Odd thought, but depending on the results of of Anadyr and it's follow up Isolinear chip deployments, we could transition traditional computers chips mostly into less high end developments. Any sort of electronics needed for industry and military use will want the lastest and greatest, though Isolinear chips will need a few rounds of ruggedizetion before being viable for anything as hostile as open combat.

My point being that Boston could very quickly become mostly useful for computers used by the general population, instead of being used by everyone for everything. Meaning it could make a great deal of consumer goods.

Not saying that'll happen anytime soon, but it's something to think about.
 
Well, there's still going to be a demand for millions and millions of relatively basic construction drones and robot assembly arms and remote controlled machinery and stuff like that. We're currently using electronic microchip CPUs for applications like that, and there won't be much reason to change that for the foreseeable future (namely, for as long as it continues to cost 50 R/die to build the production line tooling for an isolinear chip fabricator, and Treasury doesn't have a 2500 RpT budget).

And the game tends to model such things as Capital Goods, because they're the stuff you need in order to build factories.

So... capital goods from electronic chip fabbers.
 
Should be also noted that last chip fabber we brought online was Boston 4 (I think).
Boston 5 might be next plan goal to ramp up Electronic Consumer goods production.
 
Well, there's still going to be a demand for millions and millions of relatively basic construction drones and robot assembly arms and remote controlled machinery and stuff like that. We're currently using electronic microchip CPUs for applications like that, and there won't be much reason to change that for the foreseeable future (namely, for as long as it continues to cost 50 R/die to build the production line tooling for an isolinear chip fabricator, and Treasury doesn't have a 2500 RpT budget).

And the game tends to model such things as Capital Goods, because they're the stuff you need in order to build factories.

So... capital goods from electronic chip fabbers.
I did say mostly. The isolinear chips are very new and it's not clear how sturdy they are, nor how long it will take for them to become sturdy enough for harsh work environments or active conflict. Right now obviously electronic chips are far cheaper and do a more then adequate job for their intended use.

When I say in future, I mean in future. Not even next plan, but something late plan after next. Even then there's plenty of use electronic chips will just be more economical, if for no other reason we have this huge factory complex that makes all these chips and have a great deal of equipment that already uses it.

But high technology fields will quickly transition away from them as isolinear chips become available, and I imagine the Talons will very much want to figure out how to make them tough enough for their mechs. As those groups use less traditional chips, more become available to everyone else.

Yes, a lot of these will still go to drones and other industry work, but I see isolinear chips taking the place of many of these chips as time goes on, and consumers will always be hungry for powerful electronics, even if it's last generation compared to government stuff.

Not as hungry as they are and will be for bacon, but that's a topic for a different post.
Should be also noted that last chip fabber we brought online was Boston 4 (I think).
Boston 5 might be next plan goal to ramp up Electronic Consumer goods production.
If it's not then it should be. Dice expensive but resource cheap with neat cap stone benefits make it a no brainer to take on.
 
Heavy Industry (5 dice)

[ ] Advanced Alloys Development (Tech)
While STUs are rare, using extremely small amounts as additives to existing steel, aluminum, and other structural elements has noticeable impacts on the process, producing alloys that are lighter, stronger, and more efficient than existing ones. While widespread deployment will be noticeably expensive, it will cut costs across the board in other ways.
(Progress 0/120: 15 resources per die)

[ ] Continuous Cycle Fusion Plants (Phase 8) (Updated)
While the pace of factory construction is likely to decline as GDI stands down from ongoing offensives, more immediate fusion generation is likely to continue to be a high priority. At the same time, there are concerns about the longevity of the class, even with limited evidence for it.
(Progress 67/300: 20 resources per Die) (+16 Energy) (-1 Labor)

[ ] Improved Continuous Cycle Fusion Development (New)
While the existing CCF plants are certainly functional, there are a number of upgrades that may well lead to improved efficiency over simple water boilers. While this project will be more an iterative improvement, trying to get a few percent more megawatt hours per plant out of a relatively similar design to current systems, it is likely to see significant further revisions as other fields improve.
(Progress 0/120: 20 resources per die)

[ ] North Boston Chip Fabricator (Phase 5)
A fifth and final expansion to the North Boston complex, this will focus not just on expanding chip fabrication, but also on a number of new technologies. While it is unlikely that these technologies will completely replace existing designs, there are a number of edge cases, where inferior performance in one aspect is made up for by superior performance in others.
(Progress 36/2400: 15 resources per die) (+32 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (May aid AI research)

[ ] Nuuk Heavy Robotics Foundry (Phase 4)
With the initial production shock labored into existence, further development is predicated on massive investment and expansion of the project, laying massive production lines, and setting them in motion towards one of the largest projects ever envisioned by the Global Defense Initiative.
(Progress 143/1200: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/2400: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)

[ ] Suzuka Prototype Hover Chassis Factory
While the current design is a very minimum viable product, it is a viable product, and one where a small stream of production, not just development work should provide greater insights into the technology. At the same time, providing a sizable number of platforms to various use cases allows for people to begin preparing requests for future generations of hovercraft.
(Progress 0/175: 20 resources per die) (+2 Logistics, -2 STU, -2 Energy)

[ ] Crystal Beam Industrial Laser Deployment (New)
Producing enough of the Crystal beam lasers in enough varieties, from the microscale laser etching systems, to massive steel cutting lasers, is going to require hundreds of plants. Between the overall fragility and ease of production it is far more efficient to build a relatively small and specialized plant for each major industrial area than to try to feed everyone from a single major site. While this does pose some significant security concerns due to the potential for product loss, CBLs are not of particular interest to the Brotherhood of Nod.
(Progress 0/600: 20 resources per die) (+6 Capital Goods, +10 Energy)

[ ] Low Velocity Particle Applicator Development (Tech)
The Brotherhoods Charged Particle Beams are in effect very high efficiency particle accelerators, energized from Tiberium based power cells. While the Initiative is unwilling to adopt the power cells, the technologies behind the particle beams have potential uses in a wide range of industries, including extremely high precision additive manufacturing, lithography, large particle projectors, and industrial cutting machinery.
(Progress 0/120: 20 resources per die)

[ ] Isolinear Chip Foundry Anadyr
With the Isolinear chip a reality, rather than a work of science fiction, GDI can begin substantial development of a prototype small scale chip fabricator. While it will be a massively expensive project, it is putting resources towards a new generation of computing technology that leaves all existing models in the dust.
(Progress 85/320: 50 resources per die) (+4 Capital Goods) (-2 Energy)

[ ] Personal Electric Vehicle Plants (New)
While production of commercial scale trucks is sufficient, there are a substantial number of people who need or want a variety of smaller vehicles for a number of reasons. Ranging from small cooperatives who need minivans and microvans, to families wanting personal transport, these small vehicles are, for the most part, currently out of favor but in great demand.
(Progress 0/300: 10 resources per die) (-2 Labor, -4 Energy, -2 Capital Goods, +8 Consumer goods, +4 Logistics) (+10 Political Support)

[ ] Microfusion Cell Development (Tech) (New)
A micro scale fusion cell, designed for personal scale high density energy needs, is of critical importance, especially with the advent of ever more power hungry personal systems, ranging from energy weapons, to personal tools for space construction. While it is almost certain to be Elerium hungry, that is an unfortunate requirement for such systems.
(Progress 0/60: 20 resources per die)

[ ] Division of Alternative Energy
While the bulk of GDI's energy needs will continue to be supplied by the mass production of large scale fusion plants and fusion complexes, it is not the be all or end all of potential energy production. With vast open stretches of space, GDI can afford to detach effort to build substantial numbers of these facilities around the world.
(+3 Energy per turn, -10 Resources per turn, -1 Heavy Industry Dice)

We have quite a few things in Heavy Industry right now that are 10 Resources per Die project or equivalent and North Boston isn't one of them. It's a 15 Resources per Die project that takes between 26 and 33 Dice to complete right now. If we get the completed plan bonus from the incoming reallocation it will give us a +4 to all Dice which will result in at least 26*4/50 ~ 2 Die less needed on North Boston minimum. This is a quick bit of napkin math, but we may end up with being able to complete North Boston with only 22 Dice used on it. So a little more than a year if we don't use free Dice on it. We may end up using Free Dice on it as a sort of cost cutting measure for a turn.

North Boston will be competing with Personal Electrical Vehicle Plants and Advanced Alloys for being worthwhile in the first year of the next plan. Most plans have Division of Alternative Energy penciled in at the latest at Q4 to be done and over with.
 
Crystal Beam Industrial Lasers may alter the costs of Boston.
Not sure how else we'd get it done otherwise. We'll be down to 4 HI dice per turn next Plan, and Boston 5 needs about 30. Will take a year, even with heavy free dice investment.
 
On the previous page I did some math to calculate the probability that we could fail to complete the first Phase of E-CRP with one die and then complete both Phases with a second in the next turn. My math was wrong because I somehow used the die bonus for Agri, not the Infra. Here is the corrected math.

We'd need to roll 1-30 on the first die (in say Q2) as if we rolled a 31, 31 + 34 (die bonus) = 65/80 completes with omake.
Then to complete Phase 2 we'd have to roll a 47 or higher after not completing Phase 1 on the first roll. 160 - 64 (max non completing roll) - 34 (die bonus) - 15 (completes with omake) = 47 (note even with a nat 1 on the first die, we'd still be able to finish Phase 2 with a 76+, 160 - 1 - 34 - 34 - 15 = 76
Brute force math yields a total chance of: SUM(i=1:30) [0.01 * (1.01 - .47 - (30 - i) / 100)] = ~0.119 or ~11.9% that the scenario of us first rolling poorly enough that we wouldn't finish Phase 1 and then rolling so well that we'd finish Phase 2.

That is a bit more likely then I would like it to be. Its sufficiently likely that I think we should delay E-CRP to Q3 just to see for sure if the dice in Q2 work out in our favor or not and if we are stuck in a position where we need E-CRP to complete the Plan Goals. I want to reiterate that we still at this point don't have to use E-CRP to fulfill the Goal, but that we won't be able to invest in Ranching Domes or Vert Farms without either multiple meme plans worth amount of Free Dice in Agriculture or E-CRP.
 
Considering that NOD hasn't cared for it's lowest members of populace as anything other than cannon fodder and slaves labor this very much a :Citation Needed:







Is this for this plan? Or for all plans in general? Cause I am going to make plans to fully deploy CRP after Reallocation is done and we get the MARV roll going at the very latest.
Deploy CRP? Why? Where? For what purpose? Deploy how?
 
Corps Starch isn't something I'll vote for until the next plan, and only after we've got a significant buffer of Ranching Domes, plus Vertical Farms and Aquaponics. People want and need a verity of food stuffs, and the less dependent we are on one type or food another, the better we'll be able to handle things like blights and farm disease.

I don't think we can avoid Corps Starch forever, but I want to get well ahead of the possible need to use it, and have no intention of voting for it anytime this year.
 
Honestly before we bring on a new mega HI project I want to chew through the small prototyping and tech projects out there as they could alter existing options/add new ones.
So:
Advanced Alloys Development 0/120
Suzuka Prototype Hover Chassis Factory 0/175
Low Velocity Particle Applicator Development 0/120
Microfusion Cell Development (New) 0/60

And
Improved Continuous Cycle Fusion Development (New) 0/120 (this one is vital but we want to get other techs and projects that boost it done first, such as microfusion cell, shimmer shields (maybe), bergen 3)

Ideally we get these done this plan


Corps Starch isn't something I'll vote for until the next plan, and only after we've got a significant buffer of Ranching Domes, plus Vertical Farms and Aquaponics. People want and need a verity of food stuffs, and the less dependent we are on one type or food another, the better we'll be able to handle things like blights and farm disease.

I don't think we can avoid Corps Starch forever, but I want to get well ahead of the possible need to use it, and have no intention of voting for it anytime this year.
Yeah, I get the feeling that in terms of both PS and narrative getting non CRP reserve food in place is going to reduce or eliminate the rejection of CRP
 
If people both want no CRP and Ranching Domes / Vertical Farms then we need to prioritize. Firstly we need the Stockpiles built so we can ensure that we won't fail our plan goals. Yes, this means no dairy, steak, or pork for a few more turns, but while we want those things, we need the Food reserves first as we are actually on the hook for those, we are not required to get ranching domes asap, no matter how much they might be wanted.

Plan Goals No CRP
LCI
-Chemical Fertilizer Plants Phase 2: 276/300 Progress, ~1 die median
--Requires 1 Energy
--Provides 4 Food
--Provides 4 Consumer Goods
Agriculture
-Extra Large Food Stockpiles (1 AA/E die)
--Requires 16 Food (12 with Freeze Dried Food Plants)
--Provides 8 Food Reserve
-Strategic Food Stockpile Construction Phase 3-6: 85/850 Progress ~10 dice median
--Requires 16 Food (12 with Freeze Dried Food Plants)
--Provides 8 Food Reserve
--Assumes the pattern of increasing Progress costs continues for Phases 5 and 6
-Agriculture Mechanization Projects Phase 2: 26/250 Progress ~3 dice median
--Requires 1 Energy
--Requires 1 Capital Goods
--Provides 12 Food
-Freeze Dried Food Plants: 151/200 ~1 die median (Increases efficiency Extra Large Food Stockpiles and Strategic Stockpile Construction)
--Requires 1 Energy
--Provides 6 Food (Projected given past trends and the completion of Strategic Food Stockpile Construction Phase 2)

Net: 10+3+1=14 dice, and 1 AA/E die and 1 LCI die
--Requires 2 Food: 4 (Fertilizer) - 12 (ELFS) - 12 (Stockpile Construction) + 12 (Agri Mech) + 6 (Freeze Dried) = -2
--Requires 3 Energy, 1 Capital Goods, 1 Logistics, 1 Labor

These are the projects people need to be looking at to complete the plan goals without E-CRP or CRP.

If we wanted to additionally do Ranching Domes and Vertical Farms:
-Vertical Farming Projects (Stage 2): 65/240 Progress ~2 dice median
--Requires 2 Energy
--Provides 4 Food
--Provides 4 Consumer Goods
-Ranching Domes: 0/250 Progress ~3 dice median
--Requires 2 Energy
--Requires 4 Food
--Requires 2 Labor
--Provides 8 Consumer Goods

Net: 2+3=5 dice
--Requires 0 Food: 4 (Vert Farms) - 4 (Ranching Domes) = 0
--Requires 4 Energy, 2 Labor

From this you can see that Vertical Farms and Ranching Domes are net Food Neutral, if Energy expensive.

Finally we have the incoming Refugee waves. Ive done the math before, and it seems like 1 unit of Food can feed 2 Housing worth of Refugees. If that is the case, we could leave it here as we currently have a sufficient surplus for the current rate of refugees to continue for the remaining turns of the Plan and feed everyone. However, that would mean us going down to around 5 Food Surplus as the current refugee rate means we should see about 5 additional Food needed to feed them per turn, over the next three turns thats ~15 Food (plus the 5 Food we needed this turn). Which means Fungus Bars would be back on the menu. To avoid this we could do one to three phases of BZ Aquaponics, depending on what sort of surplus is the goal.

-Blue Zone Aquaponics Bays Phase 4: 75/140 Progress ~1 die median (No Fungus Bars)
--Requires 1 Logistics
--Requires 1 Labor
--Provides 6 Food
-Blue Zone Aquaponics Bays Phase 4-5: 75/280 Progress ~3 dice median (Stable Buffer)
--Requires 2 Logistics
--Requires 2 Labor
--Provides 12 Food
-Blue Zone Aquaponics Bays Phase 4-6: 75/420 Progress ~5 dice median (Current Food Surplus)
--Requires 3 Logistics
--Requires 3 Labor
--Provides 18 Food

So as a summary:
To complete our Plan Goal without using E-CRP or CRP as several people suggest, we would need 14 Agricultural dice or about 1 Free die per turn on average.
To complete our Plan Goal without using E-CRP or CRP and complete the Ranching Domes and Vertical Farms, we would need 19 Agricultural dice, or 2-3 Free dice per turn
To complete our Plan Goal without using E-CRP or CRP, complete the Ranching Domes and Vertical Farms, and keep our current Food Surplus, we would need 24 Agricultural dice, or about 4 Free dice per turn.
 
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Considering that NOD hasn't cared for it's lowest members of populace as anything other than cannon fodder and slaves labor this very much a :Citation Needed:

...... Even if Nod did not care what so ever about its lowest members of populace as anything other than cannon fodder and labor, even they cannot ignore the reality that there is a limit to the propaganda they can use to motivate their populace and troops to do what they want without actually supporting the populace in ways which are tangible and existent beyond just provision for basic survival. There is also immense incentive by the many individuals within the Brotherhood of Nod to attempt creating better versions of the food and the process for doing for a large variety of reasons. Such as the resulting leader gaining prestige, better morale with the troops and populaces which reduces unrest, efficiency along with a multitude of benefits such as attracting more personnel towards their group, trading food with other warlords for benefits etc. Nod warlordism and competition with one another within the structure of Nod creates incentives to seek any advantage possible which food production technology such with flavor being improved absolutely is as it allows them to support higher populations and address the fact that humans need more than just substance if they want to have a reliable workforce. We also cannot ignore the fact that Nod is comprised of a large variety of individuals with varying backgrounds, opinions and different situations which make the implication of not even a single one of these Warlord's are not attempting to improve " Corpse Starch" for their populace even for pragmatic purposes such as avoiding the morale issues as ridiculous . Clear examples for this division is the Caravanserai Warlord which we have a non aggression pact, Krukov and his experimentations, Yao who is attempting to create and maintain professional Nod armies such what Nod did during the Second War or India which has advanced biotechnology enough to make the gana which is a far more difficult effort than creating GMO crops for their populace, creating vat grown meats and having other technologies related to it.

In essence while they are not democratic government like GDI who has to listen to the populace much more than Nod, there are limits to which they can ignore in terms of issues since as we seen in the quest with GDI, ignoring these sort of issues for too long can and will lead to consequences which would be immensely unpleasant even for Nod in the long run.
 
Net: 10+3+1=14 dice, and 1 AA/E die and 1 LCI die
That is a neat number, I have 3 free dice on agri this turn (E die next turn for the extra large stockpile since I am instead doing a security review of agri). But really good to know that Q2 and Q3 doing 7 dice into agri we can expect to meet our plan goals which means Q4 we can possibly roll out both vert farm and ranch domes (vert farm food would offset the ranch dome food consumption) for a nice Q4 ending even if I have to drop a free die on the category, and likely keep it at 3 free dice for 2 more on a pure food project
 
Deploy CRP? Why? Where? For what purpose? Deploy how?

Pretty sure he means making CRP to increase food storage.

Corps Starch isn't something I'll vote for until the next plan, and only after we've got a significant buffer of Ranching Domes, plus Vertical Farms and Aquaponics. People want and need a verity of food stuffs, and the less dependent we are on one type or food another, the better we'll be able to handle things like blights and farm disease.

I don't think we can avoid Corps Starch forever, but I want to get well ahead of the possible need to use it, and have no intention of voting for it anytime this year.

I mean do all the Corpse Starch Actions next plan at the end of the First Year or during the Second Year because we need to develop the technology as fast as we can cause it will be very useful for space colonization in giving us better artificial cycles.

...... Even if Nod did not care what so ever about its lowest members of populace as anything other than cannon fodder and labor, even they cannot ignore the reality that there is a limit to the propaganda they can use to motivate their populace and troops to do what they want without actually supporting the populace in ways which are tangible and existent beyond just provision for basic survival. There is also immense incentive by the many individuals within the Brotherhood of Nod to attempt creating better versions of the food and the process for doing for a large variety of reasons. Such as the resulting leader gaining prestige, better morale with the troops and populaces which reduces unrest, efficiency along with a multitude of benefits such as attracting more personnel towards their group, trading food with other warlords for benefits etc. Nod warlordism and competition with one another within the structure of Nod creates incentives to seek any advantage possible which food production technology such with flavor being improved absolutely is as it allows them to support higher populations and address the fact that humans need more than just substance if they want to have a reliable workforce. We also cannot ignore the fact that Nod is comprised of a large variety of individuals with varying backgrounds, opinions and different situations which make the implication of not even a single one of these Warlord's are not attempting to improve " Corpse Starch" for their populace even for pragmatic purposes such as avoiding the morale issues as ridiculous . Clear examples for this division is the Caravanserai Warlord which we have a non aggression pact, Krukov and his experimentations, Yao who is attempting to create and maintain professional Nod armies such what Nod did during the Second War or India which has advanced biotechnology enough to make the gana which is a far more difficult effort than creating GMO crops for their populace, creating vat grown meats and having other technologies related to it.

In essence while they are not democratic government like GDI who has to listen to the populace much more than Nod, there are limits to which they can ignore in terms of issues since as we seen in the quest with GDI, ignoring these sort of issues for too long can and will lead to consequences which would be immensely unpleasant even for Nod in the long run.

By your logic Corporations would have an incentive to insure everyone was fed and fed well at least among their workers. You mind showing me how this is true for even one Mega-Corporation, which is what the Brotherhood of NOD started out as, let alone how it is common sense in corporate culture?

Also Corpse Starch is what NOD feeds it's lowest ranks, the ones they didn't have to care about until recently and the ones we can bet are some of our most common refugees. NOD not only doesn't have the incentive to improve Corpse Starch, they have an incentive not to because if they make regular food available enough, but force the poor to subsist on Corpse Starch they give one hell of a motivator to a chunk of their own population to behave productively in order to get proper food and not Corpse Starch for a meal.
 
I am phone posting so I can't easily link but I drafted a Plan investing heavily in No CRP Food. I put my money where my mouth is.

I might support CRP *research*, but not deployment until and unless it's at least as not-rancid as Fungus Bars.
 
One other thing to consider for next plan is the recreation/restoration of the Bee, for honey and pollination. As an added benefit it (honey) is a natural antibiotic and preservative. Hell studying how to make honey artificially could provide huge benefits for medical and food preservation.
 
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Corps Starch isn't something I'll vote for until the next plan, and only after we've got a significant buffer of Ranching Domes, plus Vertical Farms and Aquaponics. People want and need a verity of food stuffs, and the less dependent we are on one type or food another, the better we'll be able to handle things like blights and farm disease.
Consider that in terms of amount produced as distinct from surplus, GDI must be making something like 100-200 or more Food. Almost all of it with aquaponics, as far as I can tell.

An attack that somehow knocks out all our aquaponics, or even, say, half of it, will cripple our agriculture. No reasonable number of phases of Vertical Farming or Aquaponics Bays can fix this. Nor can we just crank up the Food surplus to, say, +80 or whatever, because there's a very real tradeoff between using Agriculture to make Consumer Goods (read: "foods people like") and using Agriculture to make Food (read: "bulk edible calories"). Given how intensely the demands among the quest voterbase for what would formerly have been called luxury foods are ramping up, it's just not plausible that we'll be able to boost the Food surplus that high before efforts to do so are interrupted.

Meanwhile, Ranching Domes doesn't do much to protect us against blights. It in some ways interferes with that, because the food being fed to animals cannot be fed to humans. The animals have to eat something, and we don't have limitless acres of (guaranteed-tiberium-free) land for them to graze or for us to harvest hay off of land not being cultivated for feeding humans. There's a reason Ranching Domes is modeled as "+8 Consumer Goods, -4 Food" and not "+4 Food, +4 Consumer Goods" or something. The domes will diversify people's diets in that they have more protein options alongside the existing fish, shrimp, and sometimes chicken; note that aquaponics produces plenty of fish, so GDI hasn't been on forced vegetarianism all this time. But while the domes do something for food diversity, they don't do much for food security in the face of massive sabotage for our society as a whole.

Fundamentally, we should be treating the problem "how do we ensure the people will have enough to eat in the event of total disaster" and the problem "how do we provide an enjoyable diet including many luxury foods" as more or less separate problems. There may be an argument for Vertical Farming rollouts on a large scale next Plan if the vertical farms run on fundamentally different principles such that a bioweapon that affects our standard aquaponics would not affect the vertical farms... But I'm not sure that there is such a difference. I'm not sure we can diversify our production methods themselves that easily.

The solution to the problem "how do we ensure that people have enough to eat in a disaster" is to (1) make food production redundant with large surpluses, and (2) have big storehouses of something, anything, because if there's some kind of multi-year famine and crop failure, you may be assured that eventually people will be glad to have something, anything to keep body and soul together.

The solution to the problem "how do we provide an enjoyable diet" is to build Agriculture projects that yield Consumer Goods. There is some overlap between this and "make food production redundant" thanks to Vertical Farming being a project that yields respectable amounts of both things... but it's not that much overlap.

Either we need E-CRP, or we don't, but we shouldn't set an arbitrary list of conditions like "you must complete ten other Agriculture projects first." The circumstances in which we need E-CRP are unlikely(ish) to arise. But if they ever do, we will be glad we had E-CRP instead of having literally nothing. Because while people hate to live on a diet of E-CRP, they cannot live on a diet of moldy rice stalks or whatever literal garbage we throw into the CRP processors as feedstock.

So as a summary:
To complete our Plan Goal without using E-CRP or CRP as several people suggest, we would need 14 Agricultural dice or about 1 Free die per turn on average.
To complete our Plan Goal without using E-CRP or CRP and complete the Ranching Domes and Vertical Farms, we would need 19 Agricultural dice, or 2-3 Free dice per turn
To complete our Plan Goal without using E-CRP or CRP, complete the Ranching Domes and Vertical Farms, and keep our current Food Surplus, we would need 24 Agricultural dice, or about 4 Free dice per turn.
This.

And importantly, those last two phases of Strategic Food Stockpile Construction (Phase 5+6) we need to hit the Stored Food target without E-CRP are by far the most expensive two phases, with a projected combined cost of 475 Progress. In other words, about six dice.

So we can knock all these figures down by -6 dice with a single phase of E-CRP:

To complete our Plan Goal using E-CRP Phase 1 at the cost of sacrificing our existing Food surplus, and forcing the people to eat fungus bars (but not CRP), we would need 8 Agricultural dice, potentially being done by Q3 even with no Free dice expenditure.

To complete our Plan Goal using E-CRP Phase 1 and also complete Ranching Domes and Vertical Farms Phase 2, but at the cost of being back to fungus bars, we would need around 13 Agricultural dice, or 0-1 Free dice per turn

To complete our Plan Goal using E-CRP Phase 1, skip Ranching Domes and Vertical Farms Phase 2, but maintain our Food surplus, we would again need around 13 Agricultural dice, or 0-1 Free dice per turn

To complete our Plan Goal using E-CRP Phase 1, complete Ranching Domes and Vertical Farms Phase 2, AND keep our current Food Surplus, we would need 18 Agricultural dice, or about 2 Free dice per turn.

...

In short:

1) It is highly desirable for us to both keep up a solid Food surplus to feed the refugees, and to complete at least Ranching Domes and hopefully also a phase of Vertical Farms.

2) Doing so without E-CRP requires an average investment of four Free dice per turn into Agriculture. This is, while not completely unreasonable, is definitely going to require major sacrifices in other areas, and not just in the sense of "military fetishists have to sacrifice precious guns to have more butter." Other things like projects to develop stronger and more reliable fusion plants, build electric vehicles for the masses, complete space projects, or expand Consumer Goods production by non-farming means might have to fall by the wayside.

3) By contrast, doing so with a single phase of E-CRP requires two Free dice per turn, which means significantly less sacrifice for other programs.

4) While doing this is likely to be at least somewhat unpopular, bear in mind that by design, E-CRP food is never meant to be eaten by anyone. It is not something we will ever be forcing someone to eat except in scenarios where if they happened right now, everyone would already have starved to death. The E-CRP will be Stored Food units #24 through #28. It would not be used until units #1 through #23 are already eaten. Right now, and for the entire duration of the quest, there is no Stored Food unit #23. Any crisis sufficient for us to have to eat #23 would, at any time from 2050 up through 2060, mean that no one in GDI had had anything to eat for weeks or months. E-CRP should not be viewed as "this thing we're gonna make people eat." It should be viewed as "this thing that might extend life in a case of uttermost disaster, by that little extra margin, but that we will hopefully never use."
 
I am phone posting so I can't easily link but I drafted a Plan investing heavily in No CRP Food. I put my money where my mouth is.

I might support CRP *research*, but not deployment until and unless it's at least as not-rancid as Fungus Bars.
If tib power is any indication, there is no meaningful ongoing research into a technology unless at least one phase is deployed first.

Otherwise we could just wait two decades for portal technology to mature, instead of spending hundreds of resources on prototypes.
 
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In essence while they are not democratic government like GDI who has to listen to the populace much more than Nod, there are limits to which they can ignore in terms of issues since as we seen in the quest with GDI, ignoring these sort of issues for too long can and will lead to consequences which would be immensely unpleasant even for Nod in the long run.
Quite true, though I'm pretty sure Nod doesn't expect people to eat corpse starch all the time either. It's almost certainly their fallback option, and they've almost certainly been engaging in efforts to construct aquaponics or other comparable operations that broadly speaking parallel ours. GDI populations may have more food security and a better diet, but I don't think we should imagine that Nod eats only or even primarily corpse starch as-is.

Or if they do, they're probably putting mood-enhancing drugs into it or something. :p

That is a neat number, I have 3 free dice on agri this turn (E die next turn for the extra large stockpile since I am instead doing a security review of agri). But really good to know that Q2 and Q3 doing 7 dice into agri we can expect to meet our plan goals which means Q4 we can possibly roll out both vert farm and ranch domes (vert farm food would offset the ranch dome food consumption) for a nice Q4 ending even if I have to drop a free die on the category, and likely keep it at 3 free dice for 2 more on a pure food project
Remember, to accomplish all three goals (hit storage target, have the nice extra food projects, and keep surplus up), we need 24 Agriculture Dice.

At 3 Free dice per turn and no E-CRP, we are likely to significant eat into (literally) the existing Food surplus to provide for refugees.

We are safe from the stigma of creating CRP food that goes directly into deep cold storage and that we hope no one will ever eat... but we are at somewhat increased risk of making people actually eat the fungus bars again.

I am phone posting so I can't easily link but I drafted a Plan investing heavily in No CRP Food. I put my money where my mouth is.

I might support CRP *research*, but not deployment until and unless it's at least as not-rancid as Fungus Bars.
I get that. Again, I just want to emphasize that a limited deployment of E-CRP is NOT a situation where anyone is forced to eat CRP under any normal conditions. We would only have anyone ever, ever eating CRP in a situation so bad that, if the same situation had occurred at any time in the quest so far, everyone would have already starved to death.

If tib power is any indication, there is no meaningful ongoing research into a technology unless at least one phase is deployed first.

Otherwise we could just wait two decades for portal technology to mature, instead of spending hundreds of resources on prototypes.
Also, this.
 
@Ithillid , is the ability to do *any* substantial research into improving the quality of CR(a)P gated behind performing at least one Phase of some kind of Deployment for the technology?
 
Remember, to accomplish all three goals (hit storage target, have the nice extra food projects, and keep surplus up), we need 24 Agriculture Dice.

At 3 Free dice per turn and no E-CRP, we are likely to significant eat into (literally) the existing Food surplus to provide for refugees.

We are safe from the stigma of creating CRP food that goes directly into deep cold storage and that we hope no one will ever eat... but we are at somewhat increased risk of making people actually eat the fungus bars again.
21 dice is likely 6 food less so we are not eating into it that much though depending on how we roll we may have to adjust.
 
Personally I'm fine with us foing the first stage of E-CRP if it lets us also get vertical farms and ranching domes. That's a net win as far as I'm concerned.

I do think that we should wait a turn to start it though. Starting it Q3 means even with CRaP rolls (apologies for the pun) it'll definitely be finished Q4 while there is the possibility that the food stockpiling we do Q2 will reduce the political cost. It loses us nothing and might stop us losing PS.

All that being said, I'm never going to vote for any plan that has the agri-CRP. It is something i think we absolutely should not ever do barring some absurd event that means it's literally the only way we can feed people
 
@Ithillid No seriously do we need need Ranching Domes to advance our tissue regeneration treatments to the point the Quatar Loyalists won't die on us?
 
@Ithillid , is the ability to do *any* substantial research into improving the quality of CR(a)P gated behind performing at least one Phase of some kind of Deployment for the technology?
Any is going a bit too far, but really this is the game running into one of the simplifications I decided on.

Basically, there are three ways for techs to get better.
1. Investing in that tech's projects.
2. Investing in related projects (for CRP that would be various biotechnology/biotinkering projects)
3. Making other, related breakthroughs.

In terms of what you can do now, it is primarily a matter of investing in CRP enough for someone to have a Eureka moment and find the problem that is making the gym socks smell (Which is a result of the process producing a decent number of free sulfur compounds), or investing in things like Human Genetic Engineering, Spider Cotton, Poulticeplants, etc.

@Ithillid No seriously do we need need Ranching Domes to advance our tissue regeneration treatments to the point the Quatar Loyalists won't die on us?
The Qatar loyalists will die on you sooner or later. But yes, Ranching Domes, Human Genetic Engineering, Visceroid Studies, and a couple others all work to extend their lifespans.
 
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