[] Draft Plan Attempting to 2063Q3

I'm pretty sure our total budget for next turn is 1165 Income, 60 R reserve, giving us a 1225 R budget.

I agree with most of your plan. The exceptions are below, though I would appreciate your opinion on these alternatives.

-Not getting Agri Mech over more dice on Reforestation: This is because I want to keep a high Food surplus and improving our Food security makes it much more convenient to withstand future population increases, something I anticipate with the soon completion of the 4 Crown Jewels, the Starbound 20k in space promise, and Karachi. Also getting a capstone in food automation (minor as it is) would be nice. This, combined with Shala would put us in a position of 48 Food (45 with the last set of Dairy). Given Food is one of the things we can absolutely point to as superior to NOD it will prove advantageous in our diplomatic efforts.

-Biosculpting over finishing Hospitals: Mechanically the Hospitals will give us more potential health care for far cheaper (both R and dice wise) then Biosculpting, further this will expand access to healthcare across the board. And it has good odds of finishing it this turn getting the healthcare out to the populace quicker.

-SADN Phase 4, if it follows the pattern of SADN Phase 1-3, should cost ~350-360 Progress once Alloys Phase 4 cost reductions. If that is the case we should need 2-3 dice to finish it. With that die and one of the dice from Stealth Disrupters I'd like to get either the last set of Sharks or the Islands. Your plan has the Budget for it and I think having those ships in the works will help the Navy in the after effects of Karachi, even if their initial results won't be available until after Karachi starts.
 
I'd really rather not spend STUs on drones, which in our doctrine are intentionally disposable. At least not until our manned vehicles have them.

And even that's a low priority compared to economic/anti-tib uses.
 
When you say cost, are you referring to R cost or dice cost? If the latter, absolutely firm. The former, not so firm, and merely an extrapolation based on the past numbers.
Since we may have a former/latter confusion here, to clarify, yes, I am asking what the dice/Progress cost of SADN Phase 4 is, because you're cruising into this discussion with so much rhetorical certainty that I honestly wondered if you knew.

The updated Project Discount Tool is available on the Discord, and in a fair number of places, your estimated progress requirements are greater, or lesser than the the amount displayed there.
So the answer is "I don't know what the rules are, but you're wrong, use the app?" Gotcha.

And if you don't like my tone, well, I didn't much care for yours earlier, either. Maybe we should both back off a little.
 
-[] Agriculture (6/6 dice, +29 bonus, 45 R)
--[] Dairy Ranches (Phase 3) 98/180 (1 die, 20 R) (63% chance)
--[] Reforestation Campaign Preparations (Phase 1) 252/805 (5 dice, 25 R) (1.3% chance, ~2 dice remaining)
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.

Speaking of which, putting so many dice into Reforestation is taking dice away from more interesting and impactful projects. Mechanization is useful, since the automation may have knock-on effects on other areas and we've been told that more +Food is always better for food diversity.Another Vertical Farming phase would broaden the amount of meat we can give people. Finishing the Tarberry Plantations off help the Initiative's fuel usage everywhere in addition to a bump in Energy, and it might only take 1 die. And more Spider Cotton can't hurt either. Why not do one of these?
-[] Bureaucracy (4/4 Dice, +29 bonus)
--[] Administrative Assistance: Stealth Disruptors
--[] Administrative Assistance: Library Enhancement Programs
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.
-Biosculpting over finishing Hospitals: Mechanically the Hospitals will give us more potential health care for far cheaper (both R and dice wise) then Biosculpting, further this will expand access to healthcare across the board. And it has good odds of finishing it this turn getting the healthcare out to the populace quicker.
This phase of the Hospital Expansions is more about preparing for future trends ahead of time. The description even directly says "there are few real needs for further expansion in the health sector,". Meanwhile, Biosculpting is an immediately-implementable way to drastically improve many people's lives. The Hospital Expansion will be useful eventually, while Biosculpting is useful now.
 
Hover USGVs might be fairly lightweight, actually, depending on the doctrinal role. And it would be good to have the option- especially with tiberium being a threat, not having a mechanical drive train to get bits of tiberium caught in is a huge military advantage that would make it far more practical for Ground Force to operate in or even near the Red Zones.

Kind of sounds like the robot tank from Red Alert 2 doesn't it?
 
There are a couple of very expensive projects coming up (Portals mk 2, Stasis Device). I'd rather not do the third distribution to InOps just yet. Maybe in two turns, after we've rebuilt a bit of our income from this turn.
 
There are a couple of very expensive projects coming up (Portals mk 2, Stasis Device). I'd rather not do the third distribution to InOps just yet. Maybe in two turns, after we've rebuilt a bit of our income from this turn.
And we're facing yet more assassination attempts sometime in the next few turns, plus even more when we kick off Karachi. I think a bit of a lower budget is a more than fair price to pay if it prevents even one assassination on our characters. (See: The free die we lost forever last turn.)
 
-[] Light Industry (4/4 Dice, +29 bonus, 75 R)
--[] Reykjavik Myomer Macrospinner (Phase 5) 883/1105 (3 dice, 60 R) (82% chance)
--[] Adaptive Clothing Development 0/60 (1 die, 15 R) (90% chance)
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?
-[] Agriculture (6/6 dice, +29 bonus, 45 R)
--[] Dairy Ranches (Phase 3) 98/180 (1 die, 20 R) (63% chance)
--[] Reforestation Campaign Preparations (Phase 1) 252/805 (5 dice, 25 R) (1.3% chance, ~2 dice remaining)
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?
-[] Tiberium (7/7 dice + 1 Free die, +39 bonus, 225 R)
--[] Tiberium Inhibitor Deployment (BZ-4 Southeast Arabia) 52/85 (1 die, 30 R) (100% chance)
--[] Tiberium Inhibitor Deployment (BZ-9 East Australia) 59/85 (1 die, 30 R) (100% chance)
--[] Red Zone Border Offensives (Stage 5) 158/210 (1 die, 25 R) (98% chance)
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/205 (3 dice, 90 R) (94% chance)
--[] Coordinated Abatement Programs (Phase 1) 82/195 (2 dice, 50 R) (98% chance)
Also hypothetical, but if the Liquid Tiberium or Field Refining technologies become available, what would you drop to do them?
-[] Military (7/7 Dice + AA Die, +31 bonus, 145 R)
--[] Strategic Area Defense Networks (Phase 4) 125/??? (4 dice, 80 R) (??? results)
--[] Stealth Disruptor Deployment 0/180 (2+AA dice, 45 R) (49% chance)
--[] MRAP Factory 0/300 (1 die, 20 R) (1/3.5 median)
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.
Also, it should be noted that we need to build at least four of the Set 2 Zone Armor factories, as I recall, so the effective dice cost (given that there is rollover) is more likely to be roughly 7-8 dice total.
Personally I'm hoping to be able to do the full second set of ZA, I feel we're behind.
 
This phase of the Hospital Expansions is more about preparing for future trends ahead of time. The description even directly says "there are few real needs for further expansion in the health sector,". Meanwhile, Biosculpting is an immediately-implementable way to drastically improve many people's lives. The Hospital Expansion will be useful eventually, while Biosculpting is useful now.

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

We currently have 77 PS and expect the following to finish soon:
-BZ Tiberium Inhibitors x2 (+2 PS)
-GDSS Columbia Phase 5 (+10 PS)
-GDSS Shala Phase 4/5 (+15/+20 PS)
We have potentially: 77 + 2 + 10 + 15 + 20 = 124 PS

Therefore, to not waste the PS, we will to burn 24 PS minimum on some of the projects above, or new ones that come up.

Of the ones above, Forgotten Experimentation is a no brainer, as it is something we both want and it will burn some PS.

We don't currently need Liquid Tib Power what with 2CCF online. Enhanced Harvest Tiberium Spikes still rubs me as an amazingly bad idea, though I'll admit a kind of sick curiosity at this point.

There is an argument for Caloric Reclamation and Emergency Caloric Reclamation as another layer of defense against the potential nukes from the Shah. That being getting them for the worst case scenario that if somehow some nukes make it through SADN/smuggled in past InOps, we can still feed everyone, even if its unappetizing. I know that CRP is, to put it mildly, controversial in the thread, but they could be useful, and we have the PS to burn, and they are really good at being shelf stable for long periods making them great logistically in the event of a sudden wave of refugees from Karachi/after effects of nukes, and well they are an option.

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. The possible exception is STUs, as trading for those both removes them from NOD and grants them to us. However, we currently do not need STUs from trade unless we wanted to get all the STU projects at once, something we can't really afford to do given dice considerations.

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.
 
I'd rather burn the PS rather than do regular CRP, tbh. ECRP, maybe, but even then next gen (which, iirc, will either taste terrible or have a disgusting texture, but not booth) should be proccing soon.

Honestly, I'm kinda in favor of the Nod trade options (assuming no new PS spending options appear). Not with any hope of peace, mind you. But rather to make InOps lives easier. Right now, there are black and grey markets trading these goods to Nod. These markets benefit Nod more heavily than they do us, as they offer potential blackmail and ingress points into our society. And it's the worst of the warlords (Reynaldo and Mehretu) who are specced to take advantage of those opportunities.

I'd like to have a formalized market to trade these goods to Nod. It reduces the burden on InOps, gives new opportunities for our espionage and diplomatic branches, and we're able to choose which Nod warlords we're trading with, giving them advantages over their rivals.

TLDR: Screw over Reynaldo and Mehretu, trade with Yao.
 
Honestly, I'm kinda in favor of the Nod trade options (assuming no new PS spending options appear). Not with any hope of peace, mind you. But rather to make InOps lives easier. Right now, there are black and grey markets trading these goods to Nod. These markets benefit Nod more heavily than they do us, as they offer potential blackmail and ingress points into our society. And it's the worst of the warlords (Reynaldo and Mehretu) who are specced to take advantage of those opportunities.

I'd like to have a formalized market to trade these goods to Nod. It reduces the burden on InOps, gives new opportunities for our espionage and diplomatic branches, and we're able to choose which Nod warlords we're trading with, giving them advantages over their rivals.

TLDR: Screw over Reynaldo and Mehretu, trade with Yao.

Sounds good to me. I say trade Consumer Goods, we have a glut of those and giving them away would be much less risky than bestowing Energy or Capital Goods on them.
 
I'd rather burn the PS rather than do regular CRP, tbh. ECRP, maybe, but even then next gen (which, iirc, will either taste terrible or have a disgusting texture, but not booth) should be proccing soon.

I understand that there is a lot of justified opposition to CRP on the grounds that it could be described as something you'd eat only if the other option was starving. However, in a post WMD catastrophe it is a perfect Foodstuff as it doesn't need power to store, is calorically dense, easily transportable, and almost as cheap as dirt. (Possibly cause its made from it :confused:)

As for Trade, the only thing we should trade is Consumer Goods as we have a significant surplus, are producing even more automatically, and it has the advantage of spreading luxuries to NOD's population that might convince some of them that they could go to the GDI to get more of those luxuries, or in the event of war provide a reason for NOD's leadership to hold off on attacking to keep access to those luxuries.

Energy and Capital Goods are things we want to keep in house as it were to keep NOD from getting them. For STUs, because of their production process, if we produce them ourselves we would get 170 net RPT vs trading for them.
 
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I understand that there is a lot of justified opposition to CRP on the grounds that it could be described as something you'd eat only if the other option was starving. However, in a post WMD catastrophe it is a perfect Foodstuff as it doesn't need power to store, is calorically dense, easily transportable, and almost as cheap as dirt. (Possibly cause its made from it :confused:)
It's great for post-catastrophe, sure. But if I understand correctly regular CRP will be consumed pre-catastrophe if we make it by people who'd rather have eaten something else. Which is why I'm against it. After an emergency, then I'll take any tool I can get my hands on.

If we want more food, we should make more food. If we want more emergency preparations, we should do more food storage.

If we're doing CRP, or ECRP, outside of an emergency, it means that we failed at our jobs and have been pursuing too many shiny things at the expense of the basics.

Once CRP mk 2 development procs, I'll be eager to do that project and re-evaluate the other two projects.
 
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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.
 
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."

I don't think adaptive clothing is *just* a luxury project. It's also going to have implications for safety gear, combat uniforms, even various hand tools, eventually. I wouldn't rank it that highly, but I wouldn't be averse to throwing a die at it, either. Though Bergen could also stand to get the odd die here and there, even if it's a ways from finishing.
 
There is an argument for Caloric Reclamation and Emergency Caloric Reclamation as another layer of defense against the potential nukes from the Shah.

Regular CRP is going to be incredibly unpopular and I'd do a lot to avoid having to do that project.
Keep in mind. We were told that improvements to CRP would be coming as we completed various adjacent projects and we have done most, if not all of them, at this point.

So the original descriptions of CRP no longer really apply. It's definitely not a thing you would want to eat but it wouldn't be the rot pasta it was described as at the time.

Plus the applications for space are rather large. If shipments get delayed or people get stranded or cut off, CRP would be a fantastic option to have when survival is as stake.

It could also be used to mix in with animal feedstock or something. Earth isn't doing so hot so if we can expand our food supply, even in unpopular ways, so much the better.

I would really like to do both the emergency and regular CRP projects. We have the political points to burn and they absolutely have a use.
 
I don't think adaptive clothing is *just* a luxury project. It's also going to have implications for safety gear, combat uniforms, even various hand tools, eventually. I wouldn't rank it that highly, but I wouldn't be averse to throwing a die at it, either. Though Bergen could also stand to get the odd die here and there, even if it's a ways from finishing.
To be clear, I don't consider "it's a luxury product" to be mutually exclusive with "it's well worth doing." It's just that I'd delay doing the adaptive clothing research for a turn in order to get something that seemed more pressing and desirable. It's a thing that gets bumped down the list for other things, not a thing that bumps other things down the list.

Since I fully expect Bergen to be getting an average of about three dice per turn for much of the rest of the Plan, I'm not eager to roll a single die on it. If I only have one Light Industry die to play with, I'd rather put it on some minor "fill in the corners" project than throw it at the next big megaproject when we spend so much of our time and energy on megaprojects anyway.

Keep in mind. We were told that improvements to CRP would be coming as we completed various adjacent projects and we have done most, if not all of them, at this point.
I don't think it's that simple. I think we'll have to research Improved CRP if we want to get it. Or at the very least, we'll be affirmatively told we have it. Because when you get right down to it, genetic engineering takes time, and fixing the problems with the bio-engineered organisms that produce CRP is presumably not easy given that Nod had the stuff for decades and never figured it out. After all, they assuredly had plenty of incentive to try!

Plus the applications for space are rather large. If shipments get delayed or people get stranded or cut off, CRP would be a fantastic option to have when survival is as stake.
Well, we already have the technology. By your own argument, if it's ready for implementation as a backup emergency food supply in space, it's something that our space agency would already be putting up there. We shouldn't need to do anything.

Now, if we get to a point where all the remaining -PS projects are things I consider inherently ethically problematic, you might see me support Agriculture CRP (as opposed to Infrastructure E-CRP).

But not if we can avoid it!
 
I don't think it's that simple. I think we'll have to research Improved CRP if we want to get it. Or at the very least, we'll be affirmatively told we have it. Because when you get right down to it, genetic engineering takes time, and fixing the problems with the bio-engineered organisms that produce CRP is presumably not easy given that Nod had the stuff for decades and never figured it out. After all, they assuredly had plenty of incentive to try!
Technically, I think we have a low end version of CRP. Used by poor warlords, punishment rations, or ones with no little to no concern for their people's wellbeing. While other warlords use more palatable versions of the product.

That said, your point stands.
 
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.
Something that factors into this is that a big drain on our effective RpT is the U-Series Alloys. As a 40R per die project, when we spend 6-7 dice on it, we're down a minimum of 60-70R that we could spend on other projects if we'd have used those 6-7 dice on a 30R project instead. Once we finish up the U-Series Alloys, which we're a couple turns away from doing, we're going to have a bunch more R to spend on other stuff.

(Also, InOps has a spin-up time, too. The sooner we fund them, the better.)
 
Technically, I think we have a low end version of CRP. Used by poor warlords, punishment rations, or ones with no little to no concern for their people's wellbeing. While other warlords use more palatable versions of the product.

That said, your point stands.
I do not recall hearing of this proposition that there is an improved CRP we don't have access to yet. I'm not saying you're wrong, but I don't recall hearing of it.

Something that factors into this is that a big drain on our effective RpT is the U-Series Alloys. As a 40R per die project, when we spend 6-7 dice on it, we're down a minimum of 60-70R that we could spend on other projects if we'd have used those 6-7 dice on a 30R project instead. Once we finish up the U-Series Alloys, which we're a couple turns away from doing, we're going to have a bunch more R to spend on other stuff.
Up to a point, but in the same timeframe that the alloy foundries wind down, we're going to be spending on Bergen, and it's quite possible, even likely, that other extra-expensive projects will arise. I'm not optimistic that we're going to be able to avoid high-per-die projects.

(Also, InOps has a spin-up time, too. The sooner we fund them, the better.)
Yes, but there's an "up to a point" aspect here. We've given InOps +120 RpT in the space of about 6-12 months, as I recall. That's a really big slice of budget. I'm not saying there's no theoretical advantage to rushing out even more InOps funding to the point where we're well over a year ahead of the schedule we originally agreed to. But I'm not comfortable signing away those 60 RpT immediately the same turn we get them from the glacier mines, at least not right now.[/QUOTE]
 
So my proposed thoughts (remember that all calc-ed percentages are before omake bonuses):

[] Plan: A Rage-Quit Draft Q3
-[] Infrastructure (5 dice, +27, 80R)
--[] Suborbital Shuttle Service (Phase 2+3) 159/380 2 dice 50R (Phase 2, Phase 3 6%)
--[] Postwar Housing Refits (Phase 1+2) 114/325 3 dice 30R (Phase 1, Phase 2 66%)
-[] Heavy Industry (5 dice + 1 Free, +34, 220R)
--[] U-Series Alloy Foundries (Phase 5) 136/485 5 dice 200R 87%
--[] Second Generation Continuous Cycle Fusion Plants (Phase 2) 263/305 1 die 20R 93%
-[] Light and Chemical Industry (4 dice, +29, 80R)
--[] Reykjavik Myomer Macrospinner (Phase 5) 883/1100 4 dice 80R 96%
-[] Agriculture (6 dice, +29, 30R)
--[] Reforestation Campaign Preparations (Phase 1) 252/815 6 dice 30R 12%
-[] Tiberium (7 dice + 2 Free, +39, 225R)
--[] Red Zone Border Offensives (Stage 5) 158/210 1 dice 25R 88%
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/200 3 dice 90R 91%
--[] Tiberium Inhibitor Deployment (BZ-4) 52/85 1 dice 30R 100%
--[] Tiberium Inhibitor Deployment (BZ-9) 59/85 1 dice 30R 100%
--[] Coordinated Abatement Programs (Phase 1) 82/190 2 dice 50R 96%
-[] Orbital (7 dice + 3 Free + Erewhon!, +34, 200R)
--[] GDSS Columbia (Phase 5) 643/1030 3+E dice 80R 13%
--[] Hospital Bay 0/315 4 dice 60R 77%
--[] GDSS Shala (Phase 4+5) 486/1525 3 dice 60R (Phase 4, Phase 5 ~1/4 median)
-[] Services (4 dice + AA, +35, 105R)
--[] Regional Hospital Expansions (Phase 2) 85/275 2+AA dice 75R 72%
--[] University Program Updates 137/250 2 dice 30R 91%
-[] Military (7 dice + AA, +31, 160R)
--[] Strategic Area Defense Networks (Phase 4) 125/345 3+AA dice 80R 90%
--[] Orca Wingmen Drone Deployment (Phase 2) 56/230 3 dice 60R 92%
--[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 57%
-[] Bureaucracy (4 dice, +29, 0R)
--[] Administrative Assistance: Regional Hospital Expansions
--[] Administrative Assistance: Strategic Area Defense Networks

TOTAL: 1100/1225R

Trying to focus more tightly on completing Reyk, Alloys, and other plan goals.
 
Ah. Found it.

Basically, there are three ways for techs to get better.
1. Investing in that tech's projects.
2. Investing in related projects (for CRP that would be various biotechnology/biotinkering projects)
3. Making other, related breakthroughs.

In terms of what you can do now, it is primarily a matter of investing in CRP enough for someone to have a Eureka moment and find the problem that is making the gym socks smell (Which is a result of the process producing a decent number of free sulfur compounds), or investing in things like Human Genetic Engineering, Spider Cotton, Poulticeplants, etc.

CRP Biofuel is something where it is possible with the right bacterial, chemical and enzymatic inputs. Right now, you don't have those strains or enough processors to test potential strains.

It looks like all we have left to do to potentially get improved CRP stuff is just investing into CRP itself.

This might just be something that I disagree with the rest of the thread about but I see this as something worthwhile that is absolutely worth pursuing.
 
Mark me down as a free vote if you can find space for Island Class ships, I have lustful designs on the Caribbean.

We're in the same boat for that. That it would cut off Stahl's access to YZ-10 is a nice bonus, then starving them of support let us close off that front.

As for people eating CRP outside of emergencies, that is their choice. Still, we are gaining 10 Consumer Goods a turn, so its not like we can't afford to trade away 30 Consumer Goods for 15 RpT, hopefully getting some more diplomatic influence on Yao/Caravanserai in the process. That, plus the Forgotten Experimentation and the ECRP for emergencies, would use the excess PS.

Edit:
It looks like all we have left to do to potentially get improved CRP stuff is just investing into CRP itself.
From the QM post you quoted: 'investing in things like Human Genetic Engineering, Spider Cotton, Poulticeplants, etc.' One item on that list that we can definitely invest in is Spider Cotton, the same probably applies to Tar Berries. Both should improve the CRP.
 
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