So, that's three techs, right?:
Visitor 19 - ???
Visitor 90 - ???
Nod 39 - ???
Where is the 19 from?

Right now, I'm betting on Graduates(HI [+1], Orb [+1]),
See I favor Orb and Tib for Graduates because those are my highest priority categories, HI comes in third, with Mil after that given we are getting 3 dice from 2 characters so very fragile, beyond assassination there is the chance they get reassigned.

Tib we always have something worth spending dice on, either for income, for advancement or for mitigation.
 
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And I can't recall why, but I'm expecting the Capital Goods Reserve to cap at 200. Which if correct, means that it will overflow after next turn, regardless of what we do.
It's not, there is no hard cap that we're aware of and the stockpile as it stood in 2050 was somewhere in the thousands IIRC. We're supposed to be rebuilding a stockpile deep enough to rebuild society from the brink of apocalypse like we had to do at the start of the game, a few hundred points is like maybe a year-ish of runway if we ration harshly. The politicians won't be happy until our stockpile has a comma in it, and even then there's no hard limit on how many microchips we can store in bunkers that's just when parliament stops riding our ass about it.
 
Since I had an hour and was bored, I went back and counted up all our ongoing capital goods expenditures to get a ballpark on where our stockpile needs to be. Divided up into three categories: core uses (medicine, logistics, food, abatement, etc. - the bedrock of civilian society, absolute last thing we should cut), military uses (self-explanatory), and easily rationable (consumer production, civilian grants, experimental AEVAs - first things to go in the apocalypse).

Since 2050 we have a total consumption of 91/turn, with 78 of that being core/military.
Core: -41
Military: -37
Rationable: -13

It took us basically the entire first FYP to break even on capital goods production at the start of the game, and we were presumably running in the negatives during the war years before the thread started as well. While building a cap goods stockpile that can last 10 years with no production supplement would be nice, I'm going to assume that there was at least some production still happening during the war/early thread, just not enough, and for ease of math I'm just going to assume that what we spent out of the stockpile during the war vs. background production comes out as a wash.

So, to get back to 2050 levels of preparedness, we need a stockpile that can sustain ~80 points of cap goods expenditure per turn for 4 years (rounding off to 80 and a FYP for easy math again). That would be 1280 points of stockpiled cap goods, and that's just to sustain the economy we have right now. As we continue to grow, that number continues to go up. So yeah, I would not expect to stop stockpiling cap goods anywhere short of 1000-1500 on the low end, because that's the minimum viable apocalypse stockpile with lowballing the numbers in our favor. And there will probably be politicians who want to go well beyond that, 2000+ is an entirely reasonable ask when minor apocalypses happen every single generation like clockwork for as long as anyone has been alive.
 
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Excited to see those new techs.

Halfway expecting that 90 to be so game changing we drop everything and rush it when it shows up in projects.
 
Personally, my plans are Reykjavik > Nanotubes > Bergen in LCI. Might need to shift some projects in other areas around for CapGoods reasons, but....

Also, I want to get Housing Refits done soon as the refugee wave is done, but since I have no idea when that'd be, maybe the turn after this draft plan I'd go for HI + 5 Infra + 3 Free on Chicago. That would enable Chicago to likely be finished the turn after.

... Hm, maybe I should do a variant of my plan swapping all Infra dice to Chicago this coming turn (and switching LVPAD to Chicago). That would potentially allow for Chicago completion next turn (and Reykjavik two after that?). To go for Chicago with minimum changes, BZ Apt, Rails, and Metro are definitely out for Chicago. Swap the orbital cleanup die and LVPAD die to Chicago. That gives me 1 HI + 7 Infra this turn (955R budget). I'd pull a second die, but I don't really see a good spot to do so. Getting an Agri Free Die means dropping one of the two projects to single digit chance of completion. I don't really want to pull a die off disco ball refits (as the only place that could take a die loss in Mil) or a die off Columbia. Eh, 1+7 gives us a good amount of progress in any case, I think. Planning for very average rolls (50.5~), 1+7 would result in us potentially only needing 1 HI + 3 Infra the following turn to complete?

Turn 0 (Q1 2062): 21 CapGoods
Turn 1: + 2 (DIA)
Turn 2: + 2 (DIA) + 12 (Chicago)
Turn 3: + 2 (DIA)
Turn 4: + 2 (DIA) + 8 (Reykjavik)
Turn 5: + 2 (DIA) + 4 (Nanotubes)

Total: +8 (DIA) + 12 (Chicago) + 8 (Reyjavik) + 4 (Nanotubes) = +32 in 5 turns.

If GFZA and vein mining are our big CapGood sinks (plus Seattle / Islands), then with a bit of planning, we should be fairly good this way. Of course, it puts BZ Apt Phase 10 to Turn 2 or 3, but we have 51 Housing. It'll be fine until we can get back to Housing construction. Also gives more time for the refugee wave to end so we could roll right into Housing Refits after BZ Apt.

--

How soon do recruits add dice to the pools? Is it same turn they're selected, or the following turn?

Also, regarding that, is it bad that I vaguely considered recruiting military so I could spin off a Dept without technically reducing our Mil dice pool? :D I'm thinking more Orbital + HI, but the lure of grabbing a Mil and spinning off Dept Munitions immediately....
 
Personally, my plans are Reykjavik > Nanotubes > Bergen in LCI. Might need to shift some projects in other areas around for CapGoods reasons, but....

Also, I want to get Housing Refits done soon as the refugee wave is done, but since I have no idea when that'd be, maybe the turn after this draft plan I'd go for HI + 5 Infra + 3 Free on Chicago. That would enable Chicago to likely be finished the turn after.
Oh...

I like this.

I like this a lot.
 
The "Let's get Chicago done before year's end" draft plan variant.

Total R: 955/1035
Total Free D: 7/7+E

[] Foot off the Mining Pedal 2062, Chicago Edition
-[] Infrastructure (5/5+2, 140R)
--[] Chicago Planned City (Phase 5) 52/1100 (7D, 140R) (8/13)
-[] Heavy Industry (4/4+E, 80R)
--[] Improved Continuous Cycle Fusion Development 0/120 (1D+E, 40R) (75%)
--[] Personal Electric Vehicle Plants 112/300 (2D, 20R) (45%)
--[] Chicago Planned City (Phase 5) (1D, 20R)
-[] Light and Chemical Industry (4/4, 80R)
--[] Reykjavik Myomer Macrospinner 50/1280 (4D, 80R) (4/16)
-[] Agriculture (4/4+2, 65R)
--[] Agriculture Mechanization Projects (Phase 2) 26/250 (3D, 45R) (70%)
--[] Wadmalaw Kudzu Plantations (Phase 3) 315/450 (2D, 20R) (80%)
--[] Security Review (1D)
-[] Tiberium (7/7, 155R)
--[] Vein Mining (Phase 2+3) 5/385 (4D, 80R) (43%)
--[] Red Zone Border Offensives (Stage 4) 93/250 (3D, 75R) (99%)
-[] Orbital (6/6+1, 140R)
--[] GDSS Columbia (Phase 1+2+3) 0/475 (7D, 140R) (98%)
-[] Services (5/5, 105R)
--[] Gene Clinics 94/120 (1D, 10R) (100%)
--[] Regional Hospital Expansions 213/300 (Phase 1) (1D, 25R) (56%)
--[] Kamisuwa Optical Laboratories 0/250 (1D, 20R) (1/3)
--[] Ocular Implant Deployment 0/200 (2D, 50R) (31%)
-[] Military (8/8+2, 190R)
--[] Ultralight Glide Munitions Development 0/40 (1D, 10R) (100%)
--[] Railgun Munitions Factories (Phase 1) 142/200 (1D, 10R) (88%)
--[] Ground Forces Zone Armor Factories (Set 1) (Phase 3+4) 147/360 (3D, 60R) (80%)
--[] Infernium Laser Refits 0/450 (3D, 90R) (3/6)
--[] Modular Rapid Assembly System Prototypes 56/125 (1D, 20R) (82%)
--[] Security Review (1D)
-[] Bureaucracy (2/4, 0R)
--[] Reallocation: Service→HI (1D)
--[] Recruit: Orbital, HI
--[] Security Review (Mil) (2D) (100%)
--[] Security Review (Agri) (1D) (94%)

Best Case (everything that has a chance to complete does):
Housing: 51 – 5 (Refugees) + 1 (Dept Arco) = 47
LQ Housing Pop: 30 + 5 (Refugees) – 1 (Dept Arco) = 34
Energy: 43 + 2 (RZBO) – 4 (PEV) – 1 (AgriMech) – 1 (Hospital) – 1 (Railgun) – 4 (GFZA) = 36
Logistics: 14 + 4 (PEV) = 18
Food: 14 + 12 (AgriMech) = 26
Health: 14 + 4 (Hospital) – 1 (Ocular) = 17
Cap Goods: 21 + 2 (DIA) -2 (PEV) – 1 (AgriMech) – 2 (Vein) – 1 (Hospital) – 2 (GFZA) = 15
ConGoods: 89 + 8 (PEV) + 8 (Kudzu) = 105
Labor: 45 – 2 (PEV) -1 (Clinics) – 1 (Hospital) + 1 (Ocular) – 1 (Railgun) – 4 (GFZA) = 37
YZ Mitigation: 92 + 2 (Vein) = 94
RZ Mitigation: 80 + 3 (RZBO) = 83
PS: 45 +20 (Columbia) = 65

Income: ([20-35] * [1-2]) + [10-25] = +30-95 RpT (only complete one phase: +30-60 RpT; complete everything: +50-95 RpT)

We'd need to still put dice on Chicago the following turn (barring getting 95-100 on all 8 dice), but that'd be two turns to +12 Cap Goods without impacting the progress on Reykjavik's +8 Cap Goods.

Also, if I list Orbital/HI recruits, do I need to account for those dice this plan, or does that start the following turn? If it's this turn... maybe toss a second HI die on Chicago, and pull the free die from orbital to Chicago? That would add 40R to the turn costs, which could be too much depending on the effect of the nat 1 on glaciers. Maybe HI on Chicago, orbital on cleanup? Or HI on Adv Alloys instead. Worst case, perhaps HI die goes on Chicago, a free die comes off Chicago and two dice on orbital cleanup (+20R, so 975R for plan).
 
It's not, there is no hard cap that we're aware of and the stockpile as it stood in 2050 was somewhere in the thousands IIRC. We're supposed to be rebuilding a stockpile deep enough to rebuild society from the brink of apocalypse like we had to do at the start of the game, a few hundred points is like maybe a year-ish of runway if we ration harshly. The politicians won't be happy until our stockpile has a comma in it, and even then there's no hard limit on how many microchips we can store in bunkers that's just when parliament stops riding our ass about it.
The thing is, Parliament is also riding our ass about getting the civilian economy up and running, and "we take all our surplus capital goods and shove them into apocalypse bunkers" is rapidly turning into the single biggest obstacle we face in making that happen.

Since I had an hour and was bored, I went back and counted up all our ongoing capital goods expenditures to get a ballpark on where our stockpile needs to be. Divided up into three categories: core uses (medicine, logistics, food, abatement, etc. - the bedrock of civilian society, absolute last thing we should cut), military uses (self-explanatory), and easily rationable (consumer production, civilian grants, experimental AEVAs - first things to go in the apocalypse).

Since 2050 we have a total consumption of 91/turn, with 78 of that being core/military.
Core: -41
Military: -37
Rationable: -13

It took us basically the entire first FYP to break even on capital goods production at the start of the game, and we were presumably running in the negatives during the war years before the thread started as well. While building a cap goods stockpile that can last 10 years with no production supplement would be nice, I'm going to assume that there was at least some production still happening during the war/early thread, just not enough, and for ease of math I'm just going to assume that what we spent out of the stockpile during the war vs. background production comes out as a wash.

So, to get back to 2050 levels of preparedness, we need a stockpile that can sustain ~80 points of cap goods expenditure per turn for 4 years (rounding off to 80 and a FYP for easy math again). That would be 1280 points of stockpiled cap goods, and that's just to sustain the economy we have right now. As we continue to grow, that number continues to go up. So yeah, I would not expect to stop stockpiling cap goods anywhere short of 1000-1500 on the low end, because that's the minimum viable apocalypse stockpile with lowballing the numbers in our favor. And there will probably be politicians who want to go well beyond that, 2000+ is an entirely reasonable ask when minor apocalypses happen every single generation like clockwork for as long as anyone has been alive.
I feel like this analysis kind of leaves out the consideration that in the event of an apocalypse, a lot of stuff would get violently shut down and Capital Goods consumption would drop because the physical facilities using them up and needing replacements would be getting shut down.

Like, we had sophisticated Zone Armor factories before the war. They presumably got blown up and we had to replace them... and the new plants were assembling by hand for a while there. At some point, factories that were costing prewar GDI -X Capital Goods per year got blown up, because a war that annihilates tons of Capital Goods production infrastructure will by definition not exclusively blow that infrastructure up.

But again, I don't really mind us shoveling stuff into apocalypse bunkers, with the caveat that the effect on the civilian economy grows more and more counterproductive.
 
The thing is, Parliament is also riding our ass about getting the civilian economy up and running, and "we take all our surplus capital goods and shove them into apocalypse bunkers" is rapidly turning into the single biggest obstacle we face in making that happen.
Damn. Ninjaed.

Perhaps the excess will be split into half going to reserves and half going out to the civilian economy, at some point?
Although with our Litvinov promise, I suspect everything continues to go into reserves until we press a button to release X Capital Goods. Not sure if that is 20 points of reserve, or 20 points of generation. Suspect the latter.
 
I'm dying from the suspense of waiting for the Recruitment options. I appear to be far more excited for that over wonder exactly what the two 100s and the 1 have done. XD

Does anyone know if we have Deputy choices this time?
 
It'll be interesting to see if our versions of the Joint Chiefs of Staff get angry at us for making Zone Armour without making better armoured transports to move them. I've just assumed the aging standard Guardian can take them but gets seriously cramped hampering dismounts. E.g; Like the terrible ergonomics of Soviet APCs and IFVs.
 
The thing is, Parliament is also riding our ass about getting the civilian economy up and running, and "we take all our surplus capital goods and shove them into apocalypse bunkers" is rapidly turning into the single biggest obstacle we face in making that happen.
I believe Ithillid has stated that if we got our capgoods surplus high enough, we'd start getting options for splitting it between stockpile building and the civilian economy instead of just choosing one or the other. Whether or not that's true, I currently feel that pumping the number up higher is our immediate action item - though I suppose we could also flip our current capgoods production from stockpiles to the economy right now if we want to be aggressive about it and get more money from taxes sooner.
 
The thing is, Parliament is also riding our ass about getting the civilian economy up and running, and "we take all our surplus capital goods and shove them into apocalypse bunkers" is rapidly turning into the single biggest obstacle we face in making that happen.
Parliment is also making the call to shove the surplus cap goods there, not Treasury. And if we shared the report on the civilian economy or they did there own research they know that is an issue. But if Parliment is actually engaging in long term planning and making the call to build up our cap good stockpile then I am not going to complain.

I believe Ithillid has stated that if we got our capgoods surplus high enough, we'd start getting options for splitting it between stockpile building and the civilian economy instead of just choosing one or the other. Whether or not that's true, I currently feel that pumping the number up higher is our immediate action item - though I suppose we could also flip our current capgoods production from stockpiles to the economy right now if we want to be aggressive about it and get more money from taxes sooner.
Not our call right now, Parliment has made the decision on capgood stockpile.
 
It'll be interesting to see if our versions of the Joint Chiefs of Staff get angry at us for making Zone Armour without making better armoured transports to move them. I've just assumed the aging standard Guardian can take them but gets seriously cramped hampering dismounts. E.g; Like the terrible ergonomics of Soviet APCs and IFVs.
My personal view is that a Guardian can handle a standard infantry squad (6 people), but the bulkier Zone gear means that squads with that have to be smaller (upside, they carry enough that it compensates) at 4 while still being somewhat cramped. Now, if GF doesn't want to shift to 4 man squads, then they'll be needing to get more Guardians and splitting squads between Guardians. OTOH, if we get Guardian Mk II, that'll likely be roomier and possibly restore a 6 man squad.

Thing is, they prioritized GFZA. They did not prioritize Guardian Mk II. So it seems clear that the important thing is to get the GFZA and GF will handle the transportation bit for now. That might change after we complete Set 1 of the factories. Though I think I would like to get the Combat Laser Development done before Guardian Mk II, so the Mk II can potentially be "designed for but not with" laser options beyond what little we've done so far. But that's not even something I'd fight over delaying the Mk II for if we had a pressing need for newer APC/IFV come up.

--

Speaking of APC/IFV, I was thinking of doing another blog article like on the Mammoth Mk III, but covering the Pitbull and Guardian together.

The current concept would go something like this: Post-Firestorm, GDI decides to save some money regarding "garrison" troops patrolling/defending blue zones in order to direct the savings into the forces out in the YZ/RZ. Since BZ would have little/no surface tiberium, the need to avoid conventional vehicle designs for tiberium contamination reasons is unnecessary. So they come up with the Guardian (no amphib capability because patrol routes shouldn't be crossing rivers, etc without a bridge to use) and the Pitbull. Among the capabilities dropped is much of the NBCT (Nuclear, Biological, Chemical, Tiberium) protections. (Note, 2034 era Pitbulls would also not have the sensor package, since the Mobile Sensor Array in service within the last 3-4 years is still massive, unless some degree of Tacitus knowledge caused the required package size to shrink by 2034 from 2031-2032?)

They would've been in service by 2034, where they saw some action at Rio and in Australia. Post-2034 with increasing budget cuts in response to the Liquid Tib fiasco, the decision was made to save costs where possible and replace the amphib APC with the Guardian globally, and likewise Pitbull replacing Hover MLRS (quite possibly the Pitbull gets moving on that sooner if GDI was considering this particular replacement from the start, given Hover MLRS and ion storms). As part of the full replacement, the Guardian and Pitbull would need upgrades (NBCT protection, for one). Some time late 2030s or early 2040s, the Pitbull would get its sensor package that allows it to detect stealth units (also allows GDI to save some more money retiring what Mobile Sensor Arrays are still in service).

Whenever Zone Armor is getting close to entering service, the Guardian gets a slight redesign to the passenger area to allow up to 6 people plus gear or 4 Zone Armor. Next upgrade would be adding ablat armor pattern markings/points to the design (pattern markings to make it easier to line up pucks to start off adding plating, that sort of thing). The newest version would include Ferro Aluminum armor, which would be starting Q1 2062, or whenever we finish the FA refits? Likewise with the Pitbull for ablat and FA upgrades.

With Pitbull, I started considering if maybe the GDI was dissatisfied with the Hover MLRS operating capabilities around ion storms, and thus was potentially looking at the Pitbull as a full replacement from the start that they then downgraded to BZ operation capabilities for the initial production model (essentially designed for but not with everything else). Then if the Pitbull handled things well enough, they could start making changes to phase out the Hover MLRS with something that'd work in ion storms and have similar/same combat capabilities. Events in the mid/late 2030s just kinda accelerated their plans.

The looking to the future section for the Guardian would probably consider lengthening the design for more passenger space due to increasing Zone Armor use, possibly more power generation capabilities given expanding laser use on GDI vehicles. Pitbull... I got nothing. Maybe swap out the missile pods for URLS compatible ones, if that hadn't been done yet (not sure if it has)? I'd say maybe a RWS, but that'd probably interfere with the missile... pods. MODULAR TURRET.

Imagine if the Pitbull had a "plug and play" turret mount point, so you could mount a decent sized laser on the back, a heavier URLS missile system, a particle weapon of some sort, or possibly a Slingshot-style SPAA system (though please add enough gun depression to engage infantry this time, WW2/Korean Army personnel would like to remind everyone that quad 50s did excellent work on infantry when planes weren't around to shoot instead, and with quad railguns...). Would probably need a powerplant upgrade to power whatever options, but the added flexibility would be lovely. Maybe save the mortar Pitbull version for the standard design, or turn it into a twin mortar turret mount. Or hell, just make it part of the standard design that all Pitbulls come out of the factory with (twin mortar turret plus standard mortar on the back? Anyone call for three 120mm mortars rapid firing on a target? :D )

The general concept of "cheaper design for BZ operations to free up money for YZ/RZ operations" might also be a starting point for the Predator, though it was probably case studies/wargaming/concept work until budget tightening eventually put most of the Titans on the chopping block.
 
It'll be interesting to see if our versions of the Joint Chiefs of Staff get angry at us for making Zone Armour without making better armoured transports to move them. I've just assumed the aging standard Guardian can take them but gets seriously cramped hampering dismounts. E.g; Like the terrible ergonomics of Soviet APCs and IFVs.
For me, that was basically next on the to-do list. Like, we start developing the Guardian Mk. II some time in late 2062 or early 2063.
 
I expect that they have been wanting a decent roll out of ZA before considering vehicle redesigns, so that they know what they need to design around.

I wouldn't be surprised if we aren't redesigning any vehicles until 2064, as if Ground Forces are going to be trying to operate in more Tib infested areas, then all occupants of a vehicle will need at least basic ZA in case the vehicle is breached. And while ZOCOM are likely using something like that already, such a suit is likely in need of an update first as well. We've got lots of interesting new techs that could augment the old designs.
 
A Hasty Exit ( mod)
So I gave making a SC2 map a try. Everything seems to work well on my end, so here's hoping it works well for everyone else.



A Hasty Exit:

A Nod force has stumbled over a small GDI base that was beginning field tests of some newer tech. With the greater forces arrayed against them, it was decided that a small team would use some prototype stealth equipment to evacuate key technical information and results out while the base personnel attempts to last as long as possible. Extract this team, losing anyone and any information cannot be afforded.

Edit: Scrin tech, if that's alright.
newgman threw 1 100-faced dice. Reason: Tech Roll Total: 35
35 35
 
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So I gave making a SC2 map a try. Everything seems to work well on my end, so here's hoping it works well for everyone else.



A Hasty Exit:

A Nod force has stumbled over a small GDI base that was beginning field tests of some newer tech. With the greater forces arrayed against them, it was decided that a small team would use some prototype stealth equipment to evacuate key technical information and results out while the base personnel attempts to last as long as possible. Extract this team, losing anyone and any information cannot be afforded.

If you want a tech roll, go ahead.


40 is armor alloys.
 
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Whelp, at least we can develop this BEFORE we do a bunch of redesigning of vehicles. XD

And the upside is that GDI might not bother with a large refit project, and just wait for the Paladin/Guardian Mk II/Mammoth III Block 4/etc to incorporate it. I won't alter my plans should this pop up as an option this coming turn, but the turn after? Probably!
 
Whelp, at least we can develop this BEFORE we do a bunch of redesigning of vehicles. XD

And the upside is that GDI might not bother with a large refit project, and just wait for the Paladin/Guardian Mk II/Mammoth III Block 4/etc to incorporate it. I won't alter my plans should this pop up as an option this coming turn, but the turn after? Probably!
Eh, we just got the "scientists think this a promising field of study" notification. Actual dev projects may be several years out.
...And it's Scrintech, so it's likely to eat STUs. That we are unlikely to have for massive rollouts.
 
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