- Location
- Mid-Atlantic
Remind me again when they issued that order? Because hopefully we can explain to the holdouts why this is fucking over their growing desire to have a civilian economy again.Not our call. Cap goods go into stockpile by order of the Parliment we have no way to change that.
I am now in favor of doing it this turn, because we're gonna need a lot of Capital Goods in the first couple of turns of 2062, and we have only a limited number of projects to get more from.We need to pick a good moment for it, and I feel the current turn would be pushing it, but barring any urgent situation changes I would be in favor of doing it next turn.
Also because it does tons of fiddly little projects, and that's exactly what we need for the economy right now. Big giant global-scale megafactories are great for making sure we have a lot of something we need, but they're not good for employing lots of workers all over, or for ensuring that we have plentiful supplies of each of several thousand things we need, with supplies that can be adjusted to meet changing demand.
Plushies are light. This shouldn't be that much of a problem.Granted, AgathaH's definition of "enough" is 6-10 per person, and since she's in orbit, is experiencing a significant plushy deficit.
I mean, it's thematically perfect. "Counting beans." Fuckin' beautiful. Erewhon's sense of humor is really very impressive. And I'm willing to trade off 31 points of Enterprise progress just so Erewhon doesn't feel an urge to go on strike for better working conditions.
Personally I'm more enthused by one die on fortresses, because saving money for its own sake isn't necessarily the be-all and end-all. Also, I suspect part of the reason we still have a "military deployment" Logistics malus is because our territory's forward edge is secured by, basically, huge armies entrenched in the open field. If we had fortresses far forward, we could pull more people back farther from the front to depot and base locations and they'd be easier to support by rail instead of by truck and airlift.Plan Fat Sacks of Cash
Infrastructure 5 dice +32 5/5 55R
-[] Blue Zone Apartment Complexes (Phase 8+9) 15/320 4 dice 40R 75%
-[] Emergency Caloric Reclamation Processor Installations Phase 1 0/80 1 die 15R 68%
See, my approach was to throw more dice at the lasers to ensure that they finish, because that gives us the Energy we need for this turn, and then putting one and only one die on the fusion reactors so we have something to do for more Energy next turn. Having two Energy projects that are both around a 50/50 shot of completion is a lot worse than having one with a near 100% chance of completion, because the former case means you can't predict whether you're going to have +26 Energy, or +16, or +10, or none at all.Heavy Industry 5 dice +29 5/5 100R
-[] Continuous Cycle Fusion Plants (Phase 9) 128/300 2 dice 40R 52%
-[] Crystal Beam Industrial Laser Deployment 433/600 2 dice 40R 57%
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 30%
I'd also advocate Advanced Alloys, because it's cheaper than LVPAD and I think it's one of the techs that may benefit fusion upgrades.
I don't really see this as overcompensating, though my own desire to accomplish some of the optional Heavy Industry projects causes me to choose a different dice balance.Orbital 6 dice +26 6/6+1 Free die + Erewhon 160R
-[] GDSS Enterprise (Phase 5) 997/1535 6 dice + Erewhon 140R 58.62%
-[] Lunar Rare Metals Harvesting (Phase 2) 56/115 1 die 20R 83%
Yeah, this is looking like mine with apartments for shuttles.[] Plan Goals Hit
Infra 5/5 75R +32
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 68%
-[] Blue Zone Apartment Complexes (Phase 8+9) 15/320 3 dice 30R 21%
-[] Floating (Possible ECRP possible different project) 1 die 25R
Oh god, Microfusion Cell, I'm having flashbacks. Yeah, I'll be doing Advanced Alloys there instead. Also putting a Free die in here because I want to not have to roll 2-3 dice on fusion in Q4 in a hurry. I'm trying to plan ahead for our Energy needs, and crystal beams aren't gonna cut it even for the rest of this plan.HI 5/5 110R +29
-[] Crystal Beam Industrial Laser Deployment 433/600 3 dice 60R 96%
-[] Microfusion Cell Development 0/60 1 die 20R 90%
-[] Distributed Heavy Industrial Authority -1 HI die -30R Auto
I don't like this because I really think we need to try to clear Bergen Phase 3 by the end of the Plan. This puts us in a position of being forced to do a lot of investment in it in Q4, so in the long run we're not saving money- we buy fewer dice now but more dice later. Two dice just aren't enough for Q3.LCI 4/4 80R +24
-[] Bergen Superconductor Foundry (Phase 3) 0/380 2 dice 60R 0%
-[] Civilian Drone Factories 292/380 1 die 10R 52%
-[] Artificial Wood Development 0/60 1 die 10R 85%
I'd put the AA die on the granaries and the 'real' Agriculture die on the domes. I take it you disagree?Bureau 4/4 +19
-[] Administrative Assistance (Ranching Domes) 2 die auto
-[] Security Review (Agriculture) 2 dice + 1 Agri 100%
I'm gonna blitz ahead on E-CRP in Q3 whether it has a Political Support cost or not. I'm sorry, but we're at 75 points and we've got at least 25 PS worth of projects coming online between sports this turn, ranching domes next turn, and Enterprise in Q3-Q4.Infra- Finish the YZ fortress town to secure the front line, Nod might be quiet right now but raids will pick back up and having a solid fortress town system will make it harder for them to raid into our logistics and production areas (so no disruption of food, cons good, cap good or HQ housing). 3 dice on apartments to try and keep up with the refugee wave (1 phase will finish decent chance for a 2nd phase). Last die is floating- if ECRP is at 0 PS for phase 1 that is an auto place there, otherwise it could go to 1 die on shuttle logistics or a 4th die on apartments
We can afford to spend five points to just be DONE with this shit and get on with all the yummies everybody wants but that Parliament isn't really giving us the time or chance to work on.
Look for posts where Ithillid used the word 'sparkle.' It's one of those.[/quote]HI- 3 dice to finish the plan goal (and provide an infusion of cap goods and energy with the cap goods helping fill the stockpile), 1 die on a project that might help with our future fusion plants (does anyone have a list? because I would like to knock those off where we can) and 1 die to get the cap good department up and running.
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