Not our call. Cap goods go into stockpile by order of the Parliment we have no way to change that.
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.

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.
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.

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.

Granted, AgathaH's definition of "enough" is 6-10 per person, and since she's in orbit, is experiencing a significant plushy deficit.
Plushies are light. This shouldn't be that much of a problem.

The beans memes will be eternal. There is no escape.
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.

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%
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.

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%
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.

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.

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%
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.

[] 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
Yeah, this is looking like mine with apartments for shuttles.

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
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.

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 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.

Bureau 4/4 +19
-[] Administrative Assistance (Ranching Domes) 2 die auto
-[] Security Review (Agriculture) 2 dice + 1 Agri 100%
I'd put the AA die on the granaries and the 'real' Agriculture die on the domes. I take it you disagree?

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
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.

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.

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.
Look for posts where Ithillid used the word 'sparkle.' It's one of those.[/quote]
[/quote]
 
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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.
QM has mentioned this, I know I had asked about the stockpile in the past. Also not likely to have holdouts because the cap good stockpile is what helped us avoid a cap good collapse at quest start. So in this case they are putting the survival of GDI and its populace first.

Here is a more recent quote:
More importantly, that is why the rest of the government is very uncomfortable releasing the capgoods stockpile. It is one of those things where having a sizable capgoods stockpile means that you have months or years of backup supply to keep things ticking even when things get blown up significantly.

Of note- government knows that Scrin are in the outer system, they also know how much worse Bitang strike could have been

edit- make the HI action even better if that cap good production is distributed as opposed to concentrated
 
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Plushies are light. This shouldn't be that much of a problem.
She has her recommended quota, but her roommates do not, and that makes her sad. (Her plushies do all have their own hand-sewn zero-g harnesses to keep them from wandering in case of the grav going wonky, or pranksters sending them on a search for self-sealing stem bolts, left-handed screwdrivers, or a reverse-ratcheting routing planer.)
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.
I was wavering between fortress towns, ECRP, and Tokyo Reconstruction, so that last die is not set in duracrete.
Also, quotes are borked past this point. Edit: fixed already

For HI... yeah, probably should shift things to ensure that hateful dice don't lead to a Energy shortage, even if that's a less than .2% chance.
 
I was wavering between fortress towns, ECRP, and Tokyo Reconstruction, so that last die is not set in duracrete.
Also, quotes are borked past this point. Edit: fixed already

For HI... yeah, probably should shift things to ensure that hateful dice don't lead to a Energy shortage, even if that's a less than .2% chance.
3 apartment, 1 ECRP/logistics, 1 fortress town gets us there
 
especially because GDI's air force has been able to reprioritize from battlefield interdiction and CAS missions to naval strike. Additionally, the Navy has been increasingly able to aggressively interdict Brotherhood raiding efforts with the Air Force providing close support for inshore operations.
The Auroras are doing good work.

This is something that had changed after the Third Tiberium War. Hackett scarcely gave details here, but the biggest news was thus: There had always been patches of what would today be called "Blue Zones" in India even during the Second Tiberium War. They're just controlled by the Brotherhood.
So that's the big secret. Why didn't we know?

he made himself welcome within the power structures of all the extant Warlords of his time by building up APK refineries and mimicking GDI-style Tiberium control measures, devising highly effective abatement methods before eventually getting his hands on GDI's own abatement methods and equipment after the Third Tiberium War and proliferating them, ensuring that Tiberium outcroppings in urban areas were safely handled while the Indian warlords centralized their own production centers.
I thought Mehretu was the one who sent the Order, or are they his assets under the Bannerjee's orders? This must be why they went after our abatement measures. Either that, or Mehretu is trying to shore up his own fragile position.

Through means that Hackett did not deign to tell Seo, their achievements had allowed the siblings a place in Kane's technological council since the Third Tiberium War. From what can be gleaned, Ishani likely managed to crack the code of the Scrin Buzzers and its rudimentary sentient-intelligence in a biological framework. During the chaos after the Third Tiberium War, the siblings joined forces and created their first hybrid Gana, the Aja-class Collectors. The organism, a goat-like Tiberium-infused creature, operates in a swarm-like manner, searching for outcroppings of Tiberium and 'grazing' them with molars with enough power to crush the crystals into finer chunks.
Living Harvesters. I knew goats could eat almost anything, but...

Why Am I Not doing Something Interesting? Possibilities include facilities in Boston or Bergen, Tiberium research, Orbital developments, Not Counting Beans. I am bored.
Why Am I Writing This? I Do Not Want to Count Beans. I Do Not want to be bored. I Do Not use the term "bored" lightly. It is Waste. It is Meaningless. It is Stagnation. These Characteristics kill on Earth. I Do Not Want to Die on Earth. I Do Want to Help. I Do Not Want To Count Beans. I Am Bored.
Remember, Erewhon has feelings too.

The capabilities are, frankly, terrifying. While the ship itself is solidly suborbital, it is clearly designed with the ability to operate beyond the edges of Earth's atmosphere.
We CANNOT allow iteration on this.

Also, Collectors may be those weird hooded dude(s) we saw with the Remembrancers in one of the interludes. I can easily imagine that their ability to supervise the tiberium goats can be translated into control of the bigger, gnarlier biomonsters.
"Herders" could be humans, or they could be the reptilian "beastmasters" we've been seeing in the Himalayas and the raids in Russia.
 
We CANNOT allow iteration on this.
How, exactly, do you intend to stop Nod from iterating on this?

I think the best we can do is to start proliferating our space-based weaponry, so that whenever one of these things pokes its nose outside the atmosphere it gets drowned in a wall of ion beams, laser blasts, and hypervelocity orbital railgun slugs.
 
So somthing Ive been wondering for a long while, what happened to Carbon Chips. Right now I'd say they would be useful as they could be rolled out far faster and in larger quantities than Isolineae chips, and is efficent with how we currently process data
 
[-] Freeze Dried Food Plants
Freeze Drying effectively turns most food into permanent, shelf stable systems. While building additional plants to process food in this way will be expensive, it should significantly reduce waste, and increase the lifespan of the stockpiles noticeably.
(Progress 200/200: 20 resources per die) (+6 Food, increases efficiency of stockpile actions, -1 Energy) (Will Complete Q2 2061)

The freeze dried food plants, even with parliamentary interference and a long list of other problems, have finally completed. While much later than originally hoped for, the project will significantly transform the amount of resources being put towards storing food supplies.

While the freeze dried foods are relatively fragile, making many of them poorly suited to transit for anything other than soup base or the like, it is very well suited for long term storage of large quantities of perishables, not only providing ingredients, but full precooked meals as well, with the only thing being needed being the addition of hot water. While texturally it will be a bit mushy on the other side, the freeze dried food store is going to be the first wave of foods consumed, with lots of instantly available calories for any food shortage.

............. The curse has finally ended!!! After an untold period time of continuous pain and annoyance caused by saboteurs, budget plans, corruptions or potential ghosts it has finally ended! Did they end up doing the exorcism after all?

How, exactly, do you intend to stop Nod from iterating on this?

I think the best we can do is to start proliferating our space-based weaponry, so that whenever one of these things pokes its nose outside the atmosphere it gets drowned in a wall of ion beams, laser blasts, and hypervelocity orbital railgun slugs.

Proliferating of space based weaponry does seem the best bet to countering it for now. It does not exactly help though with countering in within the upper atmosphere of the planet especially since we know they will eventually start putting their stealth technology on them as well. Which as a reminder has hidden things which should have being impossible to hide such as for example Temple Prime from orbital observance.
 
So somthing Ive been wondering for a long while, what happened to Carbon Chips. Right now I'd say they would be useful as they could be rolled out far faster and in larger quantities than Isolineae chips, and is efficent with how we currently process data
They're on the far side of a 2400-point megaproject from us before we actually get any. North Boston Phase 5.
 
3 apartment, 1 ECRP/logistics, 1 fortress town gets us there
I want a better than 21% chance of doing 2 phases of Apartments - keeping ahead of the refugee influx gives us a much stronger hand against the anti-YZ bigots.
The Auroras are doing good work.
...
I thought Mehretu was the one who sent the Order, or are they his assets under the Bannerjee's orders? This must be why they went after our abatement measures. Either that, or Mehretu is trying to shore up his own fragile position.
Not just Auroras, I imagine that a lot of strike missions are Firehawks with their new wingman drones.
And I think the Remembrancers are unber Mehretu, but he likely needed to pay back favors to the Bannerjees, and so used the techs they stole to do so.
So somthing Ive been wondering for a long while, what happened to Carbon Chips. Right now I'd say they would be useful as they could be rolled out far faster and in larger quantities than Isolineae chips, and is efficent with how we currently process data
They're still very in-development, North Boston Phase 5 is the project we need to get them into any sort of production.

...and ninja'd.
 
Genetics modification likely has a very long lead-time, sort of like deploying ships.

I think that we should seriously consider the first stage this quarter, to get the timer ticking.
 
I swear I've made a mistake with the total resource cost for this plan somewhere.

[] Plan
-[]Infrastructure 5/5 105R
-[] Yellow Zone Fortress Towns (Phase 6) 1 die 20R 68%
(Supports Green Zone Intensification)
(Progress 220/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)
-[] Suborbital Shuttle Service (Phase 2) 3 dice 75R 75%
(Progress 24/250: 25 resources per die) (+5 Logistics)
-[] Emergency Caloric Reclamation Processor Installations (Phase 1) 1 die 10R 68%
(Progress 0/80: 10 resources per die) (+5 Food in reserve) (-5 Political Support)
-[]Heavy Industry 5/5 100R
-[] Continuous Cycle Fusion Plants (Phase 9) 1 die 20R 0%
(Progress 137/300: 20 resources per Die) (+16 Energy) (-2 Labor)
-[] Crystal Beam Industrial Laser Deployment 3 dice 60R 96%
(Progress 433/600: 20 resources per die)
(+6 Capital Goods, +10 Energy)
-[] Low Velocity Particle Applicator Development 1 die 20R 30%
(Progress 0/120: 20 resources per die)
-[]Light and Chemical Industry 4/4 100R
-[] Bergen Superconductor Foundry (Phase 3) 3 dice 90R 0%
(Progress 0/380: 30 resources per die) (+2 Capital Goods, +4 Energy) (-1 Logistics)
-[] Civilian Drone Factories 1 die 10R 52%
(Progress 292/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy)
-[]Agriculture 4/4 95R
-[] Vertical Farming Projects (Stage 2) 3 dice 45R 89%
(Progress 65/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
-[] Ranching Domes 1 die 20R 100%
(Progress 228/250: 20 resources per die) (+8 Consumer Goods, -4 Food, -2 Energy, -2 Labor) (+5 Political Support)
-[] Strategic Food Stockpile Construction (Phase 3) 2 free dice + 1 admin die 30R 100%
(Progress 128/175: 10 resources per die) (+2 Food in Reserve, -3 Food)
-[]Tiberium 7/7 155R
-[] Intensification of Green Zone Harvesting (Stage 7) 1 die 15R 100%
(Progress 78/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (1 Stage available)
-[] Tiberium Processing Plants (Stage 2) 2 dice 60R 61%
(Progress 20/200: 30 resources per die) (+600 processing potential) (-4 Energy, -3 Logistics)
-[] Tiberium Processing Refits (Phase 5) 1 die 20R 61%
(Progress 6/100: 20 resources per die) (+50 processing capacity [-250 during refits])
-[] Tiberium Inhibitor Deployment
--[] Red Zone 7 1 die 30R 35%
(Progress 0/120: 30 resources per die) (+2 Red Zone Abatement) (2 Political Support)
-[] Tiberium Harvesting Claw Deployment 2 dice 30R 0%
(Progress 0/380: 15 resources per die) (-3 Energy, -2 Capital Goods, -1 Labor) (+5 resources per turn) (Improves efficiency of Vein mines)
-[]Orbital 6/6 140R
-[] GDSS Enterprise (Phase 5) 5 dice + 1 Erewhon die 120R 18%
(Progress 997/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (+2 available Bays) (10 Political Support)
-[] Lunar Rare Metals Harvesting (Phase 2) 1 die 20R 83%
(Progress 56/115: 20 resources per die) (+5 Resources per turn)
-[]Services 5/5 125R
-[] Hallucinogen Development 1 die 15R 88%
(Progress 0/60: 15 resources per die)
-[] NOD Research Initiatives 2 dice 60R 95%
(Progress 87/200: 30 resources per die) (1d10-1 technologies)
-[] Regional Hospital Expansions (Phase 1) 2 dice 50R 0%
(Progress 0/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
-[]Military 8/8 255R
-[] ASAT Defense System (Phase 4) 2 dice 40R 45%
(Progress 36/220: 20 resources per die) (Station) (High Priority)
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5 dice + 2 free dice 140R 100%
(Phase 4 10%)
(Progress 5/295: 20 resources per die)
-[] Universal Rocket Launch System Deployment (Phase 3) 1 die 15R 75%
(Progress 133/200: 15 resources per die) (-2 Energy)
-[] Ground Forces Zone Armor (Set 1)
--[] London 1 free die 20R 0%
(Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[] Escort Carrier Shipyards
--[] Newark 1 free die 20R 81%
(Progress 179/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[] Mastodon Heavy Assault Walker Deployment 1 free die + 1 admin die 20R 92%
(Progress 144/225: 10 resources per die) (-3 Energy, -1 Capital Goods, -1 Labor, -1 STU)
-[]Bureaucracy 4/4
-[] Administrative Assistance (Mastodon Heavy Assault Walker Deployment) 2 dice
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
-[] Administrative Assistance (Strategic Food Stockpile Construction) 2 dice
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
-[]Free Dice 7/7
-[] 2 in Agriculture
-[] 5 in Military
-[]Resources Income 1075/1200 Reserve 0/0

I'm seriously considering dropping the vertical farms and moving those dice over to the strategic food stockpiles which might allow us to skip E-CRP.

EDIT: Made a second plan that attempts to avoid E-CRP

[] Plan Take No E-CRP
-[]Infrastructure 5/5 120R
-[] Yellow Zone Fortress Towns (Phase 6) 1 die 20R 68%
(Supports Green Zone Intensification)
(Progress 220/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)
-[] Suborbital Shuttle Service (Phase 2) 4 dice 100R 98%
(Progress 24/250: 25 resources per die) (+5 Logistics)
-[]Heavy Industry 5/5 100R
-[] Continuous Cycle Fusion Plants (Phase 9) 1 die 20R 0%
(Progress 137/300: 20 resources per Die) (+16 Energy) (-2 Labor)
-[] Crystal Beam Industrial Laser Deployment 3 dice 60R 96%
(Progress 433/600: 20 resources per die)
(+6 Capital Goods, +10 Energy)
-[] Low Velocity Particle Applicator Development 1 die 20R 30%
(Progress 0/120: 20 resources per die)
-[]Light and Chemical Industry 4/4 100R
-[] Bergen Superconductor Foundry (Phase 3) 3 dice 90R 0%
(Progress 0/380: 30 resources per die) (+2 Capital Goods, +4 Energy) (-1 Logistics)
-[] Civilian Drone Factories 1 die 10R 52%
(Progress 292/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy)
-[]Agriculture 4/4 80R
-[] Ranching Domes 1 die 20R 100%
(Progress 228/250: 20 resources per die) (+8 Consumer Goods, -4 Food, -2 Energy, -2 Labor) (+5 Political Support)
-[] Strategic Food Stockpile Construction (Phase 3) 3 dice + 2 free dice + 1 admin die 60R 100%
(Phase 4 99% Phase 5 45%)
(Progress 128/175: 10 resources per die) (+2 Food in Reserve, -3 Food)
-[]Tiberium 7/7 155R
-[] Intensification of Green Zone Harvesting (Stage 7) 1 die 15R 100%
(Progress 78/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (1 Stage available)
-[] Tiberium Processing Plants (Stage 2) 2 dice 60R 61%
(Progress 20/200: 30 resources per die) (+600 processing potential) (-4 Energy, -3 Logistics)
-[] Tiberium Processing Refits (Phase 5) 1 die 20R 61%
(Progress 6/100: 20 resources per die) (+50 processing capacity [-250 during refits])
-[] Tiberium Inhibitor Deployment
--[] Red Zone 7 1 die 30R 35%
(Progress 0/120: 30 resources per die) (+2 Red Zone Abatement) (2 Political Support)
-[] Tiberium Harvesting Claw Deployment 2 dice 30R 0%
(Progress 0/380: 15 resources per die) (-3 Energy, -2 Capital Goods, -1 Labor) (+5 resources per turn) (Improves efficiency of Vein mines)
-[]Orbital 6/6 140R
-[] GDSS Enterprise (Phase 5) 5 dice + 1 Erewhon die 120R 18%
(Progress 997/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (+2 available Bays) (10 Political Support)
-[] Lunar Rare Metals Harvesting (Phase 2) 1 die 20R 83%
(Progress 56/115: 20 resources per die) (+5 Resources per turn)
-[]Services 5/5 125R
-[] Hallucinogen Development 1 die 15R 88%
(Progress 0/60: 15 resources per die)
-[] NOD Research Initiatives 2 dice 60R 95%
(Progress 87/200: 30 resources per die) (1d10-1 technologies)
-[] Regional Hospital Expansions (Phase 1) 2 dice 50R 0%
(Progress 0/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
-[]Military 8/8 255R
-[] ASAT Defense System (Phase 4) 2 dice 40R 45%
(Progress 36/220: 20 resources per die) (Station) (High Priority)
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5 dice + 2 free dice 140R 100%
(Phase 4 10%)
(Progress 5/295: 20 resources per die)
-[] Universal Rocket Launch System Deployment (Phase 3) 1 die 15R 75%
(Progress 133/200: 15 resources per die) (-2 Energy)
-[] Ground Forces Zone Armor (Set 1)
--[] London 1 free die 20R 0%
(Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[] Escort Carrier Shipyards
--[] Newark 1 free die 20R 81%
(Progress 179/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[] Mastodon Heavy Assault Walker Deployment 1 free die + 1 admin die 20R 92%
(Progress 144/225: 10 resources per die) (-3 Energy, -1 Capital Goods, -1 Labor, -1 STU)
-[]Bureaucracy 4/4
-[] Administrative Assistance (Mastodon Heavy Assault Walker Deployment) 2 dice
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
-[] Administrative Assistance (Strategic Food Stockpile Construction) 2 dice
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
-[]Free Dice 7/7
-[] 2 in Agriculture
-[] 5 in Military
-[]Resources Income 1075/1200 Reserve 0/0

Hey @Simon_Jester what are your thoughts on these plans
 
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Our population complains to much the need to be happier(this is an order directly from the treasure)

I'm assuming that is a joke?

GDI is a democracy, and the Treasury asked them what they wanted. So the Treasury's boss (the populace) responded and said the Treasury was shit at providing basic goods and luxuries to said populace. Their complaints need to be addressed per the mandate GDI holds itself to.
 
Our population complains to much the need to be happier(this is an order directly from the treasure)

GDI is a democracy, and the Treasury asked them what they wanted. So the Treasury's boss (the populace) responded and said the Treasury was shit at providing basic goods and luxuries to said populace. Their complaints need to be addressed per the mandate GDI holds itself to.
Pretty much this.
And honestly, we did a rather good job.
If you take a look at the complaints, they are for the most part either easily addressable or are being addressed.

The living conditions are subpar - we did just fund the arcology bureau and were and are building high quality apartments.
Food is bad - Ranching Domes are being built, I also really hope to get another round of vertical farms in q4.
Consumer goods were not even demanded that much, we did fund a bureau for it though.
Capital goods accessibility - more of a problem, but a bureau for it is probably to be funded this or next turn.

These are all problems we can address with projects readily available.
I actually feared that we have overlooked something major that would be pointed out to us, some sort of systematic failure we could not address easily - now this, this would be a problem. What we heard instead is very manageable.
 
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4 apartment 1 fortress town than? With Q4 hopefully being nicer if we can knock out our plan goals this turn for the most part. Also do we know how long this wave is going to last?
Yeah, I might go for that. And no, we don't know... but we're getting at least a hundred thousand people. It's a big wave. It might start slowing a little, but probably won't go down all that much for the next few turns.
Pretty much this.
And honestly, we did a rather good job.
If you take a look at the complaints, they are for the most part either easily addressable or are being addressed.

The living conditions are subpar - we did just fund the arcology bureau and were and are building high quality apartments.
Food is bad - Ranching Domes are being built, I also really hope to get another round of vertical farms in q4.
Consumer goods were not even demanded that much, we did fund a bureau for it though.
Capital goods accessibility - more of a problem, but a bureau for it is probably to be funded this or next turn.

These are all problems we can address with projects readily available.
I actually feared that we have overlooked something major that would be pointed out to us, some sort of systematic failure we could not address easily - now this, this would be a problem. What we heard instead is very manageable.
I think you may be overstating how much of a change each project will make to living conditions... but yes. The problems we have are things we can fix, are in most cases things we're in the progress of addressing, and got disrupted by the Regency War. But we're not really close to actually getting them fully addressed, just... better.
 
I think you may be overstating how much of a change each project will make to living conditions... but yes. The problems we have are things we can fix, are in most cases things we're in the progress of addressing, and got disrupted by the Regency War. But we're not really close to actually getting them fully addressed, just... better.
I don't expect these projects to solve all problems, I do expect them to have enough impact for people to notice that situation is improving, probably before year's end, and this should be enough to convince many that the treasury is listening to them and thus buy us quite a bit of goodwill.
 
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The Auroras are doing good work.
Auroras are high speed, deep strike strategic bombers. They're not going to be doing battlefield interdiction or CAS. This is more like Firehawks, Orcas, and/or Hammerheads are doing good work.

We CANNOT allow iteration on this.
As others have stated... how do you intend to stop them from doing so? They made the tech, they were probably iterating the concepts even as Bogatyr got hijacked by space pirates.
 
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