Got another question.

Does anyone have feelings about where they want the next Zone Armor factory, now that we've built the ones in New York and hopefully London?

Is this a plan for 2062Q1? 830 R is a bit optimistic there, though not entirely out of the question if we push for 30% GDP and spin off some line items, maybe.

If it was me, I'd be relaxing on the Military dice in particular and probably throwing all my Free dice at Tiberium, because boy oh boy are we going to want our money back.

I suggest budgeting for Red Zone Border Offensives (I suggest 2-3 dice, three if you want to be sure of getting Stage 2, which I do), and Super Glacier Mines (Progress cost unknown, and I suspect but cannot prove it'll be 30 R/die)

Since I want to get started on the stations as soon as possible three.
That's reasonable.

On the other hand, to play Derpmind's advocacy:

1) Budget is scarce in 2062Q1, and 20 R/die projects are tough to fit in.
2) Even with the third die there is no assurance of getting both the station bay and the shuttle factory done in 2062Q1, so we might be kicked forward to starting Columbia in Q3 anyway.
3) Wasting orbital dice is bad.
4) It's not like we don't have other projects we could profitably work on in 2062Q2 like the fusion shipyard bay.

Would we lose out on efficiency by completing leopards on the same turn we start the stations?
Good question!

Not sure.
 
Does anyone have feelings about where they want the next Zone Armor factory, now that we've built the ones in New York and hopefully London?
I would suggest New Sevastopol as that is the closest location to Karachi.

That's reasonable.

On the other hand, to play Derpmind's advocacy:

1) Budget is scarce in 2062Q1, and 20 R/die projects are tough to fit in.
2) Even with the third die there is no assurance of getting both the station bay and the shuttle factory done in 2062Q1, so we might be kicked forward to starting Columbia in Q3 anyway.
3) Wasting orbital dice is bad.
4) It's not like we don't have other projects we could profitably work on in 2062Q2 like the fusion shipyard bay.
That is indeed true but we do have the 100R from the moon mines for space stuff so I guess we'll see after the results post and reallocation.
 
[looks at last several posts]

I do have one question. If the nature of the critical failure on the Leopard II Kagoshima yard doesn't affect Progress costs, it's at, uh, 152/350 as I recall. By my math, that means it's got roughly a 1/4 chance of completing with two dice, and about a 3/4 chance of completing with three dice.

Finishing it faster would mean we could start on Columbia sooner, but there is a nontrivial risk (about one in four) of wasting dice. And at 20 R/die, finding the money for even two Leopard II dice would be a nontrivial exercise; a third would be tougher still.

What do people think about that? Again, there's some chance of the whole thing being rendered moot by the Progress cost changing or something like what happened in New York with the light carrier yard, but it's a reasonable subject of discussion if you ask me.

Two dice, or three?

Ideally I'd want 3 but I'm expecting resources to be tight for the next couple of turns so I probably 2, though it depends on what our other options are like. The 100 on human genetics could have opened up some other project we might want to get started on. It also depends a lot on how many dice Super Glaciers are and how expensive they are. Lastly we still need to go through reallocation and until we do we wont actually know what our budget is going to be.
 
Got another question.

Does anyone have feelings about where they want the next Zone Armor factory, now that we've built the ones in New York and hopefully London?

It would be appropriate to try and figure out where we are going to be doing red zone incursions and red zone glacier farms ahead of time to them have the factories near those locations to ease the logistical burden in the fluff. Beyond that though I want to put zone armor factories near australia and karachi since that should be the next hot zone where NOD raiding flairs up. It also means that the zone armor doesn't have to go that far when Karachi finishes getting set up, instead it can get shipped right on in.

I don't believe that south america, or western africa would be good places for them unless the glaciers are there?
 
Does anyone have feelings about where they want the next Zone Armor factory, now that we've built the ones in New York and hopefully London?
Is there one for Australia? Because that would be fantastic.

And for the record, I also don't wish for you to leave. At most I'd just ask that you try to more concise.


On to the turn, I am very happy about finishing two Liquid Tiberium plants, and that nat 100 on HGE. That's goes a long way to making me happy. Also very pleased Visceroid Studies completed, that'll also help a lot. I enjoyed spending political support like fair tickets on the last day of the carnival. :D

Only thing I'm not pleased about is that nat 1 on the Zone Armor factory. Especially because the Red Zone Border Offensives finished. Really hope that doesn't come back to bite us.
 
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Let's hope all that net one will just cause project to delay instead of Nod stealing something again. Well, more like they're blowing something again.
 
With the (eastern) North American and European theaters already supplied, the two remaining potential Red Zone Offensive locations are western North America and Australia. There's not a factory for either however, the closest to the NA west coast is shipping suits across the Pacific from Tokyo. Santiago is the best positioned to supply Australia, our only reliable sea connection to Aus/NZ runs from South America across the southern Pacific IIRC. So pick one of those, I probably lean Tokyo because Australia should be the safest area to mine and require the least military-tier security.

Edit: Actually wait New Sevastopol is probably closer to the NA west coast than Tokyo, assuming it's a port city in the Russian Far East given every single other factory is located in a port city. But I'm pretty sure it's a fictional city so I have no idea where it's located, if it's inland it's probably still easier to ship direct from Tokyo harbor.
 
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The leo2s... not sure. My guess would be some design flaws that sets some progress back or increases the cost.

Hospitals I'm feeling nod sabotage at various places. The European warlord lashing out after getting chastised by Kane.

Zone armor I'm definitely thinking that the energy saving thing they found last turn has a flaw and it goes back to the original design. The nat 1 canceling the nat 100.
 
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Factory Guy: "Hey boss, those new Leopards are gliders, right?"

Boss: "What do you mean, gliders?"

Factory Guy: "Like, they're not powered spacecraft, you just launch them from orbit and they float down."

Boss: "No, they're built to carry hundreds of tons of cargo into orbit and beyond. Why would you think that?"

Factory Guy: "Well, we've already built the factory, but I was just looking at the assembly specs, and there's no 'put the engines in' step."

Boss (left eye twitches): "Hmm. Excuse me. I need a change of pants and to make a couple of comm calls. Unrelated, tell your guys to start polishing up their resumes."
 
I would suggest New Sevastopol as that is the closest location to Karachi.
Er... remind me again where that is... [does a search]. Oh, right. Siberia.

Well, um.

In a sense, that's closest to Karachi, but to get it there we'd have to ship it south along the Pacific coast of Asia and Indonesia (past Bintang-land) to Australia, then across the Indian Ocean (also kinda close to Bintang-land).

Unfortunately, factories in Tokyo and Pyongyang have the same problem.

The Santiago factory might actually be the easiest for shipping power armor to troops in Karachi. The run down around Cape Horn to the South African Blue Zone is relatively smooth, and then we can just move the armor up the east coast of Africa, which is probably already a huge shipping lane for us because refined tiberium coming out of the glacier mines along the Red Sea and the Medina-Jeddah refinery complexes would have to go through there.

It's not necessarily closer on the map, but if you measure distances by sea miles and count "close to Bintang" as a disadvantage, Santiago might actually be best if we're interested in Karachi.

Then again, rolling out power-armored troops in Pyongyang, Tokyo, and New Sevastopol would put a lot of pressure on Yao, and she just might flip soon. And on Krukov.

That is indeed true but we do have the 100R from the moon mines for space stuff so I guess we'll see after the results post and reallocation.
Yes, but those are mostly known factors. GDI has roughly 2200-2250 RpT worth of income that isn't from a moon mine. We get between 20 and 30 percent of that. We also get 100 RpT from moon mines. From those two parameters, it's possible to calculate with a fair degree of accuracy how much money we have to work with before we start spending PS to write off line items from the budget. Even in the 30% case, we'd be looking at something like 660-675 RpT of general income plus 100 of moon mining income, so 830 is still quite optimistic. Though, again, maaaybe not out of the question given that we're starting from 117 Political Support.

Is there one for Australia? Because that would be fantastic.
Alas, none of the sites are in Australia. On the other hand, see above. @Crazycryodude did a good analysis. I think I'm favoring Santiago or Tokyo. Both are locations that lend themselves to shipping the armor in many different directions. Stahl usually isn't much of a navy boy, so Santiago might be best.

Only thing I'm not pleased about is that nat 1 on the Zone Armor factory. Especially because the Red Zone Border Offensives finished. Really hope that doesn't come back to bite us.
Maybe Havoc does an epic-tier drunken rant about how it took us a goddamn decade to start making power armor for Ground Force boys aside from the commandos because we're all a bunch of pussies over here in Treasury, and it goes so viral that we end up losing Political Support or something.

Zone armor I'm definitely thinking that the energy saving thing they found last turn has a flaw and it goes back to the original design. The nat 1 canceling the nat 100.
Oooh, that would be very appropriate.
 
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To make things worse i imagine the Nat 1 on the hospitals is likely going to be NOD/Yellow Zoner related from them causing disruptions, potentially fueling Initiative first to gain quite a few more seats than we were expecting.
I'll be honest with you, while that would have made me highly worried at one point, I am significantly less concerned about IF than I used to be. Initiative First is a party of extremists. That makes them dangerous, but it also makes coalition building darn near impossible, especially as FMP is becoming more pro-YZ'er.
 
Er... remind me again where that is... [does a search]. Oh, right. Siberia.

Well, um.

In a sense, that's closest to Karachi, but to get it there we'd have to ship it south along the Pacific coast of Asia and Indonesia (past Bintang-land) to Australia, then across the Indian Ocean (also kinda close to Bintang-land).

Unfortunately, factories in Tokyo and Pyongyang have the same problem.

The Santiago factory might actually be the easiest for shipping power armor to troops in Karachi. The run down around Cape Horn to the South African Blue Zone is relatively smooth, and then we can just move the armor up the east coast of Africa, which is probably already a huge shipping lane for us because refined tiberium coming out of the glacier mines along the Red Sea and the Medina-Jeddah refinery complexes would have to go through there.

It's not necessarily closer on the map, but if you measure distances by sea miles and count "close to Bintang" as a disadvantage, Santiago might actually be best if we're interested in Karachi.

Then again, rolling out power-armored troops in Pyongyang, Tokyo, and New Sevastopol would put a lot of pressure on Yao, and she just might flip soon. And on Krukov.

So build order looks to be: Santiago then Sevastapol then Tokyo and then Pyongyang?
 
So build order looks to be: Santiago then Sevastapol then Tokyo and then Pyongyang?
Maybe. I think it depends on what you're trying to accomplish.

Santiago is easiest for flexible shipping to potential short-term hotspots (Australian and West-North American RZBO sites; the European and East-North American sites are already covered, assuming we get the London factory).

Tokyo is second-easiest for flexible shipping, in that the port still needs some repairs and it's proven to be within Bintang's striking distance, and its direct supply line to Australia or Karachi is even more so.

New Sevastopol and Pyongyang on the Asian mainland are great if we want to use power armor in East Asia, but if we're more interested in using it elsewhere, they're lower-priority. They're like Tokyo, only closer to the enemy.

My plan drafts will probably go Santiago -> Tokyo -> ??? -> ???
 
If we go for the munitions department next turn, what projects would apply to it?

Railgun munitions, inferno gel, and ultralight glide munitions all seem pretty straightfoward. Biprop probably depends on whether it needs a new platform, since it is so unstable.

I could see the backpack rocket launcher and GDI-3 going either way.

But I'm unsure on the rest of the projects.
 
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Hmm...

So when will we be able to finish Reykjavik?

The budget is going to be tight for a while but with the zone armor factories and trouble the mastodon legs are having I think it should be the mega project we should try to focus on. Not counting orbital stuff of course.

Those would certainly qualify.
inferno gel, and ultralight glide munitions all seem pretty straightfoward. Biprop probably depends on whether it needs a new platform, since it is so unstable.

I could see the backpack rocket launcher and GDI-3 going either way.
These not so much. Not even considering whether they qualify on their own or not, we need to research them first to see what we get from them. Then the deployment, if any, would fall to the department.

Or at least that's my understanding.
 
If we go for the munitions department next turn, what projects would apply to it?

Railgun munitions, inferno gel, and ultralight glide munitions all seem pretty straightfoward. Biprop probably depends on whether it needs a new platform, since it is so unstable.

I could see the backpack rocket launcher and GDI-3 going either way.

But I'm unsure on the rest of the projects.
Many of those, we'd have to research before the department could get to work on them.

Honestly, I'm hoping we don't take spinoff departments in 2062Q1-Q2, because they cost 20-30 RpT and we are very very much trying to keep cost per die down as far as possible. The only one of the spinoff departments that's manageable for early 2062 prices is the DAE, and I'm strongly opposed to us sacrificing yet another Heavy Industry die on that until we know what our Heavy Industry plan commitments are, and how efficient second generation fusion power is going to be.

If it's 20-24 Energy for 300 Progress at 20 R/die, then that starts looking pretty darn competitive with +3 Energy per turn at 10 RpT for one die every turn.
 
[ ] Deep Red Zone Tiberium Glacier Mining (Stage 1)
Deep in the Red Zones, Tiberium glaciers are some of the most dense concentrations of Tiberium available. With GDI able to put its railheads directly next to Tiberium mines, these are some of the fastest ways to surge Tiberium production from a single site.
(Progress 0/255: 30 resources per die) (-3 Logistics, +1 Energy) (additional income trickle [55-75 Resources]) (1 point of Red Zone Mitigation)

Draft version of super glacier mines.
 
Hmm. So, relative to a 'classical' glacier mine, +10 RpT income, +50 Progress cost (about 0.5 more dice) and, costs -3 Logistics instead of -5 Logistics.

Good, very good to have, but not some kind of gigantic "double yield" option. Reminds me of how we benefited greatly at the start of the Third Four Year Plan from getting low-Logistics glacier mining sites in the vicinity of Mecca-Medina-Jeddah's refinery complex.

RpT yield per Progress for Red Zone Border Offensive+Deep Red Zone Glacier Mining... Well, (25+65)/(250+255) = 0.178 RpT per point of Progress.

By contrast, the yield for Red Zone Harvesting+Tiberium Glacier Mining... (17.5+55)/(150+205) = 0.205 RpT per point of progress.

We actually get higher RpT return on investment from conventional glacier mining... IF you ignore the Logistics cost, and you really really really shouldn't ignore the Logistics cost.
 
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