...I don't think we can stop that from happening, though?

While we can't stop them from iterating on the tech, we can make integrations on it undesirable. Geting enough space-lasers (especially combined with stealth disruptors etc.) can make using one for Orbital ops suicidal, and maybe even disincentivize atmospheric flight for something that's that big of a target. Remember the Lampades from way back? Nod has abandoned projects in the past when they have proven unworkable.
 
The Zone Defender was very much an attempt to build something along the lines of the Black Hand's armor, working from the basis of the previous versions of Zone Armor. Working from that baseline resulted in a substantial number of features that the Zone Defender just has no practical need for. Intended for the heavy infantry role, the Defender armor has no need for the ability to march and fight for days on end without refueling, and while it must survive the hostile environment of the tiberium infested wastes of the Red Zones, it does not need the jump jets of the Zone Trooper armors to slug it out. What it does need is armor and munitions capacity. While the same light machine guns and grenade launchers are being retained, at least for the moment, it is likely that they will see further projects to improve overall combat capacity, likely with a switch to
Cut off.
Ohhh, that's a pity. They go back to Constantinople. Well, to Istanbul, not Constantinople.

...They have tiberium-eating goats.

Tiberium-eating fucking goats.
You want it. You know you want it.
Dunno how Karachi fits into that. I respect the Bannerjees for trying to be Wholesome Nod, I really do.
Maaaaybe maybe maybe maybe it's the way we get to contact and diplomance the Bannerjess the way we did the Caravanserai?

Because knowing what we know now I'm less enthused about punching a road a hundred miles wide to the Himalayas.
Dude, it worked.

It only worked once and then it broke, but it worked. That's a milestone worth celebrating.
So that's the big secret. Why didn't we know?
Hackett made it clear InOps buried it because they worried previous directors would drop an ion cannon on the offending Nod-controlled Blue Zones.
 
Hmm, well there sure was a lot in that update.

It appears that the people want more of everything, except CRP.

There appear to be shortages of things that I thought were coming from Perennials, but we don't have the ability to build more yet. Perhaps we need Agri-Mech to force multiply them?

The military types think we spend too much effort trying to make perfect products instead of just delivering in bulk. I think we can see where this is coming from.

And we really need that Vertical Farming done. (I'm not sure why we did Aquaponics last turn when there wasn't any need for it.)

Air Force Confidence is finally at High! Well that is good, as I'm not seeing any dice available for significant Air Force projects in the near future.

People really don't want CRP. Personally, I'd rather a small risk of missing our Plan Goal, than giving people CRP. And the only real 'risk' here is that we might finish more Stockpiling than we 'needed'.

Might be a good time to re-review our Infra plans, because:
Apartments are about to get even more Logistically draining.
But many YZ Refugees don't really mind about not moving immediately into high quality housing.
Yellow Zoners are generally happy, Blue Zoners are not.
Also,
Suborbital Shuttles are delivering what needs to get through to the Himalayas with one phase done.
Attacks against the Himalayan BZ are decreasing, so we might be able to reopen rail lines soon as well.
And the Bogatyr research sounds like we might be able to design a better way to do these Shuttle runs soon-ish as well.
So, I do not see any need for short term surges to fix problems here. It looks like we might have time to build a round of Arcologies before the Plan end, which is the long-term solution to the housing issues, and gives the BZ peoples something to feel like is being done for them.

Our Fusion Reactors are slowly falling apart. We have no immediate solutions, but the people will cry if we build some Tib power...

Erewhon does not like counting beans. <- Important.

NOD can generate superior amounts of energy from their Tib power than our Fusion power. It really bothers me that we can't work on Tib technology.
 
NOD can generate superior amounts of energy from their Tib power than our Fusion power. It really bothers me that we can't work on Tib technology.

Sure we can. We don't need to hoard political support like chipmunks storing acorns away for the winter. Right now, we're floating 64 (?) PS that's sitting there not doing anything - time to put that political capital to use instead of accumulating power for its own sake.
 
As others have stated... how do you intend to stop them from doing so?
If we get word of further development happening, do anything in our power to stop it. We could've stopped or at least disrupted the Varyag development program, and we did not.

If this isn't possible - and it most likely isn't - the priority goes from "stopping development" to militarizing space ourselves.
 
Right now, we're floating 64 (?) PS that's sitting there not doing anything
Now at 75 PS.
+10 from Sports, and a surprise +1 from Bureau of Arcologies.

Oh, and there wasn't any specific concerns from the people about Health. Which is interesting given that we have this big two part project for new hospitals.
So I guess we should take general civilian opinions and the criticality of these new hospitals both with a grain of salt.

That said, superlative healthcare will be something that will encourage increased fertility, so while I wouldn't consider the hospitals in need of rushing out, they are still well worth doing.
 
Now at 75 PS.
+10 from Sports, and a surprise +1 from Bureau of Arcologies.

Oh, and there wasn't any specific concerns from the people about Health. Which is interesting given that we have this big two part project for new hospitals.
So I guess we should take general civilian opinions and the criticality of these new hospitals both with a grain of salt.

That said, superlative healthcare will be something that will encourage increased fertility, so while I wouldn't consider the hospitals in need of rushing out, they are still well worth doing.

Agree, and while we should do something for health, we maybe should really consider doing eye implants instead - while more health is always better, we have a lot of injured and blind people who could see again and since new hospitals do not seem to be a priority for people…
 
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Remember that there are a lot of different groups with different things that they want. The people are only one of them.
- There is the Initiative Proper.
- There is the Population
- There is the Parliament
- There is Litvinov/Hackett
- There are probably a few others that I am currently forgetting.

Each of them has their own perspectives. So while with the Tib power plants for example, while it is unpopular with the people, and not loved by the Initiative proper, they are a viable project to act as an emergency energy button.
Or the hospitals. Initiative Proper really wants them because that is prep for the next war, that is bettering healthcare logistics, and the like. People on the other hand are a lot more okay with clinics and mostly general practicioners and then shuttling into a deep core hospital complex for larger operations.
 
Remember that there are a lot of different groups with different things that they want. The people are only one of them.
- There is the Initiative Proper.
- There is the Population
- There is the Parliament
- There is Litvinov/Hackett
- There are probably a few others that I am currently forgetting.
And this kind of depth is why I love this quest!
 
If hospitals aren't an urgent need (as they are preparing for the next war, and we should have some peace while both sides lick their wounds), then I think I'd like to focus on:
drones (better emergency care), and
HGE (treat long-term conditions, including fertility, aging, gender expression, and genetic diseases) prior to focusing on hospitals.

HGE has the larger lead time, is the first step on a tech tree, and offers new treatment options for our entire population.
 
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Hospitals are one of those things no one really thinks about until a crisis happens, at which point it's "where's the fucking hospital?!" And in Quest, that might be followed by "Why the fuck didn't they expand the hospital systems! Money grubbing Treasury bastards!"
 
If hospitals aren't an urgent need (as they are preparing for the next war, and we should have some peace while both sides lick their wounds), then I think I'd like to focus on:
drones (better emergency care), and
HGE (treat long-term conditions, including fertility, aging, gender expression, and genetic diseases) prior to focusing on hospitals.

HGE has the larger lead time, is the first step on a tech tree, and offers new treatment options for our entire population.
Bettering healthcare logistics are another thing that hospitals do, and that seems likely to be important as the refugee influx continues. And, yeah, getting ahead of that is probably a good idea.

Which is not to say we shouldn't work on the others, as well. Just that when hospitals become urgent, it's likely too late to build them.
 
Hospitals are important, true. And I hope that we start them soon.

Heck, we can do them alongside HGE development pretty easily.

Mostly, I think it would be a mistake to focus on Hospitals entirely over new treatments for our populous. And since HGE has such a large lead time, I think it should be our highest priority of the three new devs.
 
Yeah some needs the general public is not aware of beyond a yes/no type answer. A lot of the background work that is vital really is not visible to most people and they discount how vital it is. You can see that with the message board section where the public facing quality of life is the focus, all the foundation and innards really go unnoticed. And keeping ahead on health is always a good idea- I would think the past few years IRL illustrate the value of good health care but before this a lot of people thought things were good enough. Instead areas can have the health network overwhelmed.
 
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.
Actually, I think we're cool. Ion cannosn are by definition capable of reaching all the way from the surface to the ground, and while ion disruptor technology exists, it can be overloaded and at a bare minimum I'm pretty sure it's hard to run ion disruptors and cloaking devices at the same time because they have opposite objectives.

it shouldn't be too hard to fire laser beams from orbital platforms into the upper atmosphere; it's getting all the way down to the ground that causes the worst losses.

Guided missiles are an option too, though being restricted by orbital mechanics means you have to do crazy shit like "drop re-entry pod from station, let it re-enter and slow down for umpty minutes, then drop a set of hypersonic glide missiles with rocket engines for terminal maneuverability." In other words, we should be able to design a munition that can be dropped from an OSRCT station and deploy air-to-air missiles instead of going all the way to the ground and deploying a squad of Zone Troopers. If we can put OSRCT troopers anywhere in the world, we can put plasma missiles anywhere in the world's atmosphere.

Or, hell, design an Apollo fighter variant that's designed to be dropped from orbit in a re-entry protective shell, shuck it off somewhere in the upper stratosphere, fly a combat mission, and then land. Only problem would be getting it back up into space after a mission. The weight's manageable, but an Apollo's form factor may not play well with even our biggest spacecraft cargo bays. And that the enemy will effectively always know that you're coming in from an easterly direction.

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.
In practice, the difference between one phase and two phases of Apartments is that we get +3 more, or -3 less, units of people living in Low Quality Housing. All of which extra overage is, realistically, either refugees or people who chose to live in the Low Quality Housing because they don't mind the lack of space and do like having the landlord pay them for the privilege.

Besides, getting only one phase of apartments in Q3 sets us up to get three phases in Q4 if we choose to do that rather than building Chicago Phase 4

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'd like to be assured of getting the first phase of the hospital expansions finished. Because that's the kind of project that causes narrative problems if you don't have it. But I'm open to throwing a die or two in Q4, or Q3 if I can find the budget (my plans are budget-tight because and ONLY because I want to do Banking Reforms)

[looks it over]

[] 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)
I'm actually coming around on the merits of doing apartments instead of shuttles this turn. We have a somewhat thicker +Logistics buffer than I'd planned for right this minute, because the wartime Logistics strain from the armies relaxed faster than I thought and because Kane appears to have actually ordered the Brotherhood to stop intense raiding operations, alongside of the Air Force doing good work.

-[]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)
Personally I favor Advanced Alloys over LVPAD, but that's me.

-[]Military 8/8 255R
-[] ASAT Defense System (Phase 4) 2 dice 40R 45%
(Progress 36/220: 20 resources per die) (Station) (High Priority)
I'd been planning one die on ASAT this turn, because frantic overspending on ASAT Phase 4 just gets us rollover on ASAT Phase 5 ("build lots more space guns") and we'll probably want to do that anyway in the next plan... and rollover Phase 4 dice appear to be cheaper than Phase 5 dice.

In most projects I'm trying to frontload spending because frantically having to spend 1-2 more dice at the last minute to be reasonably sure of success works against us. In ASAT, it does not work against us and may work for us.

Putting one die on ASAT also frees up a second die for the Zone Armor factories, making it considerably more likely that we can succeed in finishing 1-2 factories before the end of the year.

-[]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)
I myself have flipped towards doing banking reforms and interdepartmental favors in Q3... But all in all this is a respectable plan. I prefer my own, but it addresses our real needs in an effective way and does good things.

Your "no E-CRP" variant also mirrors my own thinking as an option, but it's an option I oppose taking. Popular demand has made it very, very clear that we need luxury foods, which means spending an extra 5-6 Agriculture dice on two more phases of granaries is just a bad idea all around when we could use those same dice to make a phase or two of vertical farms. To make matters worse, each phase of granaries consumes -3 Food, and we're actually starting to get close to the limits of our Food budget.

I really don't think creating mutant monsters with Tiberium make them Wholesome people but they are less worse then some other parts of Nod I will grant you.
I mean, the tiberium-eating goats are weird but hilarious. The laser crocodiles and attack squid and shit, yeah, they're weird, creepy, sure. But they're not really using those biomonsters for anything much worse than we use a main battle tank with people inside for.

It's like, the Bannerjees do at least sort of answer some of my criticisms of Nod.

They're clearly running India like a real state with a real government that actually gives a shit, as demonstrated by their willingness to invest resources in the Cyan Zones and their ability to maintain a larger population of civilians than any other Nod faction. Indian Noddies probably aren't eating CRP these days, if you know what I mean, although to be fair it's quite possible that the Bannerjees invented the stuff in the first place back in the day. They may give tiberium honor it doesn't deserve, but they also appear determined not to feed their people to it, see again the Cyan Zones as evidence. They praise Kane when he's an evil alien who has repeatedly betrayed humanity, but they probably don't know all the details and could hopefully be persuaded to step away from him. They fight us, but not so hard that it stops them from doing right by their people, as demonstrated by their ability to expand the Cyan Zones and besiege BZ-18 at the same time. They do aid the other warlords, and that I rather object to, but to a large extent it seems to be a quid pro quo trade and I can at least understand that.

Maaaaybe maybe maybe maybe it's the way we get to contact and diplomance the Bannerjess the way we did the Caravanserai?

Because knowing what we know now I'm less enthused about punching a road a hundred miles wide to the Himalayas.
If the Bannerjees aren't willing to negotiate with us to open a corridor to BZ-18, then they're not as Wholesome Nod as I hoped they were. I'm also not sure how firm their control over Nod-in-former-Pakistan even is.

Dude, it worked.

It only worked once and then it broke, but it worked. That's a milestone worth celebrating.
Yeah, I just habitually say "d'oh" at times like this.

Because it expresses the sentiment of "I do not necessarily regret the events that led up to this point, and I would have chosen to do the same all over again given the chance, but I do regret the very specific event or revelation that very specifically just happened in the past couple of seconds."

Hmm, well there sure was a lot in that update.

It appears that the people want more of everything, except CRP.

There appear to be shortages of things that I thought were coming from Perennials, but we don't have the ability to build more yet. Perhaps we need Agri-Mech to force multiply them?
I'm honestly not sure why there isn't a Perennials Phase 4, either. But I can't imagine that labor supply is really the problem right now. We have plenty of workers and cultivating crops is an area where while it's not unskilled (especially with aquaponics), it's not so high-skilled that you need absurd levels of training to get an entry-level job, I would think.

And we really need that Vertical Farming done. (I'm not sure why we did Aquaponics last turn when there wasn't any need for it.)
Because when you're trying to supply your population with palatable food and even tasty food, you don't want to run your +Food surplus down. The condition of +0 Food means that there is just barely enough food for everyone to eat in the sense of "it's available and it has calories." People are rarely truly full, luxury foods are almost impossible to find as opposed to merely difficult to find, and variety and quality decline rapidly because everyone is eating everything they can get their hands on.

We very much want to keep our +Food buffer somewhere between +10 and +20 Food, in other words.

As of the time we made the Q2 plans, we needed either two (with E-CRP) or four (no E-CRP) phases of granaries. That was going to eat up either -6 or -12 Food. We had the ranching domes. Those eat up -4 Food. We were planning the ELFS expansion of food storage. That was going to eat up -12 Food.

In short, we expected to lose between -22 and -26 Food to Treasury projects alone by the end of the Plan. And we were banking on refugee population increases eating down another -5 Food per turn, which this turn happily turned out to be only -3, but still. Something on the order of -30 or even -40 Food being drawn down from our surplus.

So there actually was some need for more Food options as a necessary corollary to our efforts to store food. And we had a phase of aquaponics right there and nearly complete, costing only one die for +6 Food

People really don't want CRP. Personally, I'd rather a small risk of missing our Plan Goal, than giving people CRP. And the only real 'risk' here is that we might finish more Stockpiling than we 'needed'.
If we spend the extra 5-6 Agriculture dice on granaries, it means we don't spend them on vertical farming to produce food people actually want.

Importantly, the E-CRP plan does not actually feed anyone CRP unless they are eating it on a dare or in a government lab or on a TV show where they eat food on a dare in a government lab or something. The E-CRP is only there for dire emergencies, and only in situations where the other 24 points of Stored Food we've already socked away have been eaten.

That is, it would only ever be considered as something to eat in situations where, had the same situation occurred four years ago, everyone would have already starved to death.

Might be a good time to re-review our Infra plans, because:
Apartments are about to get even more Logistically draining.
But many YZ Refugees don't really mind about not moving immediately into high quality housing.
Yellow Zoners are generally happy, Blue Zoners are not.
I think you actually have a point here, but I do think we need at least one more phase of apartments this turn to make sure the numbers of people in Low Quality Housing don't grow too fast, since the Logistics situation is manageable.

I disagree with you about the arcology thing because we just created a bureau for that. If the people demand that it work faster, the legislature can give it some funding that isn't Treasury money.

Furthermore, arcologies are not "the long term solution," they are just "the nicest, swankiest housing GDI has." Of course everyone wants to live there; that doesn't make it practical housing for the general public as a whole. As long as we can keep the great majority of the Low Quality Housing empty, indicating that no one is living there who doesn't want to or at least isn't prepared to accept doing it in exchange for negative rent, then I'm not gonna worry too much.

Our Fusion Reactors are slowly falling apart. We have no immediate solutions, but the people will cry if we build some Tib power...
We can keep ahead of this problem. The existing reactors will last for at least several years, more if we start shutting them down for regular refurbishment. We can design a second generation that doesn't have the same problems and is probably more Energy-productive soon.

Sure we can. We don't need to hoard political support like chipmunks storing acorns away for the winter. Right now, we're floating 64 (?) PS that's sitting there not doing anything - time to put that political capital to use instead of accumulating power for its own sake.
If we actually needed the Energy instead of having +26 Energy worth of projects sitting within easy reach, I'd agree.

But the best possible time to spend political capital for several years in either direction comes up in six months, so for this particular winter I intend to store my acorns, or some of them, rather than eating them up on this particular issue. If we need Energy badly in Q2-Q3 of next year, then I will look at tiberium power again. But for now, we don't need to eat those acorns.

Remember that there are a lot of different groups with different things that they want. The people are only one of them.
- There is the Initiative Proper.
- There is the Population
- There is the Parliament
- There is Litvinov/Hackett
- There are probably a few others that I am currently forgetting.

Each of them has their own perspectives. So while with the Tib power plants for example, while it is unpopular with the people, and not loved by the Initiative proper, they are a viable project to act as an emergency energy button.
Or the hospitals. Initiative Proper really wants them because that is prep for the next war, that is bettering healthcare logistics, and the like. People on the other hand are a lot more okay with clinics and mostly general practicioners and then shuttling into a deep core hospital complex for larger operations.
Hmm, in that case I come around to tenchifew's view, that maybe we don't need to treat the hospitals as crash priorities.

If the existing clinic infrastructure is adequate to service actual needs and the deep core hospitals back in the Old Blue Zones aren't overloaded too badly, then it'll do.

Hospitals are one of those things no one really thinks about until a crisis happens, at which point it's "where's the fucking hospital?!"
This is, in fact, pretty much what has happened in the United States with COVID.

And in Quest, that might be followed by "Why the fuck didn't they expand the hospital systems! Money grubbing Treasury bastards!"
Yes. Fortunately, I think it's likely that we'll do at least Phase One of the hospital expansions by the end of this year. And bear in mind that right now the current health care system just got done taking care of a lot of war wounded and is managing to quite gracefully in-process a 20% surge in population over the course of just a year or two. We're not running at the limits of our capacity here, so adding surplus capacity falls into the category I like to call:

"Important, but not urgent."

Which is not to say we shouldn't work on the others, as well. Just that when hospitals become urgent, it's likely too late to build them.
The difference between "urgent" and "important, but not urgent" is that the latter type of project is something you do, but not necessarily at the expense of everyone else who wants it, whereas the first kind of of project is something you crash-build frantically even to the extent of fucking over other projects.

Yeah some needs the general public is not aware of beyond a yes/no type answer. A lot of the background work that is vital really is not visible to most people and they discount how vital it is. You can see that with the message board section where the public facing quality of life is the focus, all the foundation and innards really go unnoticed. And keeping ahead on health is always a good idea- I would think the past few years IRL illustrate the value of good health care but before this a lot of people thought things were good enough. Instead areas can have the health network overwhelmed.
To be fair, again, the last few years were the kind of situation that would break a lot of real world health care systems. We were fighting a world war, and at the same time our population increased by 20%, with the new 20% population being people who were disproportionately likely to be in need of medical attention.

Ours was stretched to the breaking point, but did not in fact break down, and we've bounced back strong.
 
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It seems that we are now paying for the lack of heavy investment on agriculture for the past eleven years now that everyone is screaming for better meals. I really hope there will be an agriculture recruit that can give us two dice on the next plan or a way to automate Food or Food Storage like a Bureau of Aquaponics or some stuff like that so we prioritize better food quality

Also, I do believe I will end up the asshole on this but it is best for us to separate the Consumer Goods into three separate categories like this

Electronic Consumer Goods (ECG)
Comfort Consumer Goods (CCG)
Edible Consumer Goods (FCG)

I hope that it comes out as Bureaucracy Option to identify which is the weak part of Consumer Goods we have rather tha lumping them in a single category

Electronics of course are appliances and gadgets, comfort is for utensils, chairs, bedding, blankets, toys and desks and such while Edible is Luxury Food
 
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Also, I think we should send a communique to the Bannerjees: "Fair is fair. You have our inhibitors. We would like a herd of your tiberium-eating goats."

It seems that we are now paying for the lack of heavy investment on agriculture for the past eleven years now that everyone ia screaming for better meals.
I think "screaming" is an exaggeration. Everyone wants it, but a lot of people don't seem to have even mentioned it in their "complaints" list as a serious issue. We are working on it and will continue working on it, but I don't think this represents a disastrous failure on our part.

It's mainly that some of the luxury food items we in the developed world c. 2020 in our timeline are accustomed to simply are not available because of the way tiberium has reshaped agriculture. This isn't a case of us being abusive towards our population or them "screaming" at us. It's just... stuff happening. We'll work on it.
 
I think I saw somebody mention that apartments are no longer dice efficient compared to Arcologies due to escalating logistics costs - but can't remember who or when. Was on discord, I think.

Am I imagining things?
 
In no particular order, my thoughts.

Kinda surprised how the ZA Revisions went. They really stripped that thing down. I know we weren't looking to add stuff and Nod mostly just seems to have developed a similar armor from another direction, but I was kinda hoping for something beside Cheaper.

Still, Cheaper is good.

I want those Tiberium goats. Inducing the kind of mutation the Forgotten have in other terrestrial lifeforms would go a long way to adapting Earth to Tiberium and give us a lot longer to try and get it under control. Plus Tiberium eating goats is just great. I want a few herds. Can we turn some of the Forgotten into Goat herders? Or make that a duty for ZOCOM? Or even both? I love the idea of a Forgotten shepherd looking at a Zone Trooper on shepherd duty, having their eyes meet, and just nodding at each other with a deeply felt understanding.

I'm going to this out there: what if we do HGE, Ocular Implant Development, Hallucinogen Development, NOD Research Initiatives. Just a lot of development. Hospitals are important, but I'd like to see what we could get out of all that. Plus of the health problems we've been made aware of, laser flash blindness seems to be the most common injury. That also ties into the hallucinogens, since I remember getting the brain to interpret what the implant was trying to tell it by inducing hallucinations was a stumbling block.

PIGS AND COWS PIGS AND COWS! MEAT'S BACK ON THE MENU BOIS!

That's what's stuck in my brain.

Edit: oh yeah forgot about the Bannerjees taking our stuff. Not just the Inhibitors, but the harvesting tendrils too. Give us your goats! At least a herd!
 
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I think I saw somebody mention that apartments are no longer dice efficient compared to Arcologies due to escalating logistics costs - but can't remember who or when. Was on discord, I think.

Am I imagining things?
Let's run the numbers, making sure to compare apples to apples: equal amounts of Housing in either cases. Namely, 24 Housing.

Three phases of arcologies cost 1800 Progress. That's about 22 dice (rounding up) and 330 R.

At current prices, four phases of apartments would cost 640 Progress. That's about 8 dice (rounding up), so 80 R, and -12 Logistics.

There's a +12 Consumer Goods boost, from the arcologies, but there's also a -6 Energy cost, and I'm going to choose to ignore both of those things, concentrating purely on things that are Infrastructure project priorities.

...

So just in terms of "fuckit, we need 24 Housing now dammit," there's no contest. Housing for the same number of people in apartments takes about 40% as much dice/time to build and almost exactly a quarter as much money. Apartments win, hands down.

But the Logistics cost!!! To pay for the Logistics cost, we need to build something in the long run.

Now, it should be noted that right now we are at about +30 Logistics. Our Logistics buffer is solid. We can tank a -12 Logistics hit from a swarm of apartments and go "eh, I'll build the Logistics project later whenever lol" and we will be fine. But even so, it does have to get done sooner or later probably, so we'll count it as part of the "backend" costs of the apartments.

...

We have two obvious +Logistics options: Suborbital Shuttles and Rail Network Construction Campaigns. It would take a mean of five shuttle dice to complete Phases 2 and 3 of shuttles, the only ones on offer. It would take a mean of about 7.5 rail dice to complete Phases 5 and 6 of the rail expansions, after which we hit diminishing returns. Doing a bit of arithmetic...

(Logistics points are hereby abbreviated as 'L," with Logistics per die and Logistics per Resource point as L/die and L/R, respectively).

Shuttles yield up to +13 L at +2.6 L/die and +0.104 L/R point, if you count the very efficient Phase 3.
Railroads are good for +8 L at +1.07 L/die and +0.071 L/R point. Yes, less cost-effective than shuttles. Not just less dice-effective. Cost.

So...

OPTION ONE:
We can do four phases of apartments and the entire suborbital shuttle program.
640+450 = 1090 Progress
80+125 = 205 Resources
8+5 = 13 dice
+24 Housing, +1 Logistics

OPTION TWO:
We can do three phases of arcologies.
1800 Progress
330 R
22 dice
+24 Housing, +12 Consumer Goods, -6 Energy, +3 Energy Reserve

I don't know about you, but I think 13 dice and 205 R sounds a lot more efficient than 22 dice and 330 R. Furthermore, with Option One, we have the luxury of doing the housing construction now and paying back the Logistics cost 'whenever.' All the +Housing rewards are front-loaded. With Option One, after rolling ten Infrastructure dice we have +24 Housing and are working on bringing our Logistics back up when it is probably still okay. With Option Two, after rolling ten Infrastructure dice we have +8 Housing and are halfway to having +8 more.

So my money's still on apartments.

In no particular order, my thoughts.

Kinda surprised how the ZA Revisions went. They really stripped that thing down. I know we weren't looking to add stuff and Nod mostly just seems to have developed a similar armor from another direction, but I was kinda hoping for something beside Cheaper.
That's actually the whole point of the Zone Defender suit. It's all about making power armor still effective and protective, but cheaper. So that we can mass-produce the suits for our millions of soldiers, instead of having like... 100,000 bespoke super-suits in all of GDI.

I'm going to this out there: what if we do HGE, Ocular Implant Development, Hallucinogen Development, NOD Research Initiatives.
Currently working on a plan draft that has three out of four of those things. Still putting off hallucinogens because it's a cheap project and we can do it pretty easily some time next plan.

Speaking of which...
 
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In light of recent information, I have made some plan changes, as follows:

1) Because military Logistics requirements relaxed faster than I expected and because BZ-18 is no longer under so much pressure, I think I'm going to push apartments instead of shuttles this turn. This also saves money.

2) Because popular demand for hospital expansions is low, I am moving the project downwards a bit in priority to enable us to do more/other things. Still planning to finish in Q4, but no shock efforts. This means I'm spreading out into ocular implants and genetic engineering research. We'll have plenty of +PS, especially with Interdepartmental Favors.



MONEY BUDGET
1160/1200 R

CAPITAL GOODS BUDGET
+16 (baseline) +6 (crystal beam) -1 (Mastodons) -2 (Newark) -1 (New York) = +18

FOOD BUDGET
+27 (baseline) -5 (refugees) -4 (ranching) -6 (granaries with freeze-drying) = +12

MILDLY PESSIMISTIC ENERGY BUDGET
+17 (baseline) +10 (crystal beam) -2 (ranching) -4 (refineries) -2 (URLS) -5 (Newark) -3 (Mastodons) -3 (New York) = +8 Energy.

(Obviously, this assumes everything completes; many projects might or might not. 13% chance of +4 more if Bergen completes, 6% chance of -10 less if Crystal Beam doesn't complete, very slim chance of going into negatives if our luck is absolutely ass and everything power-hungry completes but nothing power-generating does)

7/7 Free dice

[] Draft Plan Attempting To House The Angry Homeless Space Pirates
-[] Infrastructure (5 dice, +32 bonus, 60 R)
--[] Yellow Zone Fortress Towns Phase 6 220/300 (1 die, 20 R) (68% chance)
--[] Blue Zone Apartment Complexes (Phase 8+9) 15/320 (3 dice, 30 R) (Phase 8, 21% chance Phase 9)
--[] Emergency Caloric Reclamation Processor Installations 0/80 (1 die, 10 R) (68% chance) (Probable -5 Political Support on completion)
-[] Heavy Industry (5 dice + 1 Free Die, +29 bonus, 95 R, -30 RpT)
--[] Advanced Alloys Development 0/120 (1 die, 15 R) (30% chance)
--[] Continuous Cycle Fusion Plants (Phase 9) 128/300 (1 die, 20 R) (1/2 median)
--[] Crystal Beam Industrial Laser Deployment 433/600 (3 dice, 60 R) (96% chance)
--[] Distributed Heavy Industrial Authority (1 die, -30 RpT) (autosuccess)
-[] Light Industry (4 dice, +24 bonus, 120 R)
--[] Bergen Superconductor Foundry Phase 3 0/380 (4 dice, 120 R) (13% chance)
-[] Agriculture (4 dice, +24 bonus, 50 R)
--[] Ranching Domes 228/250 (1 die, 20 R) (100% chance)
--[] Strategic Food Stockpile Construction Phase 3+4 128/375 (3 dice, 30 R) (Phase 3, 44% chance of Phase 4)
-[] Tiberium (7 dice, +39 bonus, 165 R)
--[] Tiberium Processing Plants Stage 2 20/200 (2 dice, 60 R) (63% chance)
--[] Tiberium Inhibitor Deployment (RZ-7 North America) 0/120 (1 die, 30 R) (35% chance)
--[] Tiberium Inhibitor Deployment (YZ-11 Colombia) 0/130 (1 die, 30 R) (25% chance)
--[] Tiberium Harvesting Claw Deployment 0/380 (3 dice, 45 R) (3% chance)
-[] Orbital (6 dice + EREWHON!!!, +26 bonus, 140 R)
--[] GDSS Enterprise Phase 5 997/1535 (5+E dice, 120 R) (18% chance)
---[] Likely median outcome ~1470/1535, two dice from completion in Q4. Could be one or three.
---[] Maybe four, more likely to just finish in Q3 than to make us roll four in Q4.
--[] Lunar Rare Metals Harvesting (Phase 2) 56/115 (1 die, 20 R) (83% chance)
-[] Services (5 dice, +27 bonus, 125 R)
--[] Human Genetic Engineering Programs 0/120 (1 die, 25 R) (28% chance) (-5 Political Support on completion)
--[] NOD Research Initiatives 87/200 (1 die, 30 R) (35% chance)
--[] Regional Hospital Expansions Phase 1 (2 dice, 50 R) (2/4 median)
--[] Ocular Implant Development 0/120 (1 die, 20 R) (28% chance)
-[] Military (8 dice + 6 Free dice + AA die, +26 bonus, 275 R)
--[] ASAT Defense System Phase 4 36/220 (1 die, 20 R) (1/2 median)
--[] OSRCT Stations Phase 3 5/690 (8 dice, 160 R) (Phase 3, 24% chance of Phase 4, 42% with Seo bonus)
--[] Universal Rocket Launch System Deployment (Phase 3) 133/200 (1 die, 15 R) (75% chance)
--[] Ground Forces Zone Armor (New York) 0/??? (2 dice, 40 R) (??% chance)
--[] Escort Carrier Shipyards (Newark) 179/240 (1 die, 20 R) (81% chance)
--[] Mastodon Heavy Assault Walker Deployment 144/225 (1+AA dice, 20 R) (93% chance)
-Bureaucracy (4 dice, 100 R)
--[] Administrative Assistance: Mastodons
--[] Interdepartmental Favors
--[] Banking Reforms (-100 R)
--[] Erewhon: Play Space Factorio
 
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Well, it's important to remember that most of the numbers don't accurately tell the full story.

Like how housing used to just be housing, instead of telling us how many lived in fortresses houses instead of proper blue zone stuff. So even is it was a postive housing buffer, it wasn't necessary a good quality of life buffer.

Or how our logistical stuff is really high, but Himalayas is still screaming from lack of logistical stuff.

So we have seen a huge rise in people complaining about not living in archeologies or struggling to get around places, even with decent housing or logistical.

That being said, the department of housing should hopefully start retrifying that over time, and the most likely mandatory plan goals of kickstarting private economy for cars and bike
 
Less resources at reallocation means we're more likely to miss Plan targets, and we'll just spend more time prioritizing income rebuild until we're activating all our dice anyway.

Taking literally every spinoff bureau we have is going to reduce our dice count by like 15%, and he's already talking about giving us actions that would earn back some of those lost dice. I think it's not going to shave that much time off Ithillid's writing, especially because the project results aren't even half of everything he's gotta do.

I feel like we're in the position of doing things we know can screw us over mechanically just so the update cycle might occasionally shorten from, say, 15 days to 14. Sometimes. On a good month.
Spinoff bureaus would catch a good portion of distribution problems like we are facing now. Problems like 'We are missing 2 consumer points worth of fancy shoes' or 'we are missing 5 logistics points in the Himalayas specifically' or 'while food situation is good, quality food is in the red'.
 
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