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.
Sometimes we just have to wait for the next update before we can plan things out properly. If we had perfect information each turn, this wouldn't be much of a quest anyways.
 
IIRC, the plasma disruptors are supposed to be generally ramping up on production as we get better at making them.

If I'm being totally honest, I'm not generally a fan of spending STUs on military applications (instead of economic/dual-use ones). But I think we're going to be getting STUs at a fast enough pace that it isn't worth opening up a can of worms by trying to re-litigate our past decisions on STU expenditures. If we want more STUs, we can either put more dice towards tiberium harvesting or efficiency boosts, or try to beeline the Adv Mat Station. (Or we can do more gacha, but I'm personally trying to hold off a bit until we get through some of our current list).
 
We currently have 9 STUs, if we finish the Income and IHG Refit Plan Goals we should get a total:

2610 (Current Active Processing) + 710 (Remaining Income Goal) = 3320
2610 / 100 (HG Processing per STU) = 26.1 (STUs Currently supported by Economy)
26.1 - 9 = 17.1 (Currently Used STUs)
3320 / 90 (IHG Processing per STU) = 36.889 (Total STUs supported by potential Economy)
36.889 - 17.1 = 19.789 (Total STUs on the table by end of Plan)

Rounding up to 20 assuming we exceed the Income goal by 20 Active Processing

The current STU consuming projects are:

U-Series Alloy Foundries Phase 3-6: 8 STUs
Gravitic Shipyard: 2 STUs
Infernium Laser Refits: 1 STU

Projects that will unlock next turn and may/likely consume STUs
Zrbite Sonic Weapon Factories: The text explicitly references 'stable transuranic elements' as a core part of the weapons, Zrbite is one of those STUs. Will almost certainly require STUs
Improved Continuous Cycle Fusion: Of the 'iterative improvements' discussed were advanced materials, and while it is possible they won't be incorporated, it is still likely. May need STUs.

Future Projects that may have STU consumption:
Microfusion Cells: The text explicitly calls them out as being 'Elerium hungry' therefore STUs. Also notable that these are key to future Space Ships. Will almost certainly require STUs.
Governor-A refit: The text references the expansion of laser point defense and as Infernium Laser Refits requires STUs this may as well, or the Infernium Laser Refits may cover it. May need STUs.
Next Generation Armored Support Vehicles/Armored Fighting Vehicles: There has been enough talk about the advent of shielded plasma hover tanks with disco ball point defense items that will need STUs. Likely to need STUs.
Transorbital Fighter Development/Follow on heavy ship development: Gravitic Engines are something that will require STUs, but they may be provided by the Gravitic Bay. May need STUs.


I think the Alloy Foundries are something we need to take for the progress savings for everything, and for the boost to income with the last phase. Similarly for the Gravitic Shipyards which we need as part of our Space industry. The Zrbite Sonic Weapons are needed for ZOCOM and their anti Red Zone efforts.
 
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.

Ah, I did not know that. Thank you for the clarification, I will have to refactor my own planning then.
 
Ah, I did not know that. Thank you for the clarification, I will have to refactor my own planning then.
Well, Derpmind's pretty damn good, so it's not a question of the array being unreliable.

It's just that so far as I know, it's conceivable for Derpmind to put a line in the array reflecting more phases of a project than will actually exist, in the hypothetical event that there's some kind of communication breakdown. Which in this case, there was not; I am the one who misunderstood some talk about things that might happen after enough vein mining had been done.

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
That's good to know. On the other hand, I'm not sure I want to use them for everything; they are by nature a specialty munition and we have better uses for STUs than, say, using them to blow up a Nod gana or tank. We have plenty of perfectly good stuff that stays firmly on the periodic table that can do that just fine.

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.
That's a good one too. And, as you note, much more achievable, though also a bit less likely to be decisive against big targets likely to have mobility and point defense, such as aerial or oceangoing battleships.

Orbital lasers would be a killer app if we could build them, in terms of being able to bypass ion diffusers. Unfortunately they're assuredly gated behind other projects. Darn.
 
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That's good to know. On the other hand, I'm not sure I want to use them for everything; they are by nature a specialty munition and we have better uses for STUs than, say, using them to blow up a Nod gana or tank. We have plenty of perfectly good stuff that stays firmly on the periodic table that can do that just fine.

That's a good one too. And, as you note, much more achievable, though also a bit less likely to be decisive against big targets likely to have mobility and point defense, such as aerial or oceangoing battleships.

Orbital lasers would be a killer app if we could build them, in terms of being able to bypass ion diffusers. Unfortunately they're assuredly gated behind other projects. Darn.
Well it takes 10 years of low-tempo operations to shoot plasma missiles at everything for 3-6 months, so where' nowhere near that level yet.

I actually had a big argument on the Discord about orbital dropped missiles and whether or not they should be plasma tipped, how big they should be (should an anti-shipping missile be Harpoon or P-500 sized?), and how many of them we can actually drop onto a given fight, all very hypothetical, though orbital paths ought to mean that you need a lot of separate stations to call fires from. Dropping 100 hypothetical Harpoon-likes onto the Rajahnaga for instance, I estimated 2-4 hits, but responses varried from 'that's way too low' to 'just keep dropping missiles until you burry it, we have enough spacelift.'

I doubt that Orbital Lasers would be a true killer app against surface targets though, too much laser disipation, clouds and scattering from the atmosphere, even with visible light wavelengths. If you want to doom the surface, the Ion Cannon remains generally the superior weapon.
 
I doubt that Orbital Lasers would be a true killer app against surface targets though, too much laser disipation, clouds and scattering from the atmosphere, even with visible light wavelengths. If you want to doom the surface, the Ion Cannon remains generally the superior weapon.

If Ion Cannons leave a specific wavelength open you could 'clear' the air to use Orbital Lasers to take out the target, even if it's protected by an ion diffuser. That's a big if.
 
Hey @Ithillid do we need to do:

[ ] Intensification of Green Zone Harvesting (Stage 8)
A further wave of Green Zone Tiberium harvesting will both improve the logistical connections across the forward Green Zones and provide greater numbers of forward hardpoints and firebases for Initiative troops.
(Progress 4/95: 15 resources per die) (small additional income trickle [5-15 Resources]) (1 point of Yellow Zone Mitigation) (1 Stage available)

to be able to do Vein Mines in that part of our territory?
 
I really don't think so. Just based on how much land we have and how we've only recently started serious mining efforts and how much tiberium is probably underground I imagine we have almost unlimited mining phases.

Now what could happen is after a set amount of mining phases it changes into a different project. Enhanced mining or boreholes or something.

Something to show that we are already mining extensively and are moving onto a new level of underground tiberium harvesting.
 
Omake- Burns
Omake- Burns

Former 2nd Lt John Arnott stared at the face he saw in the mirror

He didn't do this often. In fact, he avoided mirrors where possible. He occasionally joked about it, referring to himself as a vampire but the truth was far simpler. He didn't like what he saw there. Previously, he had been an (in his own opinion admittedly) fairly attractive young man. He'd had some luck finding partners at least, although the dashing pilot's uniform probably helped with that at least somewhat. That had all changed in a routine patrol flight during the 'Regency war' as it was being referred to. His flight was jumped by Barghests while returning to base and in the ensuing dogfight his bird took a direct hit from a plasma round that seared its way through the cockpit canopy.

Luckily he survived the hit, the ejection and was recovered by an ambulance team that saw him go down. Luckily he'd avoided any tib patches and the burns didn't become infected. Luckily. Yeah, he knew he was one of the lucky ones. So many didn't return at all or went down in the wrong spot and required lifelong tib infusions. Others lost limbs or worse, lost their sight from the flash. He could still walk, still see, still live. He just avoided mirrors. It was difficult to feel lucky when he saw the melted wax sculpture that was his face.

Surgery helped with that of course, to an extent at least. Made him look human even if he wouldn't be recognisable from his old pictures. He'd even tried dating. It wasn't a particularly successful attempt. Turns out it's difficult to date when you despise your own looks. Not their fault, his. He knew this, accepted it. Of course when an old friend of his told him about a new treatment he jumped at the opportunity. He'd expected marginal improvements.

He looked in the mirror. His face smiled back
 
This is not a plan I am submitting this turn mostly cuz I have to redo everything on my new pc, so I am too busy to do a full plan and revise it after this, but this is my vision for a decent plan that can get things used on others plans if they feel its good enough to cannibalize it.

Infrastructure (5 dice, 4FD +36 bonus) 180R
[] Chicago Planned City (Phase 5)(Progress 52/1050: 20 resources per die) (+5 Housing, -4 Labor), (+500 Tiberium Processing Capacity, +10 Consumer Goods, +12 Capital Goods) 5D+4FD

Heavy Industry (6 dice, 2FD +33 bonus) 320R
[] U-Series Alloy Foundries (Phase 3)(Progress 186/575: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects) 5D+2FD
[] Chicago Planned City (Phase 5) 1D
[] Improved Continuous Cycle Fusion Development (Tech)(Progress 0/120: 20 resources per die) 1FD

Light and Chemical Industry (5 dice +23 bonus) 125R
[] Bergen Superconductor Foundry (Phase 4)(Progress 65/725: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support) 3D
[] Carbon Nanotube Foundry Expansions(Progress 219/285: 20 resources per die) (+4 Capital Goods) 1D
[] Home Robotics Factories (New)(Progress 0/145: 15 resources per die) (-1 Energy, -1 Capital Goods, +4 Consumer Goods, +1 Labor) 1D

Agriculture (6 dice, 5FD +28 bonus) 100R
[] Agriculture Mechanization Projects (Phase 2)(Progress 26/245: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods) 2D
[] Dairy Ranches (Phase 1)(Progress 155/195: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor) 2D
[] Vertical Farming Projects (Stage 4)(Progress 134/235: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy) 2D

Tiberium (7 dice +38 bonus) 140R
[] Tiberium Vein Mines (Stage 6) (Updated)(Progress 60/185: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods) 7D

Orbital (7 dice, 3FD +33 bonus) 140R
[] Lunar Heavy Metals Mines (Phase 4)(Progress 25/325: 20 resources per die) (+20 Resources per turn) 7D

Services (4 dice +31 bonus) 60R
[] Advanced Electronic Video Assistant Deployment
-[] Services (Progress 171/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete) 1D
[] Kamisuwa Optical Laboratories (Progress 79/245: 20 resources per die) (-2 Labor, -2 Energy) 2D

Military (8 dice +30 bonus) 110R
[] Ferro Aluminum Armor Refits (Progress 139/340: 5 resources per die) (Projected: 4 quarters to begin, 12 to complete) 2D
[] Advanced ECCM Development (Tech)(Progress 0/40: 20 resources per die) 1D
[] Railgun Munitions Factories (Phase 2) (Munitions)(Progress 89/195: 10 resources per die) (-1 Labor, -1 Energy) (Projected 1 quarter to begin, 6 quarters to complete) 1D
[] Stealth Disruptor Deployment (New)(Progress 0/200: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete) 2D
[] Orca Wingmen Drone Deployment (Phase 1) (High Priority)(Progress 56/260: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete) 2D

Bureaucracy (4 dice +28 bonus)


+4 Housing
+1 ER
+3 FR
+2 Logistics
-9 Energy
-2 STU
+6 Food
-2 Labor
-1 Capital Goods
+10 Consumer Goods
+450 Refining Cap

1200/1205
180 + 320 + 125 + 125 + 140 + 140 + 60 + 110
 
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This is not a plan I am submitting this turn mostly cuz I have to redo everything on my new pc, so I am too busy to do a full plan and revise it after this, but this is my vision for a decent plan that can get things used on others plans if they feel its good enough to cannibalize it.

Infrastructure (5 dice +36 bonus) 85R
[] Yellow Zone Fortress Towns (Phase 7)(Progress 93/290: 20 resources per die) (+4 Housing) 2D
[] Lesser Blue Zone Arcologies (Phase 1)(Progress 0/160: 15 resources per die) (+4 Housing, +1 Energy Reserve, +1 Food Reserve) 2D
[] Communal Blue Zone Arcologies (Progress 328/395: 15 resources per die, +6 High Quality Housing, +2 Consumer Goods, +1 Energy Reserve, -1 Energy) 1D

Heavy Industry (6 dice +33 bonus) 190R
[] U-Series Alloy Foundries (Phase 2)(Progress 116/575: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects) 3D
[] Personal Electric Vehicle Plants(Progress 175/295: 10 resources per die) (-2 Labor, -4 Energy, -2 Capital Goods, +8 Consumer Goods, +4 Logistics) (+10 Political Support) 1D
[] Aberdeen Isolinear Fabricator (Phase 1)(Progress 0/115: 30 resources per die) 2D

Light and Chemical Industry (5 dice +23 bonus) 80R
[] Carbon Nanotube Foundry Expansions(Progress 0/285: 20 resources per die) (+4 Capital Goods) 2D
[] Artificial Wood Furniture Plants(Progress 33/95: 10 resources per die) (+4 Consumer Goods) 1D
[] Home Robotics Factories (New)(Progress 0/145: 15 resources per die) (-1 Energy, -1 Capital Goods, +4 Consumer Goods, +1 Labor) 2D

Agriculture (6 dice +28 bonus) 100R
[] Vertical Farming Projects (Stage 3)(Progress 74/235: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy) 2D
[] Dairy Ranches (Phase 1)(Progress 0/195: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor) 2D
[] Poulticeplant Deployment (New)(Progress 0/150: 15 resources per die) (+1 Health) 2D

Tiberium (7 dice +38 bonus) 190R
[] IHG Tiberium Processing Plants (Stage 1) (New)(Progress 0/190: 35 resources per die) (+450 processing capacity) (-4 Energy, -3 Logistics) 2D
[] Tiberium Vein Mines (Stage 4) (Updated)(Progress 60/190: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods) 4D
[] Tiberium Processing Refits (Phase 5)(Progress 6/95: 20 resources per die) (+50 processing capacity [-250 during refits]) 1D
[] Tiberium Wildlife Experiments (New)(Progress 0/60: 20 resources per die) (-5 Political Support) (MS) 1D

Orbital (7 dice, 3FD +33 bonus) 200R
[] GDSS Columbia (Phase 4) (Updated)(Progress 138/545: 20 resources per die) (1k Permanent residents) (+2 available Bays) (9 Political Support) 3FD
[] GDSS Shala (Phase 2+3+4) (Updated)(Progress 50/945: 20 resources per die) (.6k permanent residents) (+9 Food) (+30 Political Support) (+3 Bays) 7D

Services (4 dice +31 bonus) 60R
[] Kamisuwa Optical Laboratories (Progress 79/245: 20 resources per die) (-2 Labor, -2 Energy) 2D
[] Prototype Biosculpt (New)(Progress 0/40: 15 resources per die) (MS) 1D
[] Occult Investigations (New)(Progress 0/30: 5 resources per die) (-5 Political Support) (MS) 1D

Military (8 dice +30 bonus) 135R
[] Department of Munitions (-1 die) (-20 resources per turn) (50 progress towards each munitions project per turn)
[] Advanced ECCM Development (Tech)(Progress 0/40: 20 resources per die) 1D
[] Strategic Area Defense Networks (Phase 1)(Progress 0/260: 20 resources per die) (Projected: 2 quarters to begin, 6 quarters to complete) 2D
[] Missile Drop Pod Development (Platform)(Progress 0/40: 15 resources per die) 1D
[] Railgun Munitions Factories (Phase 2) (Munitions)(Progress 89/195: 10 resources per die) (-1 Labor, -1 Energy) (Projected 1 quarter to begin, 6 quarters to complete) 1D
[] Stealth Disruptor Deployment (New)(Progress 0/200: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete) 2D

Bureaucracy (4 dice +28 bonus) 90R
[] Transfer Funding to InOps (-60 Resources per Turn) 1D
[] Expand Grant Programs 1D
-[] 30 resources in grants.

1130/1130
85 + 190 + 80 + 100 + 190 + 200 + 60 + 135 + 90
Infrastructure: The Communal Blue Zone Arcologies project completed in the 2062Q3 results and is not needed. While there might be a second phase of the project in principle, we have no reason to expect it, and given just how little population in Low Quality Housing we'll have left, I would argue that it's a secondary priority even if we do. While I personally favor doing Chicago work in 2062Q4, there are valid arguments for doing one last fortress town phase before Karachi-time, and doing work on the fortress towns in the coming turn is a reasonable course of action.

Heavy Industry: I can see the argument behind surging Aberdeen for the Capital Goods. I think most people would rather have more dice on the alloy foundries, but I can see it either way.

Light Industry: The carbon nanotube foundries are so close to completion (219/285) that it would arguably be wasteful to put two dice on them. I would recommend finding something else to do with that die.

Agriculture: We are currently on Vertical Farming Stage 4, at 134/235 Progress or so, per Lightwhispers.

Tiberium: Stages 4 and 5 of the Tiberium Vein Mines project have already been completed; you would be investing in Stage 6. I question the purpose of doing Tiberium Processing Refits Stage 5 when they will serve only to refit refineries which are not now being used at all, and which will very soon be scrapped and replaced with IHG refineries anyway. There is no point refitting a facility that isn't in use and won't be used before we tear it to the ground.

Orbital: Please consult the @Lightwhispers post (linked above) for more information on where our space stations stand. Also bear in mind that we are very high on Political Support and that deliberately not completing any entire phases of a station next turn might be a good idea.

Services: The Prototype Biosculpt project has already been completed in 2062Q3.

Military: I think it would be a bad idea to ignore Orca Wingmen Drones at this time, because this is the last time at which we can work on the deployment and have reasonable hope of the drones being available in reasonable quantity for Karachi. I do not think it would be helpful to just go "FIRE ALL" on the development projects at this time; we have many turns in which to complete them, and it is appropriate to keep focusing on making sure the military actually gets the cool things we've already invented.
 
While there might be a second phase of the project in principle, we have no reason to expect it, and given just how little population in Low Quality Housing we'll have left, I would argue that it's a secondary priority even if we do.

With that said Simon, Housing refits after Chicago?

We expect another refugee wave from Karachi, might be a good idea to get everyone we can to high quality housing. And it's cheap.
 
These are all good points, but this plans mostly a building point for next year over Q4, so my plans a leapfrog of Q4, and most of this was using the outdated Q3 logs anyways, if I wanted to.
Orcas were on the list somewhere, but not this one, SADN is a possibility but might swap to Infernium over it, might also throw in the last Shark buildup for good luck, mostly because Navy is still looking a little low on the Vessel Numbers, Bioscuplt, Communal Arcos, and Tib Refits (HG) will be replaced with other more viable things, Aberdeen could stay, but might not be a Major focus of the HI sector yet, Infra might be a push for the last Shuttles and the last two phases of YZ FT if they are still there, and Bioscuplt would be replaced with Hospitals
 
I don't think we have the Capital Goods income to support even doing the sensible AEVAs, like Tiberium and Military. Not unless we get a very unexpected windfall.
 
At least we should aim for AEVA on HI once Services is.completed. as our primary source of Capital Goods and the Threads on going obssession with the U-Alloy Foundries for discount
 
People:

[ ] Aberdeen Isolinear Fabricator (Phase 1)
A large scale practical fabricator in Aberdeen is a first step towards large scale conversion from conventional to isolinear computing. While most computing purposes do not need anywhere near the sheer power that isolinear can deploy at human usable scales, there are quite a number that do, and in any case, even slivers of isolinear provide serious power.
(Progress 0/115: 30 resources per die)
(Progress 0/230: 30 resources per die) (+8 Capital Goods, -2 Energy)
(Progress 0/455: 30 resources per die) (+16 Capital goods, -4 Energy)

We have Aberdeen which is discounted with each U-Alloy action that nets us 24 Capital Goods for 6 Energy. On top of our own plan goals which will get us more Capital Goods. The question isn't if we do all the AEVA this plan, it's when do we do the AEVA in this plan?
 
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