- Location
- Mid-Atlantic
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?
All I can recall is that we were discussing HI megaprojects and needing a heavy space settlement push.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 gainsHeh. 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?
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).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?
Uhhhhh like Q4 of this year I think? Q1 2065 at the latest but I think that cuts it a little close with everything up to stage 5 being fully complete on a narrative level by Q4 2065.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).
Our babby AI is growing!
Sounds like we'll need better Isolinear stuff before we can get labor savings out of that judging from the description. Prosthetics development is more likely to get us Labor in the short term imo.Same thinking about moving towards helping with labor. Maybe even longer term something that can be applied to harvesters, cut down on at risk crews in red zones?
Looks neat but not a plan goal and eats up labor so it is outXenotech Tiberium Processing Plants were the next big thing, and manage to render the a promise of refits defunct due to being outdated.
We have 1 point of HQ housing in reserve right now, would have to check if something changed or we just finally caught up...Has all our existing Housing reserve just been redesignated low quality?
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.
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.[*]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.
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.[*]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
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.[*]Xenotech Tiberium Processing Plants were the next big thing, and manage to render the promise of refits defunct due to being outdated.
Yeah, a lot, though surprisingly not necessarily "most." We have reason to be cautiously optimistic about hitting the target, I think.[*]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.
We did that last turn@Ithillid "Offshore Tiberium Harvester Stations (Phase 4) (New)" is listed in the array but I don't see a project blurb in the Infra section for it, is that something we're supposed to see this turn?
-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.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.
We do have Increase Tiberium Processing limit by 470.
Yeah, but that's okay, I think. We just need to work hard on the high-hanging fruit, so to speak.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.
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?
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."We have 1 point of HQ housing in reserve right now, would have to check if something changed or we just finally caught up
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.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
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.-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.
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.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?
Want. Really want.[ ] Lunar Homesteading (Phase 1) (new)
(Progress 0/250: 30 resources per die) (1000 residents)