"Because Ground Force will be preferentially equipping elite formations, they will need a lot of the jump-jet capable suit types, and not a lot of Defenders. Whereas ZOCOM must have needed a lot of Defenders to equip its own grunts, and so its Wave One (old 75-point) factories (proportionately speaking) probably produce proportionately more Defenders than would the Wave Two (new ~200-point) factories do."

Do I have that right?
I believe it's more "the elite formations will be wanting more of the high-end suits (Troopers, Raiders, Marauder/Lancers), while the follow-on sets of factories will be more focusing on formations that see high-intensity combat less often, and so will be using more Defenders."
But my brain is macaroni right now.

But that means I can do a mostly copypasta thing:
[] Plan Driven by G, less eezo
-[X] Earth-Orbit Facilities Edit 2: 5 C 9 IP:
--[X]Gagarin Station (Stage 4)(Updated) (2/10 Gagarin Station Parts; 5C and 10 IP per Part)(+5 to all rolls, +1 Research Die)(-3 Astrotech Teams)(For one station part per turn, the IP cost is waived) 1 Part 5 C
--[X] Enterprise Orbital Assembler (Phase 3 of 4)(Updated) 0/80 9 IP
-[X] Lunar Facilities (4 Dice available) 60 C + 60 IP:
--[X] Craterscope Structure (Phase 1) 15/30 +15 Parts 60 C 60 IP
---[X] Craterscope Structure (Phase 2) 0/400 4 Dice
-[X] Assembly 124 IP
--[X] Craterscope Imaging Sensor 46/120 IP 74 IP
--[X] Build Craterscope Atmospheric Analyzer 0/50IP 50 IP
-[X] Development (6 Dice) +30 83 C + 17 IP
--[X] G-Drive Improvement Program 198/400 (15C/Die +10IP) Max 1 Die per Turn 15 C 10 IP
--[X] Ore Electrolysis Smelter Development 164/200 (2C/Die+4IP/DIe) 1 Die = 2 C 4 IP
--[X] Atmospheric Containment Shimmer Optimization 147/400 (1C/Die) 3 Dice = 3 C
--[X] Tick Tank Dig Experiments 137/150 (3C/Die+4IP/Die) 1 Die = 3 C 4 IP
--[X] Craterscope Asteroid Belt Detector 184/200 (10C/Die+1IP/Die)(Optional) 1 Die = 20 C + 1 IP
--[X]Craterscope Tiberium Detector 55/125 (10C/Die+1IP/Die)(Optional) 1 Die = 20 C + 1 IP
--[X]Craterscope Moon Detector 110/125 (10C/Die+1IP/Die)(Optional) 1 Die = 20 C + 1 IP
-[X] Space Command Mission Planning (4 Dice) +5
--[X] Mission: Surface Exploration (Charon) (Requires one Die) 1 Die
--[X] Mission: Surface Exploration (Pluto) (Requires one Die) 1 Die
--[X] Mission: Surface Exploration (Uranus) (Requires one Die) 1 Die
--[X] Mission: Surface Exploration (Titan) (Requires one Die) 1 Die
-[X] Missions 20 IP
--[X]Mars (13 Pathfinder days)
---[X] 1X Mars particle collection mission 3/6 max attempts DC65 can be repeated, DC lowered by 5 per attempt) 20 Pathfinder Days
--[X] Other 20 IP
---[X] Pathfinder Drive Testing (NEW) 20 IP 40 Pathfinder Days +1 Die to G-Drive Improvement Program

5+60+83 = 148 C 148-125 = 23 C 279-23 = 256 C

9+60+124+17+20 = 230/230 IP

Edit: Because plans are hard
[X] Plan Dmol8's Plan But Different
 
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[X] Plan Driven by G, less eezo
Well guys, looks like we will drop a probe into the athmosphere of Uranus.

You could even say...we will probe deep into Uranus. :)
 
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[X] Plan Dmol8's Plan But Different
-[X] Lunar Facilities (4 Dice available) 60 C + 60 IP:
--[X] Craterscope Structure (Phase 1) 15/30 +15 Parts 60 C 60 IP
---[X] Craterscope Structure (Phase 2) 0/400 4 Dice
-[X] Venus Facilities (12 Pathfinder days) 20 C 30 IP
--[X] Venus Research Station 1/20 Parts +4 Parts -20C -30 IC (1 Part's IP cost waived. Can only deliver 4 parts per turn.)
-[X] Assembly 99 IP
--[X] Craterscope Imaging Sensor 46/120 IP 74 IP
--[X] Build Craterscope Atmospheric Analyzer 0/50IP 25 IP
-[X] Development (6 Dice) +30 83 C + 21 IP
--[X] G-Drive Improvement Program 198/400 (15C/Die +10IP) Max 1 Die per Turn 15 C 10 IP
--[X] Ore Electrolysis Smelter Development 164/200 (2C/Die+4IP/DIe) 1 Die = 2 C 4 IP
--[X] Atmospheric Containment Shimmer Optimization 147/400 (1C/Die) 3 Dice = 3 C
--[X] Tick Tank Dig Experiments 137/150 (3C/Die+4IP/Die) 1 Die = 3 C 4 IP
--[X] Craterscope Asteroid Belt Detector 184/200 (10C/Die+1IP/Die)(Optional) 1 Die = 20 C + 1 IP
--[X]Craterscope Tiberium Detector 55/125 (10C/Die+1IP/Die)(Optional) 1 Die = 20 C + 1 IP
--[X]Craterscope Moon Detector 110/125 (10C/Die+1IP/Die)(Optional) 1 Die = 20 C + 1 IP
-[X] Space Command Mission Planning (4 Dice) +5
--[X] Mission: Surface Exploration (Charon) (Requires one Die) 1 Die
--[X] Mission: Surface Exploration (Pluto) (Requires one Die) 1 Die
--[X] Mission: Orbital Scan (Oberon) (Requires one Die) 1 Die
--[X] Mission: Orbital Scan (Titania) (Requires one Die) 1 Die
-[X] Missions 20 IP
--[X]Mars (13 Pathfinder days)
---[X] 1 X Mars particle collection mission 3/6 max attempts DC65 can be repeated, DC lowered by 5 per attempt) 20 Pathfinder Days
--[X] Other 20 IP 40 Pathfinder Days
---[X] Pathfinder Drive Testing (NEW) 20 IP 40 Pathfinder Days +1 Die to G-Drive Improvement Program

Pathfinder Days: 85/90 (12 Venus, 13 Mars, 20 Eezo scan, 40 GDrive testing)
230/230 IP
163/279 C, 116C in reserve

My computer's kinda on the fritz right now, but I think I didn't make any mistakes? And that this works? @BOTcommander would know which of Uranus's moons would be eligible for scanning and which would be lumped under Minor Moons + Rings; I just picked the two largest ones from Wikipedia. Anyways, the reason for spending $ on the Isolinear Computers is that we'll probably be down to 1 or 0 Craterscope Development projects left, and next turn is after Reallocation so SCED should have a bigger budget then. But it doesn't affect the rest of the Plan to just remove the Isolinear part, if anyone wants to vote for that instead.

Also. A limit of 4 parts per turn to Venus probably means we want to start doing that each turn from now on?

Edit: @Lightwhispers you've got 17 Pathfinder Days left to spend. That's enough for something somewhere. And please, don't do surface exploration of Uranus. It uh. It doesn't work like that. Really.

E2: Fixed an error with Development and Assembly IP costs. E3: And Isolinear costs. E4: Removed the Isolinear spending.
 
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By the way, @sunrise ,


Relevant references for discussing purely electrical smelting, if you are so inclined.

Unfortunately, induction furnaces are not suitable for refining raw oxides into pure metal, as I understand it. On the other hand, my research on the subject is extremely cursory and I know little of metallurgy.

Solar furnaces should be feasible. Or at least, I've seen proposals to use them on space stations IRL, but I see no reason they shouldn't work on the moon, provided it's day at least. As a bonus you save on electricity.
 
Hm. Let me see if I understand you. Your thesis here sounds like:

"Because Ground Force will be preferentially equipping elite formations, they will need a lot of the jump-jet capable suit types, and not a lot of Defenders. Whereas ZOCOM must have needed a lot of Defenders to equip its own grunts, and so its Wave One (old 75-point) factories (proportionately speaking) probably produce proportionately more Defenders than would the Wave Two (new ~200-point) factories do."

Do I have that right?
and also that I went and looked at the actual cost savings of our Defender Refits. It was about 2.7% instead of the 17-20% savings of a late-round factory elimination. That indicates we're making about 1/6th the proportion of Zone Defenders that phase will make.

And if I do, could you expand on how that connects back to the conclusion that we need the Lancer developed very quickly, in the next quarter or two? Or does it thus connect back?
Broadly speaking the connection is that if our current tranche of factories include Lancers from the start, we have to only pay a mild progress increase, I believe. If we want to refit them later, you need to pay a separate project to refit them into our production, or start up an entire new factory to do it. And I think having to do more projects instead of doing the same number of marginally larger projects...is bad. So I'd rather not rush to pump out all four remaining factories ASAP, because we might be able to squeeze the Lancer production for this phase under their roofs by making cuts in other categories and slightly expanding line capacity. Since people want to do a lot of ZA factories very quickly-well the corresponding need to do Lancers soon so we can actually build them into factories is obvious to me. If we don't do this now, we might need a quite considerable refit program later.
 
Still waiting for the day someone other than me wants to do Lunar Imaging.

SCED really almost blown through all those funds we got given forever ago by the Treasury.
They're really into giving grants and money for new departments these days. Think we could convince them to quadruple our budget? We could slip the form onto Seo's desk and hope he signs it without looking.
 
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Still waiting for the day someone other than me wants to do Lunar Imaging.

SCED really almost blown through all those funds we got given forever ago by the Treasury.
They're really into giving grants and money for new departments these days. Think we could convince them to quadruple our budget? We could slip the form onto Seo's desk and hope he signs it without looking.
Impossible Challenge: give the SCED five (5) resources per turn, quintupling their budget.

Ideally we find the first Luna caverns before we get around to building moon cities, we have some time.
 
Solar furnaces should be feasible. Or at least, I've seen proposals to use them on space stations IRL, but I see no reason they shouldn't work on the moon, provided it's day at least. As a bonus you save on electricity.
In principle the thing can be done. In practice, you need some really big mirrors that have been very well aligned, or you get some really small throughput.

Still waiting for the day someone other than me wants to do Lunar Imaging.

SCED really almost blown through all those funds we got given forever ago by the Treasury.
They're really into giving grants and money for new departments these days. Think we could convince them to quadruple our budget? We could slip the form onto Seo's desk and hope he signs it without looking.
Hm.

If Station Bay and Leopard II Yard aren't both finished in 2062Q1 (and the odds of getting both are decent but not great), we'll have a turn in 2062Q2 with not a lot to do other than trickle 1-2 dice each into those two projects.

Maybe we could put a die of funding onto Outer System Probes, and another giant blob of cash would land in SCED's laps as a result?

I believe it's more "the elite formations will be wanting more of the high-end suits (Troopers, Raiders, Marauder/Lancers), while the follow-on sets of factories will be more focusing on formations that see high-intensity combat less often, and so will be using more Defenders."
But my brain is macaroni right now.
Right. Well, that makes sense, but it's a fairly easy problem to fix in practice. X turns from now, when we have the Lancer, even if we're working on Set 2 factories, someone just says "uh yeah, throw in a Lancer production line or two into the complex." I don't think the output of these factories is fixed, in the sense that there's no flexibility in what they'll make and if we fail to have Lancer production lines in the Set 1 factories they'll have to be retrofitted into those factories, and only those factories.

I'm reminded of when we did the artillery modernization after having already built three phases of shell plants. There wasn't some monstrous separate project to refit all the shell plants. That kind of alteration is right at the limit of our resolution, and would probably just vanish into the background noise completely, especially if we already have a Bureau of Refits (and I suspect that by some time in early 2063 we will).

The way I see it, any turn when we're building giant megafactories to churn out hundreds of thousands of suits of Zone Armor all over the world is a good turn to introduce Lancer production. I don't foresee any problems along those lines, or an urgent need to get any single particular factory fitted with a Lancer line because it'll somehow go awry if we don't have three or more of the Set 1 GFZA plants making them, as opposed to more production in the Set 2's aimed that way.

and also that I went and looked at the actual cost savings of our Defender Refits. It was about 2.7% instead of the 17-20% savings of a late-round factory elimination. That indicates we're making about 1/6th the proportion of Zone Defenders that phase will make.
I'm... not so sure of that. There are other interpretations. For instance:

Our existing set of six factories is going to exploit the Defender-bis' lower production costs to just make more armor, with only minimal savings at the front end when we build the factories. After all, this first set of factories is nowhere near capable of meeting Ground Force's entire demand. Given a choice between making the factories simpler and cheaper to make but equipping the same number of troops, and making them equally expensive but more productive to equip more troops, why wouldn't they choose the latter?

It isn't until we work our way forward to Set 3 or Set 4 or whatever the last one is that we can look around and say "well, job well done, we now only need X more factories instead of Y." Until then, by definition the factories are not sufficient to meet demand, so there will of course be plenty of incentive to respond to cost reductions by making more of the product rather than making the factory smaller.

So I agree that the data is as you say, but I think there may be a different interpretation: that the GFZA Set 1 plants are making significantly more armor than would otherwise be possible, even if that didn't save us much cost up front on the progress bars to build them.

I could be wrong. If it's any consolation...

So I'd rather not rush to pump out all four remaining factories ASAP, because we might be able to squeeze the Lancer production for this phase under their roofs by making cuts in other categories and slightly expanding line capacity. Since people want to do a lot of ZA factories very quickly-well the corresponding need to do Lancers soon so we can actually build them into factories is obvious to me. If we don't do this now, we might need a quite considerable refit program later.
Honestly, I don't expect to finish more than two more factories between now and 2062Q3, and in 2062Q2-Q3 or so I'm probably going to be more open to Lancer development. So I hope you won't read me as adamantly opposed to the Lancer. I just have other things I want to do with the rather cramped Military budget of 2062Q1 that I consider still higher-priority.
 
Hm.

If Station Bay and Leopard II Yard aren't both finished in 2062Q1 (and the odds of getting both are decent but not great), we'll have a turn in 2062Q2 with not a lot to do other than trickle 1-2 dice each into those two projects.

Maybe we could put a die of funding onto Outer System Probes, and another giant blob of cash would land in SCED's laps as a result?
Given our mission planning we're already gearing up to do that with missions to Saturn, Uranus, and Pluto. (Poor Neptune, all left out.)
We might as well get paid by the Treasury for doing something we were already going to do anyway.
 
Hm.

If Station Bay and Leopard II Yard aren't both finished in 2062Q1 (and the odds of getting both are decent but not great), we'll have a turn in 2062Q2 with not a lot to do other than trickle 1-2 dice each into those two projects.

Maybe we could put a die of funding onto Outer System Probes, and another giant blob of cash would land in SCED's laps as a result?
If that happened, I'd be inclined to spend any extra dice into one of the other two Bays. A couple spare dice won't be enough to make the Fusion/Gravitic Bay finish, but it'd make them easier to complete when we get back around to doing that. (And Orbital Cleanup, of course.)
 
Unfortunately, induction furnaces are not suitable for refining raw oxides into pure metal, as I understand it. On the other hand, my research on the subject is extremely cursory and I know little of metallurgy.
I actually know a bit more about how the metal refining process works. I'm not an expert, so don't quote me on any of this.

The current method of turning raw oxide into elemental metals that is being tested is electrolysis smelting. This is mostly used in the creation of aluminum in the modern world and is significantly different from the reduction smelting that you might be familiar with. This is likely because there is a lack of chemical reduction agents, like carbon, to remove oxygen. (There are a bunch more refining methods using other chemicals, but they are likely too resource intensive for the moon.)

The basic premise of electrolysis smelting is that you melt your oxide then run a current through it from an anode to a cathode. The anode attracts all the oxygen ions, that turn into a gas, and the cathode attracts the metal ions, that fall to the bottom. The problem is of course that oxides have high melting points, so they are mixed with some sort of electrolyte to lower the melting point while still allowing for the flow of ions. It is the flow of (a fuckton of) electricity that keeps this all molten.

So going back to what you said, induction smelting isn't actually being used at all in the process of refining raw oxide. However, it would likely be used to heat and melt the resulting metals for industrial use. (Hope that was a good enough explanation)
 
Right. Well, that makes sense, but it's a fairly easy problem to fix in practice. X turns from now, when we have the Lancer, even if we're working on Set 2 factories, someone just says "uh yeah, throw in a Lancer production line or two into the complex." I don't think the output of these factories is fixed, in the sense that there's no flexibility in what they'll make and if we fail to have Lancer production lines in the Set 1 factories they'll have to be retrofitted into those factories, and only those factories.

I'm reminded of when we did the artillery modernization after having already built three phases of shell plants. There wasn't some monstrous separate project to refit all the shell plants. That kind of alteration is right at the limit of our resolution, and would probably just vanish into the background noise completely, especially if we already have a Bureau of Refits (and I suspect that by some time in early 2063 we will).

The way I see it, any turn when we're building giant megafactories to churn out hundreds of thousands of suits of Zone Armor all over the world is a good turn to introduce Lancer production. I don't foresee any problems along those lines, or an urgent need to get any single particular factory fitted with a Lancer line because it'll somehow go awry if we don't have three or more of the Set 1 GFZA plants making them, as opposed to more production in the Set 2's aimed that way.
Well I'm reminded of how we have a whole refit program to install the freaking infernium lasers we designed the sharks to carry, but haven't actually built yet. And that refit program is hundreds of points of progress.

I'm... not so sure of that. There are other interpretations. For instance:

Our existing set of six factories is going to exploit the Defender-bis' lower production costs to just make more armor, with only minimal savings at the front end when we build the factories. After all, this first set of factories is nowhere near capable of meeting Ground Force's entire demand. Given a choice between making the factories simpler and cheaper to make but equipping the same number of troops, and making them equally expensive but more productive to equip more troops, why wouldn't they choose the latter?

It isn't until we work our way forward to Set 3 or Set 4 or whatever the last one is that we can look around and say "well, job well done, we now only need X more factories instead of Y." Until then, by definition the factories are not sufficient to meet demand, so there will of course be plenty of incentive to respond to cost reductions by making more of the product rather than making the factory smaller.

So I agree that the data is as you say, but I think there may be a different interpretation: that the GFZA Set 1 plants are making significantly more armor than would otherwise be possible, even if that didn't save us much cost up front on the progress bars to build them.
So you think that they went full hog on making more armor, cost savings be damned, then...they made a tiny cost savings anyways? Simon, that's a bit of a stretch, you must admit. We got a cost reduction that made the factory smaller. You say it didn't actually make the factory smaller, it made the factory higher throughput but also smaller. I looked at both the write-ups for our Zone Armor from the Q3 results and neither said anything about increased throughput or anything like that, so this is entirely a evidence-less stance. What the Zone Defender refits did say was that it would especially aid 'second and third line forces'. Who are excluded from that? First line forces.

I will allow that this is possible, but it's not very likely that we got both a significant increase in production and shrunk the plants at the same time. Since units are being equipped with Zone Armor in job lots anyways, a surplus of defenders is dubiously useful Should we field guys with chain guns and power armor alongside BDU+armor insert wearing rocketeers and snipers? I doubt that this is how the military wants to do things. They want to roll this out to entire units together so they can do stuff like drop HE rounds that would kill unarmored humans right on top of them.

I could be wrong. If it's any consolation...

Honestly, I don't expect to finish more than two more factories between now and 2062Q3, and in 2062Q2-Q3 or so I'm probably going to be more open to Lancer development. So I hope you won't read me as adamantly opposed to the Lancer. I just have other things I want to do with the rather cramped Military budget of 2062Q1 that I consider still higher-priority.
If you think 20 R factories are more affordable than 15 R R&D projects then I dunno what to say to you. Q1 is rather obviously gonna be only 10 and 5 cost projects, so I don't know why you bring up 'I want to spend our limited budget wisely' when it's clear that in a budget crunch or out of it 15 is less than 20.

In any case Simon, we've spent enough on the military. We've spent 2850 total resources this plan on the military-Orbital projects, our third-place finisher, had a thousand R less spent on it. We have lavished resources on the military undreamed of, and sustained 166 dice for a 10.375 dice per turn on military projects average. A long time ago, we were told that 10 dice per turn was 'conquer the world' territory. Well, we've done it! We hit the Conquer The World spending Goal for this plan! So I don't want to hear about how we need to finish two more ZA factories right now. Yes, the military has urgent projects. They will always have urgent projects. We've funded them enough for the moment, let's take a step back and a deep breath to recharge. You know where you have a budget crunch?

Word on the Discord is that Leopard-Biis are gonna cost 100 more progress and 2 capital goods to fix.
 
I consider a Yellow Zoner ghetto to be any concentration of YZ origin populations that are in low quality housing without significant intermixing from native Blue Zoner populations. Which logically must exist already and must grow every turn we build less fresh housing than we get refugees, there are currently extant and growing populations of YZers de facto segregated into the "shitty" parts of town.

Now I want to be very clear, the problem here is not the refugees' quality of life, I'm sure quite a few are thrilled to be in an old 2052 commieblock compared to where they came from. I'm not worried about Yellow Zoners rioting over their housing quality. What does worry me is the attitudes their Blue Zone native neighbors will take. Even if the refugees love the commieblocks, the natives THINK of them as the shitty undesirable part of town (regardless of what we might technocratically argue about square footage and environmental controls etc. etc., it's indisputable fact that native BZers tend to think of commieblocks as "bad" housing).

Putting the marginalized newcomers in their own enclaves in the shitty part of town will reinforce negative social stereotypes and make integration that much harder for everybody. The YZ and BZ populations need to be forced to interact and get used to living with each other, which we make an effort to do when filling up new housing. But we're not going to go around evicting Blue Zoners from their already-assigned apartments to make room for new YZ refugees at an optimal anti-racist population mix, that would be a step too far for even Seo and would definitely get the Blue Zoners rioting in the streets. So the only way we can get properly balanced communities is new construction that we can control the flow of fresh tenants to. Yellow Zoners passing through de facto ghettos in commieblocks or fortress towns for a turn or two while we frantically build enough new communities to get a good mixture is ok, but letting them sit for years is definitely not.
Correct me if I'm wrong, but arcology housing is obtained via lottery, yes? So we're always moving people in and out of apartments and fortress towns into arcologies, plus people moving around for work, and we'll soon be moving people to space stations and the moon, with hopes for Mars colonies much farther out. Population mixing shouldn't be that much of a problem if that's the case.
 
If that happened, I'd be inclined to spend any extra dice into one of the other two Bays. A couple spare dice won't be enough to make the Fusion/Gravitic Bay finish, but it'd make them easier to complete when we get back around to doing that. (And Orbital Cleanup, of course.)
I wasn't proposing to pitch Outer System Probes as the optimal course of action.

But it would be the easy way to throw a huge pile of money at SCED Quest for all their helpful work. :)

I actually know a bit more about how the metal refining process works. I'm not an expert, so don't quote me on any of this.

The current method of turning raw oxide into elemental metals that is being tested is electrolysis smelting. This is mostly used in the creation of aluminum in the modern world and is significantly different from the reduction smelting that you might be familiar with. This is likely because there is a lack of chemical reduction agents, like carbon, to remove oxygen. (There are a bunch more refining methods using other chemicals, but they are likely too resource intensive for the moon.)

The basic premise of electrolysis smelting is that you melt your oxide then run a current through it from an anode to a cathode. The anode attracts all the oxygen ions, that turn into a gas, and the cathode attracts the metal ions, that fall to the bottom. The problem is of course that oxides have high melting points, so they are mixed with some sort of electrolyte to lower the melting point while still allowing for the flow of ions. It is the flow of (a fuckton of) electricity that keeps this all molten.

So going back to what you said, induction smelting isn't actually being used at all in the process of refining raw oxide. However, it would likely be used to heat and melt the resulting metals for industrial use. (Hope that was a good enough explanation)
Thanks! And yeah, that does remind me of the fragments of information I retain about aluminum smelting.

Well I'm reminded of how we have a whole refit program to install the freaking infernium lasers we designed the sharks to carry, but haven't actually built yet. And that refit program is hundreds of points of progress.
That's because it's not only for the Sharks, and because it's an entire category of weapon system we don't have production lines for. We've been told this- there's a fundamental issue there in that we're just not manufacturing "disco ball" lasers for the Navy in the first place, such that setting up production lines gets folded into the refit.

Right now, the only people who actually have them in series production are the Talons, who put them on Mastodons, and I'm pretty sure those are effectively hand-built prototypes.

So you think that they went full hog on making more armor, cost savings be damned, then...they made a tiny cost savings anyways? Simon, that's a bit of a stretch, you must admit. We got a cost reduction that made the factory smaller. You say it didn't actually make the factory smaller, it made the factory higher throughput but also smaller.
Your argument seems to be "those first-line factories must not be building many Defenders, because if they were, then said factories would have gotten a lot smaller when the Defender was revised, or there would have only been a need for five instead of six."

My counter is:

"Maybe the factories react to Defenders getting cheaper to make by making more of them. Since Ithillid is, wisely, not in the habit of telling us micromanagerial details about what proportions of the five or so power armor variants GDI manufactures are coming out of which factories, we would have no direct way to tell."

Your counter-counter is:

"There is no textual support for this."

My counter^3 is:

"See above; Ithillid wisely does not give us specific micro-detailed information about the exact proportions of power armor of different types that are deployed. There is no reason to expect textual support for either theory; my core argument is that we do not have sufficient data, nor should we expect to get it, nor do we really need it to make sensible decisions here. Your interpretation could be correct. So could mine. Or something different could be going on."

We shouldn't build castles in the air about exact details of what Ground Force is doing with its distribution of power armor, nor should we bicker angrily and posit that we're screwing them over by building more factories rather than developing a new model, or vice versa. We shouldn't try to draw too many conclusions from too little evidence, and I think it's easy to overthink things like this and reason ourselves out of simply doing our best to fulfill simple requests on the part of ZOCOM and the Ground Force.

...
...

On a side note, you say "a surplus of Zone Defenders would not be useful, as it would not fit into Ground Force doctrine at this time." On this note, I disagree. I think that if we told Ground Force "oh hey, we simplified the design for the Defender, how would you like an extra 20,000 suits," they would say "thank you, we'll put those to good use."

For instance, they might attach power armor platoons to infantry units at the battalion-ish level of many formation, to be used as a type of support and heavy weapons unit.

They might form up a few regimental size teams of pure power armor troops who are assigned to the most intense zones of infantry combat in the world (e.g. BZ-18 tunnel warfare, if that's still on).

They might farm the suits out to the Navy, which apparently has power-armored security troops aboard its warships in case Nod attacks with giant psychotic cybersquidoids or something.

They might find any number of places to put those surplus Defender suits to work, even if that was not part of their original plan. Ground Force is not going to be inflexible and turn away sudden surges of complementary extra goodies they weren't planning to receive.

If you think 20 R factories are more affordable than 15 R R&D projects then I dunno what to say to you. Q1 is rather obviously gonna be only 10 and 5 cost projects, so I don't know why you bring up 'I want to spend our limited budget wisely' when it's clear that in a budget crunch or out of it 15 is less than 20.
Personally, I am thinking in terms of floating plan drafts that have 1-2 projects costing 15-20 R/die, and then all the rest being 5-10 R/die projects (or a zero-cost security review).

But that's me.

Other people may wish to make competing plans that have zero dice invested in anything costing over 10 R/die for the military. I respect that. There are valid reasons to want to do that. Even I certainly have no intention of spending any Free dice on the military (barring some kind of totally unexpected emergency or very special crash-project circumstance) for at least the next two in-game years.

I have no intention of finishing two Zone Armor factories "right now." Even with my own plans (which I imagine you will think are deplorably military-friendly), that will not be happening. Unless we leave reallocation with a lot more money than I expect, I am fairly sure we won't finish the third factory until 2062Q2 at the earliest; 2062Q3 seems at least as likely. I hope to have the fourth factory done by 2062Q4. There is no danger of the Lancer staying in development hell for so long it is "locked out" of the Set 1 factories as far as I'm concerned, and even if it did, it would be simplicity itself for Ground Force to specify that it wanted additional Lancer production lines baked into the Set 2 factories, which I am pretty confident we're going to end up building some of during the course of the coming Plan.

...

As to your observation about the Leopard IIs, thank you for sharing that. Obviously it's not good news, but it could have been considerably worse, and I appreciate your choosing to tell me. It presents us with some awkward questions, but I think they're questions we can handle gracefully.
 
I've removed the Isolinear spending from my SCED plan. So it's spending far less of our Credit reserves now.

@Dmol8 Are you going to update your plan so it doesn't overspend Pathfinder Days? You still have the lead by far, with 7 votes for your plan compared to 2 for Lightwhisper's or my Plan.
 
Unfortunately, last we saw immigration is still continuing at full force. A good problem to have, but not one we should wait on.
Hrm... Did people miss this?
Additionally, many Brotherhood warlords are regaining control of their territory faster than initially expected. While there are still refugee columns, many are becoming older and sicker, indicating that the Brotherhood is increasing its control over the younger populations that are more industrially and militarily useful.
We can expect to still have a big Health hit, but the Housing issue growth should be slowing up.
 
Hrm... Did people miss this?

We can expect to still have a big Health hit, but the Housing issue growth should be slowing up.
It should, but it was still at +10 last turn. Plus we (finally) finished the YZ Fortress Towns, which should help more people immigrate. So it might slow down some, but without more HQ Housing I'd expect us to go over 40 Pop in LQ Housing.
 
Correct me if I'm wrong, but arcology housing is obtained via lottery, yes? So we're always moving people in and out of apartments and fortress towns into arcologies, plus people moving around for work, and we'll soon be moving people to space stations and the moon, with hopes for Mars colonies much farther out. Population mixing shouldn't be that much of a problem if that's the case.

Arcologies right now are coming online at one point of housing per turn, so even a very generous 50/50 ratio between BZ natives and YZ refugees only houses half a point of refugees per turn. At that rate it will take somewhere around 30-40 years to house just the Regency War refugees. Passive arcology growth is not a viable solution.

Space housing is even less of a solution. A single point of housing on Earth is intentionally vague as to the exact capacity, but it's anywhere from the mid hundreds of thousands to the low millions of people's worth of space. We would need at least a hundred Columbia-class stations to generate a single point of planetside housing. The hope is that eventually we can scale way up from there but that's all at some indeterminate point in the distant future. Not a solution to where we can put refugees next year.

Active Treasury effort in the Infra sector is all we've really got. I don't think we're planning to slack off by any means, but finishing the apartment program, doing communal housing, and seeing what else comes up will all be important Infra tasks going forwards.
 
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