Mechanization or BZ Aquaponics. Therefore, we already need Free Dice to meet the Plan Goal and keep feeding everyone. We need 3 dice in either Mechanization or Aquaponics, pushing us to 15/12 dice for Agriculture.

(Unless we do any CRP project. CRP makes our Agricultural Numbers Go Up more efficiently than any other project, but are likely to cause very large narrative problems due to tasting like CRP.)

...So here's the short version of the rest of my argument. We can wait till Q4 and all our ducks are lined up in a row before we even think about putting dice into Vertical Farming or Ranching Domes. But even then, we'll still be needing to use Free Dice to do so. There's no maximally efficient path to getting our Plan Goals done without spending some Free Dice. (And if we want to finish all the Plan Goals in Q3? That's even more Free Dice, costing us 7 dice instead of 3.) And like, IDK how to tell you all this, but if we have two problems, we can work on both simultaneously. I know many people want to finish everything in Q3 so Q4 is "free", but the narrative problem here isn't going to wait until December 31st like the Plan Goal will. (Waiting to do things so they fit in our mechanical view of things, rather than the narrative's view, has caused us problems before.)

Example Plan:

Q2:
-[] L&CL
--[] Chemical Fertilizer Plants 1 die
-[] Agriculture 4/4 dice +2 Free Dice
--[] Ranching Domes 3 dice
--[] Freeze Dried Food Plants 1 die
--[] Strategic Food Stockpile Construction (Phase 3) 2 dice

Food: +26, +4 Fertilizers, -4 Ranching, +6 Freezers, -3 Stockpiles. Total: +29
Reserve: +12, +2 Stockpiles. Total: +14

Q3:
-[] Agriculture 4/4 dice +2 Free Dice
--[] Agriculture Mechanization Projects (Phase 2) 3 dice
--[] Strategic Food Stockpile Construction (Phase 4) 3 dice

Food: +29, +12 Mechanization, -3 Stockpiles. Total: 38
Reserve: +14, +2 Stockpiles. Total: +16

Q4:
-[] Agriculture 4/4 dice +2 Free Dice
--[] Strategic Food Stockpile Construction (Phase 5+6) 6 dice
--[] Extra Large Food Stockpiles 1 AA/Erewhon die

Food: +38, -6 Stockpiles, -12 XL Stockpiles. Total: +20
Reserve: +17, +4 Stockpiles, +8 XL Stockpiles. Total: +28

If this plan looks cramped, it's because I meant to argue for 3 Free Dice a turn into Agriculture, rather than just 2. You could even fit in Vertical Farming if dice roll decent with 3 Free Dice/turn.
 
ECRP is going to be necessary for meeting our Food Reserve Plan as we only have so many dice. At least only as reserve. My suggestion is complete the Ranching Dome to offset the narrative effect of the CRP alongside the Sports to win back the PS. That, and combined with the Food reserves we wil get from Freeze Dried Efficiency will allow us to complete the plan in short order.

Also. It is sadly an unpopular opinion to drop the Frigate Yards for this plan for now to direct the remaining plan to URLS, ASAT and phase 3 and 4 of OSRCT alongside the Need for Enterprise.
 
CRP will probably go down in cost the more non-CRP food we have in storage. I'd wait until at least Q3 to see if the Extra Large Stockpiles moves the PS needle.
 
The issue though is dice can roll poorly and if they do so for strat reserve in Q4 we get major problems as our political masters mandated reserve and not diversity of food production.

Also for consumer good side fert factories provides some of that as well which should be from additional agri production (it really is a great project to finish for 1 LCI die food and consumer goods from a category we are not tight on).

Now 3 dice on agri Q2 makes a lot of sense and by focusing on food reserves and aquaponics we can better see how many dice we need to finish off plan goals since we have more time to adjust for poor rolls. This would be another 3 or 4 free dice on agri Q3.


ECRP is going to be necessary for meeting our Food Reserve Plan as we only have so many dice. At least only as reserve. My suggestion is complete the Ranching Dome to offset the narrative effect of the CRP alongside the Sports to win back the PS. That, and combined with the Food reserves we wil get from Freeze Dried Efficiency will allow us to complete the plan in short order.

Also. It is sadly an unpopular opinion to drop the Frigate Yards for this plan for now to direct the remaining plan to URLS, ASAT and phase 3 and 4 of OSRCT alongside the Need for Enterprise.
Frigate can still get done this plan. I already have a proposed Q2 plan that has 3 free dice on agri that also pushes all but ASAT for mil plan goals forward and Q3 is likely to finish mil plan goals (with possibly some dice left over depending on how we roll). At worst that lets us do frigates Q4 but more likely we can squeeze at least the start in Q3.

Also we do not need CRP to get the food reserve done as long as we use free dice which I feel that we can put 3 a turn on agri.
 
Agriculture Mechanization Projects (Phase 2)
(Progress 0/250: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)

Blue Zone Aquaponics Bays (Phase 4)
(Progress 75/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)

Vertical Farming Projects (Stage 2)
(Progress 65/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)

Ranching Domes
(Progress 0/250: 20 resources per die) (+8 Consumer Goods, -4 Food, -2 Energy, -2 Labor) (+5 Political Support)

All these need are a maximum of 4 dice a piece, easy to do when done in the correct order, add in the Chem Fertilizer which is another +4 food, and freezers which is a guaranteed +5 and efficiency that is RETROACTIVE to all stockpiles, it makes our stockpiles both less intensive on food and much cheaper in food costs in bulk.

We do not need CRP unless TW4 kicks off or something truly horrific happens.
 
The issue though is dice can roll poorly and if they do so for strat reserve in Q4 we get major problems as our political masters mandated reserve and not diversity of food production.
We can easily put in enough dice in Q4 to have a 99% chance to finish the last required phase of Stockpiles. (Which is likely to happen anyways unless we put in a ton of dice there to finish in Q3.) And any extra progress isn't wasted as it's a repeatable project. Given that next Plan is likely to also have Reserve requirements, we can use any extra progress anyways.
 
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This post is really late, and while it's not particularly big, I'm just pushing it out the door now as I no longer have any motivation to work on it.
I'm sorry.

We have 4 Agriculture dice a turn, and three turns left. Just to meet our Plan Goal by doing only the Freeze Dried and both Stockpile projects, we need on average 11 dice. (Using an AA/Erewhon die for XL Stockpiles.) However, just this will leave us at only +12 Food. (+26, +4 Fertilizers, +6 Freezers, -12 Stockpiles, -12 XL Stockpiles.) Bringing our Food back up again requires 3 dice in either Mechanization or BZ Aquaponics. Therefore, we already need Free Dice to meet the Plan Goal and keep feeding everyone. We need 3 dice in either Mechanization or Aquaponics, pushing us to 15/12 dice for Agriculture.

(Unless we do any CRP project. CRP makes our Agricultural Numbers Go Up more efficiently than any other project, but are likely to cause very large narrative problems due to tasting like CRP.)
I'm personally taking the variant idea of:

1) Using Free dice on Agriculture, AND
2) Getting to do significant "make good food" options, BUT
3) Accomplishing this in large part by doing a single phase of Infrastructure CRP.

Yes, people will be unhappy about the prospect of ever having to eat that CRP, but we can very simply point out that no one will have to eat CRP until the last fungus bar is eaten, and that we will go on working long and hard to ensure that we never, NEVER have to eat the last fungus bar.

Oh, and good news? Here, have some butter instead of the usual GDI-issue margarine... which is widely suspected of being made from tiberium.*

Best way I can think of to have our cake and eat it too.
____________________________

*(I am pretty sure we COULD actually have a chemical processing chain that starts with tiberium, then makes that into long-chain oils using something very similar to whatever process we use to make jet fuel, then makes that into something you can spread on your bread. Fuckin' depressing, but there it is. Whether GDI does have this depends almost entirely on how paranoid people are about using material products transmuted from tiberium. Given that we live in buildings made with steel that's made from tiberium, and use computers whose rare elements are made from tiberium, and so on, the paranoia may not actually be high enough to stop this from happening)

And like, IDK how to tell you all this, but if we have two problems, we can work on both simultaneously. I know many people want to finish everything in Q3 so Q4 is "free", but the narrative problem here isn't going to wait until December 31st like the Plan Goal will. (Waiting to do things so they fit in our mechanical view of things, rather than the narrative's view, has caused us problems before.)
I'm more than a little concerned that ELFS in particular may not take effect instantly. It represents a HUGE ramp-up in the actual amount of food going into the existing granaries. I'm strongly hoping to get our food surplus up high enough this turn in Q2 that we can take ELFS with confidence in Q2 or Q3, so that that food is actually "in the bag" and properly stored by Q4.

Because remember, the narrative includes the part where people explicitly and directly care about us meeting the Stored Food target. It is not just some dumb thing we care about to make Number Go Up.

By all evidence, GDI's population actually wants us to do that. It is something they voted for politicians to do, politicians told us to do it, and GDI did not repudiate that policy at the ballot box in the 2059 elections, either.

So putting off fulfillment of the Stored Food target in order to supply the masses with yummies a few months earlier is not necessarily a case of "giving the people what they want."

ECRP is going to be necessary for meeting our Food Reserve Plan as we only have so many dice. At least only as reserve. My suggestion is complete the Ranching Dome to offset the narrative effect of the CRP alongside the Sports to win back the PS. That, and combined with the Food reserves we wil get from Freeze Dried Efficiency will allow us to complete the plan in short order.
That's my plan- except I don't think we need to go full-bore on CRP. One phase is enough.

Also. It is sadly an unpopular opinion to drop the Frigate Yards for this plan for now to direct the remaining plan to URLS, ASAT and phase 3 and 4 of OSRCT alongside the Need for Enterprise.
We really need that fleet. We need those ships. Badly. Just because no one has specifically extracted a promise from us to build the Seattle yard, doesn't mean we don't need the Seattle yard.

The reason we were forced to renegotiate the Karachi promise is because we couldn't keep the promise, and we couldn't keep the promise because we had not previously laid the groundwork (building a large, strong navy) required for us to succeed in fulfilling the promise.

The promise has been delayed, but we'll be in the same position (only worse) if we continue to half-ass the measures required in order to keep it.

Ignoring the Seattle yard to concentrate on Plan goals is short-sighted, because we have a future Plan goal that will in no small part hinge on the class of ships that come out of the Seattle yard.

Agriculture Mechanization Projects (Phase 2)
(Progress 0/250: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)

Blue Zone Aquaponics Bays (Phase 4)
(Progress 75/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)
(Progress 0/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics)

Vertical Farming Projects (Stage 2)
(Progress 65/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)

Ranching Domes
(Progress 0/250: 20 resources per die) (+8 Consumer Goods, -4 Food, -2 Energy, -2 Labor) (+5 Political Support)

All these need are a maximum of 4 dice a piece, easy to do when done in the correct order, add in the Chem Fertilizer which is another +4 food, and freezers which is a guaranteed +5 and efficiency that is RETROACTIVE to all stockpiles, it makes our stockpiles both less intensive on food and much cheaper in food costs in bulk.

We do not need CRP unless TW4 kicks off or something truly horrific happens.
You're not adding any new information here.

The big problem isn't sourcing the Food at this point. It's that building the stockpiles requires us to do like 800 Progress worth of construction work or something like that. Even after we source the Food and do ELFS, we still need another +8 or so Stored Food to go into stockpile. Which is a pretty big project that requires rolling a lot of dice.

The reason doing CRP is valuable is that with one or at most two Infrastructure dice, we let a single 80-point Infrastructure project free us from the need to do about 475 Progress worth of granary construction. Which frees up those Agriculture dice to do something else.

We can easily put in enough dice in Q4 to have a 99% chance to finish the last required phase of Stockpiles. (Which is likely to happen anyways unless we put in a ton of dice there to finish in Q3.) And any extra progress isn't wasted as it's a repeatable project. Given that next Plan is likely to also have Reserve requirements, we can use any extra progress anyways.
Yeah, but in the process of doing so, we sacrifice a lot of the dice surplus that would otherwise be available to let us build high-quality food projects.

Again, that's why I'm coming out firmly in favor of Emergency Caloric Reclamation Processor Installations (Phase 1), and only Phase 1.

Because that will be contributing only to our literal bottom-of-barrel emergency food stockpiles that we will hopefully never eat, that no one would normally ever eat or want to eat...

And it frees up so much resources for us to make things people will eat, and will love.
 
I'm more than a little concerned that ELFS in particular may not take effect instantly. It represents a HUGE ramp-up in the actual amount of food going into the existing granaries. I'm strongly hoping to get our food surplus up high enough this turn in Q2 that we can take ELFS with confidence in Q2 or Q3, so that that food is actually "in the bag" and properly stored by Q4.

Because remember, the narrative includes the part where people explicitly and directly care about us meeting the Stored Food target. It is not just some dumb thing we care about to make Number Go Up.

By all evidence, GDI's population actually wants us to do that. It is something they voted for politicians to do, politicians told us to do it, and GDI did not repudiate that policy at the ballot box in the 2059 elections, either.

So putting off fulfillment of the Stored Food target in order to supply the masses with yummies a few months earlier is not necessarily a case of "giving the people what they want."
Maybe something like this next turn?

-[] Infra
--[] CRP 1 die
-[]L&CL
--[] Fertilizers 1 die
-[] Agriculture
--[] Mechanization 3 dice
--[] Ranching 3 dice
--[] Freezers 1 die

Then do the XL Stockpile Q3, and finish up Mechanization if needed. (Along with a bunch of the other Stockoile project.)
 
I'm going to state my case quite clearly now: As long as it's -15 PS for two phases of CRP, I don't think we should put one die on, because there's a substantial risk-case we'll fail to hit the target, invest a second die, and overshoot directly into the second stage omake-completing.

To stop that, we need to press the big 'make food storage full' button and fill more storage up with real food. Even if it means we drop down to 'fungus bar meals' again for a turn, which it shouldn't if we also do mechanization the same turn.
 
Maybe something like this next turn?

-[] Infra
--[] CRP 1 die
-[]L&CL
--[] Fertilizers 1 die
-[] Agriculture
--[] Mechanization 3 dice
--[] Ranching 3 dice
--[] Freezers 1 die

Then do the XL Stockpile Q3, and finish up Mechanization if needed. (Along with a bunch of the other Stockoile project.)
If I were convinced that The People Have Spoken and that we are under a sacred obligation to complete the ranching domes as soon as practicable at all costs and that this was not merely desirable but objectively more important than hitting the Stored Food target...

Yes, that is pretty much how I would do it.

Because I feel differently, in that I consider the fact that the politicians feel so strongly about completing Stored Food as evidence that the voters feel strongly about it too, I have a different lineup, one intended to get us into a position to start the domes a little later while bringing us closer to hitting the target we were told to hit.

Mine is

-[] Infra
--[] CRP 1 die
-[]L&CL
--[] Fertilizers 1 die
-[] Agriculture
--[] Mechanization 3 dice
--[] Food Storage 2 dice
--[] Freezers 1 die
--[] ELFS Erewhon/AA die

After that, we should be able to do pretty much as we please with high quality food production, assuming we can complete the CRP phase. On which note...

I'm going to state my case quite clearly now: As long as it's -15 PS for two phases of CRP, I don't think we should put one die on, because there's a substantial risk-case we'll fail to hit the target, invest a second die, and overshoot directly into the second stage omake-completing.

To stop that, we need to press the big 'make food storage full' button and fill more storage up with real food. Even if it means we drop down to 'fungus bar meals' again for a turn, which it shouldn't if we also do mechanization the same turn.
That's a fair concern.

As noted, my own plan draft, Attempting to Be Done by October, addresses this by doing the "big storage button" action in that very same turn. The one issue is that we might deliberately want to finish Phase 1 without finishing Phase 2.

@Ithillid , is there any way we could specify in the plan itself that we don't want to let there be a Phase 2 overcompletion? That if the team manages to finish Phase 1 so well, they should just pat themselves on the back for being overachievers and take the rest of the month off or something instead of plowing on ahead to Phase 2? Because this is an issue that occasionally arises in the context of other projects that come at a price but have low Progress requirements per phase...

Because "we accidentally did twice as much of this as we meant to" seems like a weird problem for a planning agency to have.
 
If I were convinced that The People Have Spoken and that we are under a sacred obligation to complete the ranching domes as soon as practicable at all costs and that this was not merely desirable but objectively more important than hitting the Stored Food target...

Yes, that is pretty much how I would do it.

Because I feel differently, in that I consider the fact that the politicians feel so strongly about completing Stored Food as evidence that the voters feel strongly about it too, I have a different lineup, one intended to get us into a position to start the domes a little later while bringing us closer to hitting the target we were told to hit.
I am not your strawman. I don't think it's objectively more important or sacred. I think the voters want food storage, and they want better food. Together, at the same time. This isn't a contradictory stance to take. It's only from our POV that it might look like we can only have one at the expense of the other, but the general public isn't looking at dice numbers or probability arrays. They've been looking at their dairy-less pantry, and at their bunker's too-small food storage, and they want both of these problems fixed.

More importantly, what I've been proposing does not stop us from hitting our Stored Food targets. That was the point of all that stuff in my earlier post, and that was all without CRP. A phase of Infra's CRP means we can skip two phases of Stockpiles, saving us 6 dice! I'm not putting one shoe in front of the other, and I'm continually baffled at the assertion that we must choose one over the other. We can do both! Tell me why we can't.

I really would like to get ahead of narrative problems before they bite back. Planquests are all about how the abstracted mechanics obfuscate the on-the-ground reality, and this is looking like a textbook case of working on the numbers while ignoring the narrative events happening around us.
 
That's a fair concern.

As noted, my own plan draft, Attempting to Be Done by October, addresses this by doing the "big storage button" action in that very same turn. The one issue is that we might deliberately want to finish Phase 1 without finishing Phase 2.

@Ithillid , is there any way we could specify in the plan itself that we don't want to let there be a Phase 2 overcompletion? That if the team manages to finish Phase 1 so well, they should just pat themselves on the back for being overachievers and take the rest of the month off or something instead of plowing on ahead to Phase 2? Because this is an issue that occasionally arises in the context of other projects that come at a price but have low Progress requirements per phase...

Because "we accidentally did twice as much of this as we meant to" seems like a weird problem for a planning agency to have.
So doing it the same turn as CRP isn't good enough for 'calm the hell down parliament' purposes, we need to assuage them before we push that terrible, stinky button. Because this is a game, and the QM only updates the costs of things between turns. We honestly should have done the big storage as part of the current turn, but since CRP is so low on dice requirements, we can probably fit it in Q3 with only a single die. On the other hand, we don't actually need CRP, and we should try to avoid paying PS we don't actually have to pay this late in the plan. So it's not compulsory, it's an option, and if you're making use of it to save Ag dice, then please tell us what you want to spend those dice on.
 
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