I think doing Dairy Ranches this turn is an ok, but not great idea. Not only do we still not have the herds to fill out the 2nd phase, but we currently have a high PS amount and not much to spend it on. I'm ok with doing it but I don't think it's as immediately useful to us as many other Agriculture projects.
Hmm. Well, since the budgeting situation turned out okay when I added everything up, I don't
mind taking a die off reforestation to put on something else, or swapping one off the dairy ranches. To some extent I was trying to lean into the complaints that we were finishing the Phase 2 ranches "too soon" by continuing construction on later into the year.
I'll think about it and/or try to remember.
I do want to put enough dice into reforestation preparations that we have a reasonable chance of getting Phase 1 done by the election.
We might be able to afford the third InOps funding transfer this turn, what with the RZ mining we're doing. And it'd be good to get that finished well ahead of Karachi so InOps can do its best to defend us while we're doing that.
While we might be
strictly able to afford it, I would prefer not to do so immediately. As others note, we just lost -90 RpT of income, and we may have more expensive projects coming down the road. If nothing else, we're probably going to want to be able to invest significant dice into Bergen, the alloy foundries will remain a factor for the next couple of turns, and the IHG refinieries are expensive even for Tiberium projects and provide no +RpT in future turns to offset the expenses.
All things considered, I'd like to ask InOps to wait for their third infusion of funding until 2063Q4, which is still
well ahead of schedule, well ahead of Karachi, and probably well in time to enable InOps to start taking advantage of the money before the next major round of Nod assassinations, since as I recall those happen every year or so.
If you think that's not fast enough, then when we get closer in and can refine our actual planning, maybe I can gin up a variant you like better that has the InOps bit.
(one annoying problem is figuring out what to do with the second Bureaucracy die then, because most of the other possibilities involve giving up MORE money, or giving up something else of value, or making binding commitments)
Purely hypothetical, but if fast twich myomer becomes available next turn, how would you change this? Switch Adaptive Clothing for it, leave it as is, or shoot for the moon and take a die off Reykjavik and hope it finishes with 2 dice, and put one each on fast twitch and clothing?
Drop
Adaptive Clothing because it's a luxury project. Basically, my methodology here is dividing Light Industry into four categories: "Reykjavik," "Bergen," "DDM," and "everything else."
DDM is, to my way of thinking, a bad idea, so I don't want it.
Bergen is skipped as being a project that cannot be usefully begun while Reykjavik is still underway.
Then Reykjavik gets as many dice as it reasonably needs, in this case, three.
Then I use any remaining dice for "everything else," in descending order of importance. If something more important comes up instead of
Adaptive Clothing I'll be all for it, but there's only so many projects left on the docket, y'know?
I'm with Derp, we don't need another phase of Dairy Ranches yet and don't have the herds for them, Tarberries or Spider Cotton would be better. Or is this more of a place holder for whatever Lab Meat might let us build?
[shrugs]
I'm flexible about putting 1-2 dice on something other than dairy ranches. The dairy ranches seem like a decent idea, given that we're fairly close to completion and finishing them is popular. In any case, I do want to invest 4-5 dice in reforestation.
Also hypothetical, but if the Liquid Tiberium or Field Refining technologies become available, what would you drop to do them?
Much as I want the Stealth Disrupters, I really feel like we need to throw the Navy more ships, either the Sharks or the Islands.
Personally I'm hoping to be able to do the full second set of ZA, I feel we're behind.
As to your tiberium question, I'd be a bit torn. I might take one die off
Coordinated Abatement. I might also raid Orbital for a Free die and/or transfer AA dice to Tiberium. It'd depend.
As to your military questions, I'm dealing with some dice constraints and uncertainty as to the project cost of SADN. I don't want to allocate more than 7+AA dice to Military this turn, one die must go to the Talons, and of the remaining 6+AA dice an uncertain number really should go to finishing
SADN Phase 4. As such, I don't feel like I really have enough dice left to have a good chance of finishing the Seattle shipyard, which would be my top naval priority, so I'm mentally consigning it to next turn. If it turns out that
SADN Phase 4 has a reasonable chance of completion with three dice, I may want to back up and reconsider what to spend 3+AA dice on.
I also feel that finishing the Santiago factory is a good place to
temporarily pause our power armor production, wrap up some other projects, and then come back and finish the Set 2 Zone Armor factories in, say, 2064 or very early 2065.
Biosculpting may be useful now, but we would not be finishing it this turn, what with dice on Universities and Libraries, where we would be getting at the very least decreased wait times and less stressed doctors and nurses with Hospitals. This isn't a hill I'm willing to die on though, there are disadvantages to Hospitals like the Cap Goods and Energy cost.
You do make a good point on PS. Our current PS is about to skyrocket with the completion of both Columbia and Shala. That is going to necessitate some PS burring to spend it while its there. Our current options for that are:
-Emergency Caloric Reclamation Processor Installations Phase 2 (-5 PS)
-Caloric Reclamation Processor Phase 1/2 (-10/-15 PS)
-Liquid Tiberium Power Cell Deployment Phase 3 (-10 PS)
-Enhanced Harvest Tiberium Spikes (-5 PS/die ~2 dice on average (10-15 PS likely cost))
-Forgotten Experimentation (-5 PS)
-Trade Programs (-5 PS each)
--10 Consumer Goods for +5 RpT
--2 Energy for +5 RpT
--1 Capital Good for +5 RpT
--80 RpT for 1 STU
I'd say to handle this with Forgotten experimentation and trade deals for Consumer Goods (which are plentiful for us), along with E-CRP
but not actual CRP.
Because no-E CRP means trying to get people to actually
eat the stuff, and oh hell no.
Finally there is the option of burning PS to set up trade with NOD. this has the benefit of tying them too us with the bonds of trade. But well, look how that turned out for the most recent RL war in Europe. The trades themselves aren't good strictly speaking, the only thing I'd be realistically willing to give up are some Consumer Goods, but 10 Consumer Goods for 5 RpT is just not worth it.
Given that we are far past the point where we're even bothering to care about Consumer Goods production and nobody even asked us to hit a Consumer Goods target for the current Plan because of how well that indicator is doing, I think we can safely just
throw -20 Consumer Goods into the sun trade it away over the next 1-3 turns just to burn off PS and give us an in with the relevant Nod factions.
It won't prevent wars, but it
will help us reduce our ignorance of Nod society, among other things.
So, unless there are more PS costing projects coming up, I'd like to propose we pursue Forgotten Experimentation and CRP. With CRP only taken once we are over 100 PS and if it is a choice between that and Liquid Tib/Harvesting Spikes.
Regular CRP is going to be incredibly unpopular and I'd do a lot to avoid having to do that project.