Fission power is extremely mature and popular across the GDI, it's still a huge majority of our grid pretty sure. Up until a few years ago building fission plants was what our power production action did, and while there's now a decent fraction of the pie chart coming from 1st gen fusion plants I'd still guess we're mostly on fission.
 
You are going to have to make some hard decisions, because there are literally several hundred points of STU consumption coming down the pipeline this plan.

Regarding this; I will note that 'complete all projects with STU consumption regardless of STU rating and letting everybody else fight it out below Seo's attention' is a valid, but probably ill advised, possible solution to the problem.

What we really need to do is roll out IHG, possibly commit to an RZ Planned City that runs APK and dumps the waste right into the tib fields for more STUs, and just mine absolute shittons of tiberium more. And I mean 'turn the world into an open pit mine if we have to' levels of shit tons.

We could use the abatement, if nothing else.

I ask about Nuclear Fission because there have been IRL attempts to miniaturize it, like in this wiki article.

I thought in this timeline the tech would be advanced enough to build plenty of reactors.

Basically, that sort of fission reactor is what our military bases are using anyway. Long term, high efficiency power production that you can put into a box and ship around? Very nice indeed for military purposes.
 
You are going to have to make some hard decisions, because there are literally several hundred points of STU consumption coming down the pipeline this plan.
Might be worth to consider for GDI to have a STU Allocation Hearing Thing where we need to need to work out what we want to spent the STUs on and every other application gets scrapped for now instead of looking down the impossibly to fill maw of options.
 
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Might be worth to consider for GDI to have a STU Allocation Hearing Thing where we need to need to work out what we want to spent the STUs on and every other application gets scrapped for now instead of whatever it is we have right now.

Hmm...

Certainly not a bad idea.

Someone would have to figure out the total amount of STUs we have had and what they were spent on.
 
Again, about the only STU application I'd de-allocate would be plasma missile warheads. Once we have a reasonable-sized stockpile of those, there's no good reason we should keep spending -2 STU per turn (the factory had two phases) making more. -1, maybe, but -2? We just don't spend that much time fighting intense air battles.

Might be worth to consider for GDI to have a STU Allocation Hearing Thing where we need to need to work out what we want to spent the STUs on and every other application gets scrapped for now instead of looking down the impossibly to fill maw of options.
Honestly I'd rather have a lot of projects and a slowly growing STU reservoir to feed to them, rather than cut things. Because the way the quest works, options tend not to come back quickly after hey go away. Remember the Tokyo fabricator?

Also, we're inventing new STU applications all the damn time, and our STU supply does grow gradually over time. So the idea of a "once and for all" seems like a bad deal to me.
 
Again, about the only STU application I'd de-allocate would be plasma missile warheads. Once we have a reasonable-sized stockpile of those, there's no good reason we should keep spending -2 STU per turn (the factory had two phases) making more. -1, maybe, but -2? We just don't spend that much time fighting intense air battles.

If not the plasma missiles. Then what do we strike Nods Varyags with?

The plasma missiles are extremely useful for taking on large targets like Krukovs flying airships and bintangs Naval ships.

That's the reason why we're making plasma missiles.
 
Also, we're inventing new STU applications all the damn time, and our STU supply does grow gradually over time. So the idea of a "once and for all" seems like a bad deal to me.
I did not mean once and for all, but like, STUs are our most constricted resource and we have way too many options to spend them on. And we should be able to decide somehow beforehand if we want all the STU expensive goodies on all the neat military stuff for example, because we cant sit here and wait twenty years for the STU counter to catch up because the next gen military equipment pieces are all hover + infernium lasers + shield + whatever else scrin derived we can screw on there. Adding two options for each will just clutter up the turnpost.
 
If not the plasma missiles. Then what do we strike Nods Varyags with?

The plasma missiles are extremely useful for taking on large targets like Krukovs flying airships and bintangs Naval ships.

That's the reason why we're making plasma missiles.
You're absolutely right that we're making them for a reason. They're also useful against Nod's xenotech fighters, based on the Banshee-Barghest lineage.

The question is how many we're making, and are we making more than is desirable? There may be other solutions to the problem of Nod aerial battleships and ocean-going warships, such as heavy-duty orbital lasers just to name one. The plasma missiles are good and important, sure. But while we were happy to have a double dose of them by accidentally completing two phases of factory back during the Regency War... Maybe we should mothball some of that production to conserve STUs now?

I did not mean once and for all, but like, STUs are our most constricted resource and we have way too many options to spend them on. And we should be able to decide somehow beforehand if we want all the STU expensive goodies on all the neat military stuff for example, because we cant sit here and wait twenty years for the STU counter to catch up because the next gen military equipment pieces are all hover + infernium lasers + shield + whatever else scrin derived we can screw on there. Adding two options for each will just clutter up the turnpost.
Okay, THAT is a valid point, but I think that's best addressed with votes at each turnoff point along the road. For instance, when we do the Next Generation Armored Fighting Vehicles project, we might/should get a vote: are we going to agree to approve a shielded hovertank with a plasma cannon but whose STU costs may be impossible to mass-produce for decades? Or are we going to approve something that looks a lot more like a direct descendant of the Predator tank, mostly armed with STU-free technology apart from, say, a buckler shield generator to provide extra coverage over the frontal arc?
 
I hope the next gen tanks development results into three factories:
A new factory for hover tanks: high STU/R costs
A new factory for low STU versions of the tanks: low STU average R cost
A refit of existing factories to the low STU version: more progress needed but cheaper R wise.
 
So, for fun, I thought I'd look at how vein mines have changed over the last couple of years:
2058 Q1 - 200 progress for +25 R. 0.25 STUs per phase (+38 to tib rolls). 0.00125 STUs per progress, ~0.11 STUs per die.
2062 Q4 - 175 progress for +30 R. 0.30 STUs per phase (+39 to tib rolls). ~0.0017 STUs per progress, ~0.15 STUs per die.

With all known boosts (i.e. AEVA, IHG, discounts from SA but not income boost)
???? ?? - 145 progress for +30 R. ~0.33 STUs per phase (+42 to tib rolls). ~0.0023 STUs per progress, ~0.21 STUs per die.
 
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I hope the next gen tanks development results into three factories:
A new factory for hover tanks: high STU/R costs
A new factory for low STU versions of the tanks: low STU average R cost
A refit of existing factories to the low STU version: more progress needed but cheaper R wise.
That would imply a military that operates three different kinds of main battle tank with radically different capabilities at the same time. It seems more likely that we'll be forced to pick one option.

So, for fun, I thought I'd look at how vein mines have changed over the last couple of years:
2058 Q1 - 200 progress for +25 R. 0.25 STUs per phase (+38 to tib rolls). 0.00125 STUs per progress, ~0.11 STUs per die.
2062 Q4 - 175 progress for +30 R. 0.30 STUs per phase (+39 to tib rolls). ~0.0017 STUs per progress, ~0.15 STUs per die.

With all known boosts (i.e. AEVA, IHG, discounts from SA but not income boost)
???? ?? - 145 progress for +30 R. ~0.33 STUs per phase (+42 to tib rolls). ~0.0023 STUs per progress, ~0.21 STUs per die.
Delightful, assuming we can just keep vein mining indefinitely.

A lot of my worries would be eased if I was sure there even were stages of vein mining past the fifth one we just completed.
 
So a plan proposal with the Occultist Erewhon idea. Also tries avoid using Liquid Tib and use our newly developed ICCF for Energy, but doesn't consume enough Energy to go negative even in the worst case scenario.

[] 2062Q4 Draft Plan Erewhon's Esoteric Evocations
-[] Infrastructure (5/5 Dice, 100 R)
--[] Chicago Planned City (Phase 5) 52/1000? (5 dice, 100 R) (6/11 median)
-[] Heavy Industry (6/6 Dice + 4 Free dice, 320 R)
--[] U-Series Alloy Foundries (Phase 3) 186/550? (5 dice, 200 R) (87% chance)
--[] Chicago Planned City (Phase 5) 52/1000? (1 die, 20 R) (see Infrastructure)
--[] Improved Continuous Cycle Fusion Plants (Phase 1) 0/??? (4 dice, 100? R) (?? chance)
-[] Light Industry (5/5 Dice, 95 R)
--[] Reykjavik Myomer Macrospinner 50/1155? (3 dice, 60 R) (3/15 median)
--[] Carbon Nanotube Foundry Expansions 219/285? (1 die, 20 R) (74% chance)
--[] Home Robotics Factories 114/145? (1 die, 15 R) (100% chance)
-[] Agriculture (6/6 Dice, 105 R)
--[] Agriculture Mechanization Projects (Phase 2) 26/240? (2 dice, 30 R) (18% chance)
--[] Dairy Ranches (Phase 1) 155/195? (1 die, 20 R) (100% chance)
--[] Vertical Farming Projects (Stage 4) 134/235? (1 die, 15 R) (44% chance)
--[] Poulticeplant Deployment 0/150? (2 dice, 30 R) (77% chance)
-[] Tiberium (7/7 Dice, 140 R)
--[] Tiberium Vein Mines (Stage 6) 25/180? (2 dice, 40 R) (82% chance)
--[] Tiberium Wildlife Experiments 0/60 (1 die, 20 R) (99% chance)
--[] Reclamator Hub RZ-1S + RZ-3S 0/305? (4 dice, 80 R) (~100% chance RZ-1S completes, 17% chance of rollover completing RZ-3S)
-[] Orbital (7/7 dice + 2 Free dice, 180 R)
--[] GDSS Columbia (Phase 5) 146/1035? (4 dice, 80 R) (4/10 median)
--[] GDSS Shala (Phase 4) 92/495? (5 dice, 100 R) (82% chance)
-[] Services (4/4 Dice + 1 Free die + Erewhom, 65 R)
--[] Kamisuwa Optical Laboratories 79/240? (2 dice, 20 R) (66% chance)
--[] AEVA Deployment (Services) 167/200 (1 die, 20 R) (100% chance) (1 die locked)
--[] Occult Investigations 0/30 (E, 5 R) (86% chance)
--[] Security Review (1 die)
-[] Military (8/8 Dice, 140 R)
--[] Reclamator Hub RZ-1S 0/305 (2 dice, 40 R) (see Tiberium)
--[] Unknown Zrbite Weapon Deployment 0/??? (3 dice, 60? R) (?? chance)
--[] LOSS Constellations 0/175? (2 dice, 20 R) (51% chance)
--[] Unmanned Support Ground Vehicle Development 0/80 (1 die, 20 R) (71% chance)
-[] Bureaucracy (4/4 Dice, 60 R)
--[] Transfer Funding to InOps (1 die, -60 RpT) (If we need to use a die to do so)
--[] Security Review: Services (2 dice) (100% chance)
--[] Interdepartmental Favors (1 die)
---[] Health and Welfare: Complete Hospital Expansions by end of plan: +5 Political Support.

Budget: 1205/1205
PS Budget: 109 - 5 (Tib Wildlife) - 5 (Occult Investigations) + 5 (H&W) = 104 (Refreshed)

Projected Budget Q3 (Average): 1200 (Current) + 30 (Vein Mines 6) * 82% + 25 (RZ-1S) + 25 (RZ-3S) * 17% - 60 = 1193.85 on average
Energy Budget (Worst Case): 15 (Current) - 4 (Alloy Foundries) - 1 (Home Robotics) - 2 (Vert Farms) - 1 (Dairy Ranches) - 1 (Agri Mech) + 1 (RZ-1S) - 3 (AEVA) - 2 (Kamisuwa) - 2? (Zrbite Weapons) = 0
Capital Goods Budget (Worst Case): 15 (Current) + 2 (DIA) - 1 (Home Robotics) - 1 (Agri Mech) - 1 (Vein Mines) - 4 (AEVA) - 2 (Zrbite Weapons) = 8

Infrastructure: Goal being to get Chicago in range of finishing for a Capital Goods boost next turn.

Heavy Industry: Deploying the ICCF, we don't know exactly what its stats are so I'm going with 4 dice and 25 RpD, slightly more expensive then the baseline Fusion Plants, which I think should be enough to fund them while simultaneously and continuing to roll out of the Alloy Foundries.

Light and Chemical Industry: Continue rollout of Home Robotics and the Carbon Nanotubes, the latter to get Capital Goods, the rest going into Reykjavik to work on getting that finished for the second half of our GFZA commitment.

Agriculture: Rolling out Agri Mech, finishing the current phase of Dairy and Vert Farms, and getting the Polituiceplants.

Tiberium: Continue the roll out of Vein Mines along with rolling out a MARV Hub to help supplement our RZ mitigation and prep for getting some inhibitors. Also grabbing the Wildlife experiments to help burn off the excess PS.

Orbtial: Continue Columbia and Shala rollout. Focus on Shala to get Phase 4 complete.

Services: Service AEVA and Kamisuwa. Plus Erewhon on Occult, partially for the memes, but also because it is a very good chance to finish it out right and not need an actual die on it. If he really hates it, and it doesn't finish I'd say put an AA die on it next turn.

Military: Focus Low Orbital Support Satellite Constellations, Zrbite deployment, and MARVs. The goal being to have the LOSS ready for Karachi and the Zrbite Sonics ready for resuming RZ operations.

Bureaucracy: Completing Security Reviews for Services as they are the next up We are required to give the 60 RpT to IntOps and grabbing the Health and Wealfare commitment as we don't have anything else in Services we must do, and are likely to get the Hospitals next.
 
There are. I just only started with five, because I don't want to overfill an already overfull slate even more.
And even if we were to run out of Vein Mining phases, we'd still have more Tiberium mining projects. That's just how Plan Quests (and Tiberium) work: There will always be more projects available than we have the ability to work on. And the only way we can run out of Tiberium to mine is if we've won the game already.
 
And even if we were to run out of Vein Mining phases, we'd still have more Tiberium mining projects. That's just how Plan Quests (and Tiberium) work: There will always be more projects available than we have the ability to work on. And the only way we can run out of Tiberium to mine is if we've won the game already.
Well yes, but it's been a bit concerning for me, because I wasn't sure if the new mining projects would cost 40 R/die, or have very low return on investment, or I don't know what. Knowing that the vein mining project can continue more or less as before makes things easier for me to plan around.
 
Well yes, but it's been a bit concerning for me, because I wasn't sure if the new mining projects would cost 40 R/die, or have very low return on investment, or I don't know what. Knowing that the vein mining project can continue more or less as before makes things easier for me to plan around.

Well, the Array listed Vein Mine stages all the way up to Stage 9, so we've got a while yet before any of that happens.
 
IIUC, we have infinite vein mines actions. Because things are just that fucked.

I think it'll be a while before we even finish 'level one' across all of our blue zones (like we've done all of the currently available green zone intensifications on 'level 0'), much less do the same in greater depths.
 
Well, the Array listed Vein Mine stages all the way up to Stage 9, so we've got a while yet before any of that happens.
The Array is based off Derpmind's speculations and calculations. She might have gotten confirmation from Ithillid on the side, but I wasn't aware of it. I'm glad that everyone is right, though, and I'd have been very happy to see Stage 6 show up in the 2062Q4 turn post if it hadn't been confirmed sooner.

IIUC, we have infinite vein mines actions. Because things are just that fucked.

I think it'll be a while before we even finish 'level one' across all of our blue zones (like we've done all of the currently available green zone intensifications on 'level 0'), much less do the same in greater depths.
You're probably right.
 
You're absolutely right that we're making them for a reason. They're also useful against Nod's xenotech fighters, based on the Banshee-Barghest lineage.

The question is how many we're making, and are we making more than is desirable? There may be other solutions to the problem of Nod aerial battleships and ocean-going warships, such as heavy-duty orbital lasers just to name one. The plasma missiles are good and important, sure. But while we were happy to have a double dose of them by accidentally completing two phases of factory back during the Regency War... Maybe we should mothball some of that production to conserve STUs now?
I believe we have about 2-4 missiles per squadron from current production and consumption rates. Their in-stock levels are not great, but they use comparatively large amounts of STUs because they, ya know, blow up and we lost those STUs forever. This, and the fact that they are generally smaller missiles with smaller warheads, indicates that the actual STU consumption of uncapped plasma-munitions is really really high.
ETA: "Give it a decade of low intensity operations, and you are looking at having stockpiles for three to six months of using them for everything."-Ithillid

Orbital lasers aren't on the sheets at the moment, but orbital cruise missile delivery pods *are* and we might want to research those soon, because they do offer an interesting use-case. They'll also probably count as munitions, so research them alongside glide bombs and set them up with the Munitions department.
 
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