- Pronouns
- He/It/Argh!
I'll aim high for the mutation roll.
I'll aim high for the mutation roll.
My apologies. I overreacted because I saw several hundred words of (justified) praise for how effective the Department of Refits could be under the right circumstances, and... I have had at least half a dozen arguments in the past month that boil down to "dear enthusiast for starting this or that department, please no please stop this is a bad time."Nice to know you didn't read my post much before shooting it down. You seem to just not care about my entire post after that point.
In all fairness, they also start immediately, which is tremendous. The vast majority of the time, we're not fighting a full-scale war and gradual rollout of a project is good enough as long as the project reliably does get worked on. The only cases where Parliament has ever smacked us for a military refit project was when said refits were left for years at a time without being started (e.g. tank and naval antimissile defense systems).Second off, the department will add 30 points per turn to refit projects. Likely only military ones as its a military dice. That means 120 point project will take a solid year. A 350 point project will take 3 years. 450 will take 15 quarters. Almost four years. The point is wide spectrum progress. Also good when the refit project has a tiny amount of progress left. Leaving the projects up to just this department means they'll not finish for literally years on end.
This is probably not a popular opinion but we should at least consider doing this on 2063 where we have a large amount of money for our imventory and we can check the available recruits for dice because this is two dice we are sacrificing and checking future options in replacing them would be in the cards especially as we have no current replacement for Tali Jackson at this time.
Well this reminds me of that one time that Nod Assassination roll succeeded in killing the one personnel that provided us a military die many turns way back. Still stings a little bit that it cost us that one die.This is probably not a popular opinion but we should at least consider doing this on 2063 where we have a large amount of money for our imventory and we can check the available recruits for dice because this is two dice we are sacrificing and checking future options in replacing them would be in the cards especially as we have no current replacement for Tali Jackson at this time.
@Ithillid On a re-read of old parts of the quest, I happened to discover that this stat is incorrect. The two phases of T-Glass were meant to give +40 RpT by reducing maintenance requirements, however, a Natural 100 on the 2nd stage gave us an additional +10 RpT. So the "Maitenance Reductions" should be +50 instead of +40. (This doesn't affect the current turn, but it will matter for Reallocation.) Here's the relevant results post, and also the one with Stage 1 too for reference:
[ ] T-Glass Foundries (Stage 2) (Updated)
Expansions of the Tiberium Glass Foundries will move the glass from relatively small scale applications to widespread allocations that will provide substantially increased Tiberium resistance to hundreds of areas, and provide for substantial savings due to reduced maintenance requirements.
(Progress 423/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [25 Resources]) (Nat 100) (+10 resources per turn) [73, 97, 100, 6]
A series of minor modifications, primarily to the bonding process for the ALON panes, has produced a form of Tiberium Glass that is substantially cheaper to produce than originally planned. This new, cheaper, form of the glass is also more efficient in terms of STUs, making it a prime candidate for further development. As T-Glas is an order of magnitude more Tiberium resistant, than anything else the Initiative has access to, even if not tiberium proof it is a fundamental change in how GDI will engineer against Tiberium in the coming years and decades. However, at least until fundamental changes happen in the supply of STUs, no more manufacturing capacity will be added. Currently, there are hundreds of other uses for STUs, many of which are even more revolutionary, as much as that would blow the mind of the treasury of the 2020s or 2030s. The gravitic drive system requires not merely a few grams per square meter, but tens or even hundreds of kilograms of these revolutionary supermaterials.
Demand for the new glass is absurd, to the point where requests are being put in for everything from residential windows, to power pole cladding. While some of these are important, for example with yellow zone power lines, others are simply people looking for either a bit of extra protection for themselves, or to be associated with the new material.
[ ] T-Glass Foundries (Stage 1)
T-Glass, or Tiberium Resistant Transparent Aluminum is a fundamental change and improvement in Tiberium resistance technologies. A very strong, very resistant transparent plating, it has thousands of uses across multiple areas. However, it will need to be produced in vast quantities, with everyone demanding large amounts of the material. The savings in replacement losses alone will cut maintenance demand for everything from windshields to anchors.
(Progress 350/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [15 Resources])
(Progress 55/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [25 Resources]) [40, 39, 78, 59]
The first phase of Tiberium Glass Foundries has been completed, and they have started churning out sheets of the material. Much of this first phase will go to things like adding skylights and other comforts to the habitation modules, as they are (paradoxically) tougher and more resistant to Tiberium exposure than standard materials. Beyond that, it has begun replacing other forms of glass in many military applications, most notably for harvesters, which need the wide angle views, and don't need HUD displays on the glass itself, which the vibrations from the zrbite tends to disrupt.
The reductions in maintenance demand have been significant already, and the savings are already trickling back into the Treasury's coffers. With significant expansions however, there is a much larger swathe of products that need replacement with Tiberium Glass products. While there are requests for the use of Tiberium glass for arcology projects and numerous other elements, those are unlikely without massive improvements in GDI's ability to produce Stable Transuranic elements.
I, for one, am cautiously in favor of waiting about that long. It might actually be best to finish the Infernium Laser Refits for the navy before doing this spinoff bureau, though, as we probably want those done before Karachi, and at 30 R/die, the laser refits are similarly expensive to the whole rest of the bureau.This is probably not a popular opinion but we should at least consider doing this on 2063 where we have a large amount of money for our imventory and we can check the available recruits for dice because this is two dice we are sacrificing and checking future options in replacing them would be in the cards especially as we have no current replacement for Tali Jackson at this time.
This seems strictly inferior to just spending an average of about one Military die on the Talons per turn, which is what I have in mind to more or less do.I hope that Ilithilid can also consider doing this for our Talons Branch in the near future.
Department of Advanced Military Research.
While the GDI Military considers its current weaponry roster to be sufficient against a future war with Nod. It is clear that research and prototyping of newer weappnry must be done in order to catch up with Nod and possible Scrin attacks. Spinning this function off into a dedicated department will increase the efficiency and please both the Steel Talons Branch and the Militarists although deployment will remain at the Treasury's behest.
(-1 die) (-40 resources per turn) (20 progress towards all Steel Talons Development Projects)
I'm a bit confused about how "maintenance reductions" are tracked. I infer that they're part of the general budget for reallocation purposes, along with tax money...?@Ithillid On a re-read of old parts of the quest, I happened to discover that this stat is incorrect. The two phases of T-Glass were meant to give +40 RpT by reducing maintenance requirements, however, a Natural 100 on the 2nd stage gave us an additional +10 RpT. So the "Maitenance Reductions" should be +50 instead of +40. (This doesn't affect the current turn, but it will matter for Reallocation.) Here's the relevant results post, and also the one with Stage 1 too for reference:
The smart thing to do here is to only spend half of the reserve in Q1, not all of it. That way you have enough reserve to keep a decent level of activity for two turns, which is long enough to recover the RpT income to get at (or above) the level of spending you started with in Q1.A plan that relies on a large cash reserve (by saving in Q4) can do "better" than this in Q1... but the price is that it actively slumps further in Q2, because +150 RpT is about as much as we can pump up our income in a single turn even with a giant meme plan commitment to tiberium mining. Thus, even if we have 300 R in the piggy bank, we're still in a very tight situation that is made deceptively pleasant by saying "oh, we'll have 670 R to work with." Because if we actually spent all that 670 R (nearly half of which is piggy bank money we saved up in 2061), then the turn after that we'd be right back down to around 500-550 RpT and very little savings.
Quite true!The smart thing to do here is to only spend half of the reserve in Q1, not all of it. That way you have enough reserve to keep a decent level of activity for two turns, which is long enough to recover the RpT income to get at (or above) the level of spending you started with in Q1.
Length: 11.3 m
Width: 7 m
Height: 5.6 m
Length: 175 m
Width: 18
Height: 28 m
Length: 152 m
Width: 20
Height: 21 m
Length: 31.6 m
Width: 11.8 m
Height: 19.4 m
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They are hacked together pieces of shit that look only good standing still. They are not rigged and have no animations. If people I like will ask me I will hand them out, but otherwise you will need to rip them out of my cold dead hands.Cool are those just art or can some of the fan modders use them in their work?
The are hacked together pieces of shit that look only good standing still. They are not rigged and have no animations. If people I like will ask me I will hand them out, but otherwise you will need to rip them out of my cold dead hands.
The current round of vertical farming won't be enough to get better food variety to the majority of the population so it should be a good idea to try and rejig things for some vertical farming dice rather then bland aquaculture food and working on more "I can't believe it's not tea".--[] Blue Zone Aquaponics Bays (Phase 5) 18/140 (1 die, 10 R) (18% chance)
--[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 (2 dice, 20 R) (2/5 median)
Don't forget to include a ST project here like sparkle shields since we want to keep Tali.-[] Military (7/8 dice, +26 bonus, 75 R)
--[] Ferro Aluminum Armor Refits 0/350 (3 dice, 15 R) (2% chance)
--[] Railgun Munitions Factories (Phase 1) 0/200 (2 dice, 20 R) (23% chance)
--[] Unfinished/Expensive Military Business (2 dice, 40 R) (???)
---[] Whatever has priority and is really worth it
---[] Zone armor factory, shipyard, ???
The last time we had this problem we nearly run into catastrophe because the navy wanted hulls now and we were busy trying to optimize. An island with no orca wingsmans is more useful than one with orcas that only exists on a drawing board. I have no desire for this to happen again.Remember that we have to start the Orca Wingman factories, we don't want our carriers to be finished and still miss their Wingman. That would be awkward.