Your entire post is italics from this part down.
Yeah, I do all my BBCode by hand and sometimes that happens. I only didn't notice because I was replying to you, as seen below:
For fear of triggering the spaghetti rules, I'm going to respond to Derpmind in a somewhat unusual way. Anyone who finds the format iffy, this is why I'm doing it, so please don't take me to task over it. I have my reasons.
[] Plan The Best Plan
-[] Infrastructure 5/5 dice 80R
--[] Rail Network Construction Campaigns (Phase 6) 1/260 3 dice 45R 42%
--[] Suborbital Shuttle Service (Phase 2) 159/220 1 die 25R 82%
--[] Postwar Housing Refits (Phase 1) 114/160 1 die 10R 97%
Rails: We're doing deeeep Red Zone mining. Know what that needs? More Railways! Rails will help us not just with generic +Logistics, but since our Deep Glacier mines say we're directly connecting rail lines to glacier mines, this helps us fill in and reinforce those into a full rail network that'll be carrying quite a lot of construction cargo one way, and mined Tiberium the other way. Rails may also have an effect on Vein Mines, hopefully making a future phase cost less Capital Goods.
SJ:
Hm. Interesting. It should be noted that neither the shuttles nor the housing refits are truly urgent, so it's entirely reasonable that this is a good time to invest heavily in a project we know we'll need later on.
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-[] Light and Chemical Industry 4/4 dice 85R
--[] Reykjavik Myomer Macrospinner (Phase 5) 883/1100 2 dice 40R 17%
--[] Bergen Superconductor Foundry (Phase 4) 235/640 1 die 30R (1/5 median)
--[] Adaptive Clothing Development 0/60 1 die 15R 90%
Myomers: Are we in a rush to finish Reykjavik? Are we going to slam down more Zone Armor factories as soon as it's finished? No? Then it doesn't need three dice, not when two might finish it more cheaply. Worst case, it doesn't quite finish next turn and we go into the election very clearly on the cusp of finishing it. And this frees up a die to bump Bergen forward. (Though hopefully next turn we'll have new L&CI projects to put that die on instead.)
SJ:
Hm... this is a bit more towards "ruthless optimization" than I'd had the nerve for. Given that RpT isn't hard to come by, this is arguably strictly superior if there's absolutely no rush. On the other hand, there's one possibility I think has been left out of the analysis here: I, for one, won't be surprised if the Reykjavik capstone unlocks something else, so getting it a quarter sooner might entail getting another specifically desirable project sooner too. Even if we're not planning to use the discounts to mech and power armor production immediately, myomers have real civilian industrial uses, and completing Phase 5 is going to roughly double the available myomer supply to GDI's industrial base. That sounds like the kind of thing that could unlock important stuff.
So I dunno.
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-[] Agriculture 6/6 dice 50R
--[] Reforestation Campaign Preparations (Phase 1) 252/815 4 dice 20R (4/7 median)
--[] Agriculture Mechanization Projects (Phase 2) 83/230 2 dice 30R 74%
Reforestation: I think that the Reclamation Party saddled us with a massive 20+ dice obligation for peanuts. But as much as I dislike the project's huge dice cost, I have to say, I do like the Reclamation Party. They've got moxie to look at our Tiberium-ridden hellscape of a planet and say they want to fix it. So, since we've already made some progress here, I'm also in favor of getting this project's 1st phase out the door in time for the election.
SJ:
Glad to hear you feel that way; it lines up with my own perceptions on the matter. And yeah, Reclamation saddled us with a megaproject, but in fairness to them, it's an
incredibly cheap megaproject in terms of budget costs. And even without Dr. Bora giving us literally more Agriculture dice than we know what to do with, we'd have no real trouble fulfilling this project along with our other commitments. They're not asking us for anything we lack the easy capacity to give, and in some ways the reforestation project makes keeping our "activate all dice" promise to Litvinov
easier because it's the first 5 R/die project I've seen in a long time.
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-[] Tiberium 7/7 +2 free dice 260R
--[] Red Zone Border Offensives (Stage 5) 158/210 1 die 25R 100%
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/200 3 dice 90R 95%
--[] Tiberium Inhibitor Deployment (Blue Zone 4 Southeast Arabia) 52/85 1 die 30R 100%
--[] Tiberium Inhibitor Deployment (Blue Zone 9 East Australia) 59/85 1 die 30R 100%
--[] Forgotten Experimentation 0/260 2 dice 60R 10%
--[] Coordinated Abatement Programs (Phase 1) 82/190 1 die 25R 47%
Forgotten Experimentation: We've got a lot of obligations from last turn in Tiberium. But research doesn't strain ZOCOM, and this projects pushes us forward along "Tiberium Adaptation" path that might offer us unique tools and solutions to the problem of Tiberium. Plus with the stations finishing soon we could easily go over 100 PS again, so it's best to spend a little PS ahead of time. And we could all use a little more Mad Science in our lives.
SJ:
Oh,
wow this splits Tiberium across a lot of projects- that's not me disagreeing with you, that's just a sort of abstract sticker shock. It's reasonable, and you're not wrong about the timing for the research project.
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-[] Orbital 7/7 +2 free +1 AA +1 Erewhon dice 230R
--[] GDSS Columbia (Phase 5) 643/1030 2 dice 40R (2/4.5 median)
--[] Hospital Bay 0/315 3 dice 60R 28%
--[] GDSS Shala (Phase 4) 229/520 3 dice + 1 AA +1 Erewhon die 100R 89%
--[] Life Support Processor Development (Tech) 0/80 1 die 30R 75%
Orbital Stuff: In Q3 2062, we put 6 dice on Columbia, and 4 on Shala. 10 dice total. Unfortunately, this overworked the orbital construction crews on Columbia, causing multiple casualties as they "push[ed] themselves to the very limits of what can be considered safe." Meanwhile, Shala at 4 dice was fine. The turn after, we went even further with 13 dice in Orbital construction. But because it was split between four Bays, we did not push our workers past the breaking point.
Therefore, I'm limiting the amount of dice to 5 on each station, and doing my best to split those dice up: Columbia has 5 dice total, but 3 of them are on the Hospital Bay and 2 are on the main station itself. Shala has 5 dice, but one of them is an AA die and one is an Erewhon die. And I'm also doing the Hospital Bay to mitigate any overworking in the future. (And the Visitor tech b/c even weak Visitor tech is really powerful.
SJ:
Hmmmm. It should be noted that you're using an out of date number for
Shala progress; there were some handling issues there.
Shala Phase 4 is actually at something well over 450 points, as I recall, so this arrangement will handily catapult us through the end of Phase 4 and something like 300-400 points up into
Shala Phase 5. Which I approve of wholeheartedly, because we really do need to get
Shala wrapped up.
I suspect that allocating Erewhon doesn't count against our "you are shock-laboring a project too fast, bad things happen." But that remains to be seen.
I strongly agree with you about
Life Support Processor Development, among other things because that is a tech that is
extremely likely to lower Progress costs or raise population-per-project on future moon colonies and space stations. And we're definitely gonna need to build those.
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-[] Services 4/4 dice 85R
--[] Unknown Autodoc Project 2 dice 40R?
--[] Cosmetic Biosculpting 0/350 1 die 30R (1/4 median)
--[] University Program Updates 137/250 1 die 15R 38%
SJ:
This speaks for itself. You have a good point about the autodoc project. My own practice in draft plans is usually to list other projects I know exist and swap out when I have the parameters for the new project, but that's me. For instance, my gut instinct is that autodoc deployment will turn out to be 25 R/die rather than 20. But that's just my opinion and instinct.
If even you are comfortable dialing back
Cosmetic Biosculpting to one die, I may well do much the same myself, in which case my Services section may wind up looking like yours.
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-[] Military 7/7 dice 130R
--[] Orca Wingmen Drone Deployment (Phase 2) 56/230 2 dice 40R 54%
--[] Stealth Disruptor Deployment 0/170 2 dice 30R 58%
--[] Shark Class Frigate Shipyards (Seattle) 0/240 2 dice 40R 7%
--[] Modular Rapid Assembly Prototype Factory 0/280 1 die 20R (1/3.5 median)
SADN doko: We've only had phases 1, 2, and 3 of SADN listed for a long time now, even last turn after we finished the first phase. I don't think we're going to get SADN Phase 4 next turn. We may need to wait a while, possibly for the current three phases to deploy fully, before we the 4th phase becomes available for construction.
Consequentially, I take all the free dice off of Military. If 10 dice is "conquer the world" levels of investment, 9 dice for three turns in a row would look pretty close. I'd like to back down to something saner. And instead of more SADN, I'm doing a few long-standing old projects: Orca drones for a better air force (and better air defense against strategic launches), Stealth Disruptors both to get those online to defend Karachi and because Nod uses stealth lots, and the Shark Class to make the Navy happy and keep our future naval battles on an even footing.
SJ:
I must respectfully disagree with your prediction that
SADN Phase 4 will not be available next turn as a project. Ithillid has a long history of not adding extra layers of projects when he doesn't need to, and in this case he didn't need to. As such, I am going to choose to continue to budget for SADN. If I turn out to be wrong, my Military lineup will evolve to look loosely like yours, with two caveats.
1) I'm coming around to the idea that we might want to do USGV development first and MRAP factory construction next, so as to allow the last phase of alloy discounts to apply. This is a relatively minor matter, but I've yet to hear anyone specifically say they want to do MRAP factory first in the past week or so that I can recall.
2) Per
an earlier post of mine, I have a "short list" of about five projects costing roughly 200-300 points each that I want to wrap up in the near future, over and above
SADN Phase 3 and/or
4. You pick three of those projects to work on simultaneously, using the dice freed up by having no SADN commitment. I might pick a different three projects, but I'm not sure which; I'd have to think about it. It's really not worth bickering over in my opinion, and it's likely that there would be overlap.
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-[] Bureaucracy 4/4 dice 55R
--[] Administrative Assistance 2 dice, +1 AA die on GDSS Shala
--[] Transfer Funding to InOps 1 die -60RpT Auto
--[] Sell Consumer Goods: +5 Resources per Turn, -10 Consumer Goods
-[] Total: 1215R/1225R (1165 RpT + 60R reserve)
InOps: Can we afford another funding transfer to InOps? Of course we can, we're doing Deep Red Glacier Mines this turn. That alone is +60-90 RpT, plus our tax increases giving +15 (or more?) RpT, plus RZ Border Offensives giving +15-35 RpT. Even doing the funding transfer, we're very likely to have just as much R total to spend on next turn's plan, if not more.
In the long term, fears that we're going to be facing future projects even more mega-expensive than the U-Series Alloys aren't really a reason to hold off on funding InOps this turn. Unless those future projects show up next turn, and we want to go all-in on them immediately, by the time they actually do show up we'll have finished the expensive U-Series and continued to gain piles of income, more than we'll really know what to do with.
Also. I don't want us to lose more characters and more dice to assassinations. I don't want to be penny wise but pound foolish here. We can't purchase dice with RpT, and we only hire new characters once every 4 years. Meanwhile, I'm sure InOps can put the money to good use; InOps Quest likely keeps hitting their budget cap each turn without nearly running out of things to spend money on.
SJ:
I remain a bit hesitant to transfer the funds on the same turn the glacier mines hit 'go,' and I think the 60 RpT we already gave them last turn (and the 60 RpT we gave them in 2062Q4 as I recall) should be enough for them to do a lot in a short time, to the point where they may actually need a little time to figure out how to spend the
next 60 RpT effectively.
I suppose I could just be a stick-in-the-mud, but we haven't exactly left InOps hungry here. I dunno. Then again, it's not like giving up the prospect of having an AA die for a Services project is that painful, and we
do strictly have the money without needing to really hurt ourselves.
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Conclusion: No one's going to read all of this blather besides Simon. Hi, Simon. *waves* I wanted to make this more contrary but then it wouldn't be viable.
SJ:
[waves]
Welcome to my world; if I want to do something genuinely outlandish it usually winds up in a variant plan, not my serious one.
We should invest more in Space Force because it would be cool 🚀
That's actually a pretty good point, I say this unironically. My personal perception is to spend the next few turns clearing underbrush out of the way on the ground while finishing up the alloy foundries, then work on repulsorplate production because second generation repulsor plates have potential as a thrust-enhancing "afterburner" for fusion rockets, THEN work on space combatants.
And whether
Transorbital Fighter uses a fusion rocket or not, it's likely to benefit heavily from the repulsorplates, what with that providing a lot of assistance on the 'trans' part between 'orbital' and 'not orbital.' But getting up to where we have those factories will take a few turns. I dunno. I'm a bit torn on whether to wait for them to become available.
What do people think?