We are floating Cap Goods right now, and can do Predictive Modeling to stop from having super bad rolls.
This is very expensive, and it doen't has the (Refit) tag that Infernium Lasers did. But it's also similar in costs to the Zrbite Sonics Phase 2, which is at 52/720. And if we're doing expensive military projects, I'd rather do that one first.
We are required to complete the IHG refits and increase income by 550 RpT. Of that 550 increase we have 10 turns until the end of the Plan with 15 RpT per turn from economic growth, assuming that stays constant. This means we must increase income by 550 - 10 * 15 = 400 RpT. Of that 400 RpT we are unlikely to see any Lunar/Space mining income due to the Space Population requirements of the plan taking up all of the Orbital dice. Therefore all 400 RpT must come from Tiberium.
Therefore we should have 2710 + 400 = 3110 RpT coming from Tiberium.
As we are required to complete the IHG refits, that will produce STUs at a rate 90 RpT/STU. That means we will be producing a total of 3110 / 90 = 35.56 STUs
Given we are currently consuming 22 STUs and do not have required projects that consume them, we have 13 STUs to play with.
The currently available options for STU consumers are:
-U-Series Alloy Foundries: 2 STUs for Phase 5-6
-Microfusion Cell Laboratories: 2 STUs
-Second Generation Repulsor Plate Factories: 4 STUs
-Zrbite Sonic Weapons Deployment: 2 STUs for Phase 2
-Infernium Laser Refits: 1 STUs
-For a total of 11 potential STU consumption
This leaves us with 2 extra STUs if we complete all of those projects, and don't exceed our required Tiberium mining.
I think we can swing it, my own proto plan would at worst have us at +14 cap goods if Reykjavik does not finish but given that has a higher chance than some of the cap good spending products I would expect us to end up higher. Would have to double check cap good expenditures for the following few turns but unless we want to Adv Eva or the remaining cap good hand off we should have enough
ZOCOM is our frontline force in the war against Tiberium. That makes them far more important than any other branch outside of active conflict with Nod. And since we're always fighting Tiberium, any upgrade to ZOCOM helps reduce their casualties the moment it starts rolling out.I respectfully disagree, the infernium lasers apply across our forces: the air force, the navy, the space force, and additional anti air defenses for the ground forces. That seems much more important to me then rolling out the second phase of Zrbite weapons for ZOCOM alone, despite their stressed state.
Capital Goods: +17 (+2 per turn from Distributed Industrial Authority) (+279 in reserve)
We have Aberdeen, we also have Reyk and Bergen, and Boston to recover the used cap goods, honestly at this point we are going to need to do Predictive Modeling soon anyways.
[ ] North Boston Chip Fabricator (Phase 5)
(Progress 36/1925: 15 resources per die) (+35 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (Required for further AI projects.)
[ ] Aberdeen Isolinear Fabricator (Phase 1)
(Progress 0/95: 30 resources per die)
(Progress 0/195: 30 resources per die) (+9 Capital Goods, -2 Energy)
(Progress 0/390: 30 resources per die) (+18 Capital Goods, -4 Energy)
[ ] Nuuk Heavy Robotics Foundry (Phase 4)
(Progress 143/990: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/1940: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)
[ ] Second Generation Repulsorplate Factories (New)
(Progress 0/565: 25 resources per die) (+8 Logistics, +8 Capital Goods, -4 STUs, -6 Energy, -2 Labor) (Unlocks further military and space projects)
[ ] Reykjavik Myomer Macrospinner (Phase 5)
(Progress 883/1100: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects)
[ ] Bergen Superconductor Foundry (Phase 4)
(Progress 235/640: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 0/1225: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)
[ ] Spider Cotton Plantations (Phase 3)
(Progress 60/165: 15 resources per die) (+1 Capital Goods)
(Progress 0/165: 15 resources per die) (+1 Capital Goods)
(Progress 0/175: 15 resources per die) (+1 Capital Goods)
(Progress 0/185: 15 resources per die) (+1 Capital Goods)
190 Capital Goods
Well Bergen we can probably fit another phase in during this plan unless some very good new options pop up in LCI, Nuuk and Aberdeen we can see where we are after rolling out the final New Boston stage.Lot of good projects here I'd love to find dice for. Especially another stage of Nuuk and Bergen, and maybe a couple stages for Aberdeen... :/
ZOCOM is our frontline force in the war against Tiberium. That makes them far more important than any other branch outside of active conflict with Nod. And since we're always fighting Tiberium, any upgrade to ZOCOM helps reduce their casualties the moment it starts rolling out.
We are floating Cap Goods right now, and can do Predictive Modeling to stop from having super bad rolls.
To some degree, both of you are correct. We aren't in all that much danger of going negative on CapGoods, but we also are going to want to keep a good surplus going in order to reach the reserve levels that people will be comfortable with... we likely need to double it at least before we manage that.
Do we have any clear information on what the target for the Capital Goods reserves is?To some degree, both of you are correct. We aren't in all that much danger of going negative on CapGoods, but we also are going to want to keep a good surplus going in order to reach the reserve levels that people will be comfortable with... we likely need to double it at least before we manage that.
about 800-1000 cap goods reserve I think?Do we have any clear information on what the target for the Capital Goods reserves is?
Building eighteen MARV hubs at 10 RpT per 275 Progress on the die roll as a way of increasing income doesn't sound very likely to work out for us. Nearly anything else we could do to increase income would be more efficient. Including options we haven't seriously considered lately, such as moon mining phases.BZ MARVS
-[] Reclamator Hub Blue Zone 1-18 (Progress 0/275) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
180RPT
RZ MARVS
-[ ] Reclamator Hub Red Zone 1-8 (Progress 0/270) (3 Points Red Zone Mitigation, 25 RpT (+1 Energy)
450 RPT
We do have a few mixes of items we can do to get the goal, but we have to work for it, and Tiberium doesn't have as many dice locked up as Military, which means as soon as most of the Tiberium RPT is done, you can switch to MARV's to get the rest.
There's a lot of disagreement about it, because the more extra projects we shove in, the more we pre-commit to using a lot of Free dice to finish everything. And it's not like we don't have good use for them elsewhere.I think for heavy industry the current... idea? feeling? is to finish the next phase of alloys for the discount, then do Repulsorplates because they could have a large impact on the economy/military, then focus on North Boston.
I guess the debate would be do we want to fit in the last phase of alloys in before North Boston as well?
Maybe something like Boston with our normal HI dice and throw some free dice for Fusion/Repulsor during that?as important as repulsorplates are, i think our next HI project needs to be boston.
I kind of feel like we should just keep knocking out a phase of this a turn since that is a plan goal to finish this and then figure out which income options to hit once we see what we end up with[] Red Zone Border Offensives (Stage 5)
(Progress 158/205: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
Good news, we should be on our final phase of RZBO for now, and that'd only need 1D unless things roll really poorly. And it'll just unlock super glacier phases. If we do Secure YZ phases, they could unlock more phases of RZBO, but this should be the last promised phase.I kind of feel like we should just keep knocking out a phase of this a turn since that is a plan goal to finish this and then figure out which income options to hit once we see what we end up with
Well we have to do RZ MARV's anyways for more Inhibitors to get unlocked later, on top of the fact Orbital is basically forked between Columbia Bays, Shala, Shala Bays, and some other stuff, so space mining isn't as easy to fit in as you'd think.Building eighteen MARV hubs at 10 RpT per 275 Progress on the die roll as a way of increasing income doesn't sound very likely to work out for us. Nearly anything else we could do to increase income would be more efficient. Including options we haven't seriously considered lately, such as moon mining phases.
Pretty sure both Deep Glaciers and the Border Offensives stop at 5 Phases until we get more ZOCOM pulled out of other duties, and Ground Forces in Zone Armor or something.I kind of feel like we should just keep knocking out a phase of this a turn since that is a plan goal to finish this and then figure out which income options to hit once we see what we end up with
I disagree for one major reason.as important as repulsorplates are, i think our next HI project needs to be boston.
Yes. Exactly that.Alloys 5 > Gen 2 plate factories > Boston 5. By the time we finish Boston, we should be starting to get results from the factories.