Heh. Not much chance of my getting a plan out in six hours or less due to personal circumstances. Let's try and start by remembering what we were doing and what our priorities were, shall we?
 
A welcome surprise- though I am looking at our labor pool and at required projects and it looks like we are going to run out, so we need to find someway to increase labor

Heh. Not much chance of my getting a plan out in six hours or less due to personal circumstances. Let's try and start by remembering what we were doing and what our priorities were, shall we?
Plan goals is probably our best bet to focus on this turn- and no labor expenses on anything that is not a plan goal plus looking for actions that can lead to labor gains
 
Oh wow, we're back! I... don't actually remember what was going on last time I paid attention to planning, besides vaguely needing lots of space colonization, capital goods, and military spending for Karachi in the near future. I guess I'll mostly just go off the FYP targets?
 
Oh wow, we're back! I... don't actually remember what was going on last time I paid attention to planning, besides vaguely needing lots of space colonization, capital goods, and military spending for Karachi in the near future. I guess I'll mostly just go off the FYP targets?
Do you remember what quarter we can kick Karachi off? That is a lot of progress and a plan goal (also eats up most of the open labor before the -1 per turn we are taking there).
 
Some things I vaguely remember
  • Although the Postwar Housing Refits are cheap and a plan goal, there was some problems due to complaints from displaced residents. We tried to address it by making more BZ Arcologies to move them into, but that didn't actually have much of an effect.
  • Karachi is a big upcoming thing, and I remember there being a plan to wait until right after monsoon season to rush it with all available dice.
  • We need to strike a balance with constructing the 2nd Gen Fusion Plants, due to needing more power for our projects and the 1st Gen being decommissioned over time. I don't think a full phase is required this turn, but still might want a few die on it. Otherwise, all available dice on Boston
  • Xenotech Tiberium Processing Plants were the next big thing, and manage to render the promise of refits defunct due to being outdated.
  • Space Pop increase was the main thing we were focusing on, because we need a lot more people, so most of our free dice are going into orbital.
  • I think there were a lot of debates about what military project we should do first? Don't remember if we picked.
 
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Key thoughts:

Budget of 1280 R (if we can't go below 100 in reserve without disrupting the banks) or 1380 R (if we can)

...Has all our existing Housing reserve just been redesignated low quality?

Consumer Goods is at +277 and +13 per turn, so we have a lot of wiggle room to revise standards of living without real trouble.

Labor and STUs are under a very painful crunch.

We have refit ALMOST enough tiberium refineries that all our tiberium goes through the improved Hewlett-Gardner process; we only have about 450 points of tiberium throughput per turn that is using the older (50s-vintage) refinery processes.

Our commitments:
Provide 13 Consumer Goods points from the Treasury
Increase Income by 390
Increase Tiberium Processing limit by 470
Increase population in space by 14.45k
Provide 14 Points of Red Zone Abatement
Spend at least one die on Steel Talons projects every turn

Complete Karachi Planned City by end of 2065
Complete North Boston Phase 5
Deploy Governor-A refit
Complete at least 4 Ground Forces Zone Armor factories
Complete Reforestation Campaign Preparation Phase 2
Develop Next Generation Armored Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065
Complete Post War Housing Refits


Do not activate Free Dice (except for Tiberium) unless all Department Dice are active.
Spend no more than two free dice per turn on Military.
Hand off at least 10 more points of Capital Goods to market over the course of the plan.

...

Some of these are trivial; others are not. As I recall, we were working on North Boston, and we were planning to delay Karachi until 2064Q4 to take advantage of the drawdown of the monsoon season and give our defense laser systems a bit more time to deploy around key civilian targets in case Al-Isfahani, the warlord most affected, goes nuclear.

Not sure what all else is going on.
 
I just remembered more details about the HI discussion. We were concerned because we had used up all the low-hanging fruit in terms of Cap Goods, and were stuck with projects that can't be crash built in a single turn and significant Cap Goods outlays further into the plan.
 
Xenotech Tiberium Processing Plants were the next big thing, and manage to render the a promise of refits defunct due to being outdated.
Looks neat but not a plan goal and eats up labor so it is out

...Has all our existing Housing reserve just been redesignated low quality?
We have 1 point of HQ housing in reserve right now, would have to check if something changed or we just finally caught up

Labor and STUs are under a very painful crunch.
Yes labor is pain, I added up Karachi, looked at our labor pool and realized we have more labor expenses in plan goals and I am in a labor focus
 
Some things I vaguely remember
  • Although the Postwar Housing Refits are cheap and a plan goal, there was some problems due to complaints from displaced residents. We tried to address it by making more BZ Arcologies to move them into, but that didn't actually have much of an effect.
  • Yeah. Best to slow-roll that project at one die per turn so there's time for the residents to adjust.

    [*]Karachi is a big upcoming thing, and I remember there being a plan to wait until right after monsoon season to rush it with all available dice.
    It doesn't have to be ALL dice; thanks to the new alloys and other factors we don't really need 'all' dice to get the job done. But... essentially, yes. I think we settled on, as others point out, a 2064Q4 start date.

    [*]We need to strike a balance with constructing the 2nd Gen Fusion Plants, due to needing more power for our projects and the 1st Gen being decommissioned over time. I don't think a full phase is required this turn, but still might want a few die on it. Otherwise, all available dice on Boston
    Given that one of the big obstacles to Ithillid's enjoyment seems to be writing repetitive blurbs for the same project over and over, it might be a good idea to just peace out on that entirely for a turn. We have a huge Energy surplus, easily enough to weather the first wave of fusion shutdowns in 2065.

    [*]Xenotech Tiberium Processing Plants were the next big thing, and manage to render the promise of refits defunct due to being outdated.
    True, though in the short term we do have a promise to build more total refining capacity and I'm not sure when the xenotech refineries come online.

    [*]Space Pop increase was the main thing we were focusing on, because we need a lot more people, so most of our free dice are going into orbital.
    Yeah, a lot, though surprisingly not necessarily "most." We have reason to be cautiously optimistic about hitting the target, I think.
 
Key thoughts:

Budget of 1280 R (if we can't go below 100 in reserve without disrupting the banks) or 1380 R (if we can)

...Has all our existing Housing reserve just been redesignated low quality?

...

We have refit ALMOST enough tiberium refineries that all our tiberium goes through the improved Hewlett-Gardner process; we only have about 450 points of tiberium throughput per turn that is using the older (50s-vintage) refinery processes.
-The budget is 1380R, and then there is the 100R locked and set aside for banking as well. So, technically 1480, but we would get whacked if we touched it.
-I think it's just that we just finally got everyone out of Low Quality housing, so that all that is in reserve.
...
-I think a fair amount is just using H-G, not the Improved H-G. (I haven't checked, though.) But bulding new refineries, we'll want to build the xenotech variety.
 
Think we wanted to do Modular Rapid Assembly Prototype Factory so that after we can do some MARV and Reclamator Hubs in red zones where those NOD leaders that are making problems are
 
I just remembered more details about the HI discussion. We were concerned because we had used up all the low-hanging fruit in terms of Cap Goods, and were stuck with projects that can't be crash built in a single turn and significant Cap Goods outlays further into the plan.
Yeah, but that's okay, I think. We just need to work hard on the high-hanging fruit, so to speak.

Looks neat but not a plan goal and eats up labor so it is out
Er, the xenotech refineries do? Oooh, that's rough. Trouble is, we really, really could use the STUs, and we need to hit the increased refining capacity target somehow. Just refitting old plants won't do that. How are you planning to hit the Refining Capacity target without building a phase of those?

We have 1 point of HQ housing in reserve right now, would have to check if something changed or we just finally caught up
Well, it's plausible that all the Housing that was just "Housing" before is retroactively defined as "Low Quality" now that no one strictly has to live in it because there's enough space elsewhere. That's kind of what happened previously when we reached the "no one is living in a refugee camp" line and stayed there for a while; the dense housing that was just "+8 Housing" back in 2050 became retroactively "+8 Low Quality Housing."

Yes labor is pain, I added up Karachi, looked at our labor pool and realized we have more labor expenses in plan goals and I am in a labor focus
If we're lucky, the influx of refugees from the combination of captured territory and people fleeing across a new border with Nod will do more to offset our Labor problems than the damage from fighting Nod causes.

-I think a fair amount is just using H-G, not the Improved H-G. (I haven't checked, though.) But bulding new refineries, we'll want to build the xenotech variety.
Our current processing capacity is about 3800 and we're processing about 2810 units of Tiberium. We have about 1440 RpT of "old HG" processing capacity being used total. Assuming that tiberium is being preferentially shoveled into the more efficient refineries where possible, I think we have about 1440 RpT worth of tiberium still going into the "old HG" refineries, which are presumably running well below theoretical capacity and being held in reserve, while the "new HG" refineries run at tip-top full capacity.

But importantly, ONE ROUND of xenotech refineries fulfills that particular promise, and probably also nets us significant +STU gains. 500 RpT shifts from the "+1 STU per 85 RpT" refineries to the new "+1 STU per 50-60 RpT (?)" refineries, and another 500 shifts from the "+1 per 95" to the "+1 per 95." That's some real gains.

We'll shift from running about
 
We do have Increase Tiberium Processing limit by 470.
So probably this plan, but not this turn.

Oh Kane Dammit, that reminds me, our biggest issue right now is the labor loss drain. Does anyone remember what the solution we were pursing was? I think it was more prosthetics and AI research?
Oh shoot and our only option to increase it so we will have to do a stage. For labor AI and service research and deployment? Otherwise keep on hitting any project that does not have a labor cost in hopes of finding something? Losing the labor specialist early in the plan was a huge blow.
 
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