it was in my 'wishlist' plan for next turn literally yesterdaySo will this be enough to get people to vote for predictive modelling now?
We got +8 Consumer Goods from the Treasury, counting subdepartments and perennials. Did you leave out the Perennials? I think that should be 19 left on line 1, Line 2 complete, and Line 3 should be 450. (As taxes don't count.)
We don't need to give Capital Goods to private industry at the same time we do PMM.
And platform developments also get Seo's +5 bonus. Deployments don't.
Also, Probability Array has been updated.
Predictive Modeling requires 10 Capital Goods, not 20.Yes?
My point was we already need to go down 10 at some point. Pmm requires 20. So thirty. Plus whatever our projects need.
And we are at 21.
I feel like waiting is fine till we build up a bit more.
Whoops. That's my mistake then. Disregard.Predictive Modeling requires 10 Capital Goods, not 20.
I may be misunderstanding what you were trying to say.
Nope. I was just wrong.They probably mean the long term systemic planning project. That's 20 cap goods.
Ah- I thought you were going down to 1 from 21 because you were thinking of doing both at once - mystery solved.Nope. I was just wrong.
If the one turning 1d100 into 2d50 only costs 10 then my concern was completely invalid and it should be fine this turn.
Ah, right.Perennials were counted for the previous FYP's Consumer Goods goal and as such they don't count towards this FYP.
In previous turns, to the best of my recollection, taxes counted.
I note that you left in the "???" rather than 406--[] North Boston Chip Fabricator (Phase 5) ???/1805 (4 dice, 60 R) (4/16.5 median)
I think Gov-A development completed this turn. Is this meant to be the deployment?
Finished this turn.
[ ] Military Particle Beam Development (Tech)
While the Initiative is unwilling to make use of the liquid Tiberium power packs that make infantry versions of the Brotherhood's particle beam system work, the weapon does have a place in supplementing the Initiative's machine guns and autocannons, mounted on everything from hydrofoils, to zone armor and various forms of light vehicles.
(Progress 0/100: 20 resources per die)
[ ] Binary Propellant Exploration (Tech)
While GDI has begun substantially switching over to electromagnetic weapons, the field of binary propellants still likely has some niches, although likely fewer than it would have had a decade ago. A low priority for the military at this time, it is still a field that does likely need pursuit at least to some degree.
(Progress 0/60: 10 resources per die)
Finished this turn.
Might I persuade you to do one of the other remaining techs instead?
Ah, yes. Sorry, that was a holdover from when I expected a different plan to win.I think Gov-A development completed this turn. Is this meant to be the deployment?
PS is going to be 99 going into the next turn unless Doruma's count was wrong there, and if we go over 100 next turn it won't decay until the turn after that. We don't actually need to light a fire under our asses about it right now.Ah, yes. Sorry, that was a holdover from when I expected a different plan to win.
And I'd sincerely rather prioritize the Governor-A deployment, along with the stealth disruptor deployment, submarine project, and inferno gel to flare off some Political Support of which we are predictably going to be over the limit.
[ ] Initiative Laser Systems Deployment
While not a system that any particular branch is happy with, a combat deployable laser will find homes among many of the Initiative's assets, from the NovaHawk, to next generation field anti-aircraft systems, and the secondary batteries of Initiative warships. Even in the orbitals, as GDI builds combat capable voidships, will the Infernium laser find a home.
(Progress 0/555: 25 resources per die) (-6 Energy, -3 STUs)
Everyone needs new lasers. Preferably before the technology becomes redundant.[ ] Zrbite Sonic Weapons Deployment (Phase 2) (High Priority)
While the Zone Operations Command has begun using the sonic projectors in wide scale, at least as fast as they are coming off the lines, they are not the only ones who can make use of them. Deploying projectors not only to ZOCOM but to the other branches, and giving ZOCOM itself far more of them will significantly aid GDI's ability to maintain operations in the deeper parts of the yellow zones, and across global red zones, especially as they can mitigate the Tiberium infestations that produce a significant part of total losses in those operations.
(Progress 52/640: 20 resources per die) (-2 Energy, -2 STUs, -1 Capital Goods)
Yes, which is why I'm only flaring off a little, so that we don't find ourselves with, say, 119 next turn and honestly struggling to figure out what to do with it all so much. Given that there aren't that many -PS projects, we're very likely to do Inferno Gel Development either this coming turn or the turn after anyway, so I see no reason to wait.PS is going to be 99 going into the next turn unless Doruma's count was wrong there, and if we go over 100 next turn it won't decay until the turn after that. We don't actually need to light a fire under our asses about it right now.
My plan draft already finishes Enhanced Harvest Tiberium Spikes. It's just that that's probably only -5 PS, and we're getting +5 PS from Bergen Phase 4 and +20 PS from Shala Phase 5, so this is something we might as well just bite the bullet and deal with rather than fussing over it.Even if we did, it would be better to finish off EHTS than start a completely new project, especially since we have higher priorities in Military.
They're great projects but at about 500 Progress each, they're both extremely big investments to commit to while we've got a big docket full of quasi-mandatory Stuff to do in Military. I'm a bit hesitant about that, especially since I definitely want to commit some of the wiggle room we do have to Navy and Space Force projects (as those branches of the service are otherwise going to be starved for dice).I think we should do these projects next:
Everyone needs new lasers. Preferably before the technology becomes redundant.
And this gives sonic weapons to other branches for giving ZOCOM more breathing room.
--[] Red Zone Containment Lines (Stage 6+7) 54/350 (2+E dice, 75 R) (Stage 6, 16% Stage 7)
That isn't our style.We've still got four more phases of zone suits to do as well so it might be a good idea to put a die or two towards it per turn so we're not scrambling to pour dice into it at the end of the plan
1) I don't actually want to rush the glaciers; we don't need the money, and ZOCOM has been creaking, and I'm already committing ZOCOM to at least some extra duties by working on the containment lines.
We're looking at about 14 dice worth of Zone Armor factories. It won't be that hard to finish the project at a modest, reasonable pace even if we don't work on it this turn, and we have enough unfinished business this turn that we can't make much progress on the Zone Armor project this turn anyway.We've still got four more phases of zone suits to do as well so it might be a good idea to put a die or two towards it per turn so we're not scrambling to pour dice into it at the end of the plan
This is starting to feel like just plain disrespect for the thread. We're not idiots, we know how to count. We've got eight turns to do about fourteen dice worth of factories. We can work at a reasonable pace without frantic end-of-plan rushing (2-3, maybe peak 4, dice per turn) and still get this done without difficulty even if we take one more turn off from zone armor stuff.
[] Draft Plan Daydreaming
-[] Infrastructure (5/5 Dice, +27 bonus, R)
--[] Yellow Zone Fortress Towns (Phase 7) 93/250 2 dice 40R 63%
--[] Suborbital Shuttle Service (Phase 3) 27/150 1 die 25R 20%
--[] Rail Network Construction Campaigns (Phase 6) ??/245 2 dice 30R 4%
-[] Heavy Industry (5/5 Dice + 3 FD, +34 bonus, R)
--[] Second Generation Repulsorplate Factories ??/525 2 dice 50R
--[] North Boston Chip Fabricator (Phase 5) ??/1805 4 dice 60R
--[] Second Generation Continuous Cycle Fusion Plants (Phase 4) ??/275 2 dice 40R
-[] Light Industry (4/4 Dice, +29 bonus, R)
--[] Bergen Superconductor Foundry (Phase 4) 235/610 2 dice 60R 24%
--[] Adaptive Cloth Factories (New) 0/300 2 dice 30R
-[] Agriculture (6/6 Dice, +29 bonus, 45R)
--[] Reforestation Campaign Preparations (Phase 1) ???/805 3 dice 15R
--[] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 54%
--[] Tarberry Plantations (Phase 3) 3/65 1 die 10R 88%
-[] Tiberium (7 Dice, +39 bonus, R)
--[] Forgotten Experimentation 0/260 2 dice 60R 10%
--[] Coordinated Abatement Programs (Phase 3) ??/180 2 dice 50R 100%
--[] RZ Marvs, 3-4 dice
-[] Orbital (7/7 dice + 3 FD + E, +34 bonus, 180 R)
--[] Spaceport Bay 0/295 4 dice 80R 91%
--[] Assembler Bay 0/255 3 dice 60R 71%
--[] GDSS Shala 868/975 1+E dice 40R 87%
--[] Lunar Mining Projects 0/195 2 dice 40R 40%
-[] Services (4/4 Dice, +35 bonus, R)
--[] Primitive Prototype Portal Construction 73/400 1 dice 200R
--[] Cosmetic Biosculpting ???/345 2 dice 60R
--[] Autodoc Systems Deployment 0/280 1 dice 30R
-[] Military (7/7 dice + AA, +31 bonus, R)
--[] Island Class Assault Ship Deployment 0/135 1 die 25R 12%
--[] Stealth Disruptor Deployment 0/160 1 die 30R
--[] SSN Development Program (New) 0/120 (1 die, 30 R) (32% chance)
--[] Inferno Gel Development (Tech) 0/40 AA die 10R 75%
--[] Binary Propellant Exploration (Tech) 0/60 1 die 10R 92%
--[] Reclamator Hub x2 0/250 2 Mil + 3-4 Tib dice 120R 69%
--[] Modular Rapid Assembly Prototype Factory 0/265 1 die 20R
-[] Bureaucracy (4 Dice, +29 bonus)
--[] Admin Assistance (Mil)
--[] Predictive Modeling Management 1 die auto
--[] Transfer Funding to InOps 1 die auto
Infra: CRP (-5 PS) (yes, I see that you also have this)Yes, which is why I'm only flaring off a little, so that we don't find ourselves with, say, 119 next turn and honestly struggling to figure out what to do with it all so much. Given that there aren't that many -PS projects, we're very likely to do Inferno Gel Development either this coming turn or the turn after anyway, so I see no reason to wait.
I agree, but I still think that the danger of a nat one is worse than the loss of cap goods. We have a 43% chance of rolling a nat one in orbital, assuming we don't put any Free, Erehwon, or AA dice on the project (rather unlikely). Given how much we have riding on those projects, that risk is far too high for my liking.And a 20 surplus would have helped out heaps when we had our industrial zones attacked in the past.
Just because we've had bad rolls recently doesn't mean we should ignore the other risks in this game.
We're so close to completion that I doubt we can wring more than one more die out of this, so I'm figuring -5 PS.
We have lots of R but a limit on dice. Spending R inefficiently to get more dice can be worth it. Especially in contexts like the one where I use an AA die this turn- to complete a project that has a 90% or greater chance of finishing even with an AA die, but would otherwise require a full Military die better used elsewhere.Bureau: Trade Programs (-5 each, repeatable/stackable) (as long as we're willing to stop hammering AA every single turn - it's not usually an efficient use of resources anyway - this is an easy PS burn)
It's not that difficult, even delaying.
1) Because we have to build new refineries to meet our Plan targets anyway. That's actually mandatory. We can't only refit the old ones, because refitting the old ones doesn't add processing capacity.Regarding your plan, why are you doing new IHG refineries and refits at the same time, rather than just refits?