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.