Ok, so think going forward our priorities are probably going to be following. (Mind you this is what I think based on what I have seen on the discord. I could be wrong.)

  1. Maintaining our lead in energy is a given
  2. Start gaining more net production in cap goods
  3. Complete timed projects, so we don't lose out on potential benefits
  4. Complete smaller projects so Squid can focus on other parts of the quest
  5. Complete High Priority Projects
  6. Complete Promises and keep future Promises small so we have less crap to worry over in the future
  7. Oh and find ways to regain and maintain labor

Did I miss anything?
 
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Want. Really want.
But species restoration…

And PS… if it's over 100 it burns off with time?
Yes. We are absolutely in a good position to burn Political Support on useful projects, and this is a not bad time to burn it on projects that are unpopular, since the next election is a long time from now as I recall.

I'm thinking we put one die on Species Restoration Bay to see it finished, and shovel like 6+2 Free dice into Lunar Homesteading. I'm nervous about throwing too many Free dice at any one area, as we saw with Columbia that can lead to problematic rush-jobs. And if we do need to rush the homesteads, it's probably best not to rush the FIRST generation TOO hard, because that increases the risk of disaster striking or us having to rebuild things entirely.
 
our light industry options are .. a little light.

still other then that lots of interesting option but lets try too focus on what need doing.

also kind of pro mass investment in the planned city, just too see how much we can build in a turn.
 
[]Plan Sweeping Out the Cobwebs
-[]Infrastructure (5/5 dice, +27) 55 Resources
--[] Blue Zone Arcologies (Stage 5): 29/450, 2 dice (15R) 0%
--[] Rail Network Construction Campaigns (Phase 6): 108/245, 2 dice (30R) 78%
--[] Trans-American Railroad: 0/120, 1 die (10R) 11%
-[]Heavy Industry (5/5 dice + Erewhon, +34) 90 Resources
--[] North Boston Chip Fabricator (Phase 5): 750/1805, 5 dice + Erewhon (90R) 0%
-[]Light and Chemical Industry (4/4 dice, +29) 120 Resources
--[] Bergen Superconductor Foundry (Phase 5): 144/1140, 4 dice (120R) 0%
-[]Agriculture (6/6 dice, +29) 60 Resources
--[] Reforestation Campaign Preparations (Phase 2): 280/790, 2 dice (10R) 0%
--[] Vertical Farming Projects (Stage 5): 78/215, 2 dice (30R) 80%
--[] Strategic Food Stockpile Construction (Phase 5): 149/170, 1 die (10R) 100%
--[] Organ Farming Programs: 81/120, 1 die (10R) 100%
-[]Tiberium (7/7 dice, +39) 240 Resources
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5): 0/380, 4 dice (120R) 46%
--[] Xenotech Tiberium Processing Plants (Stage 1): 0/300, 3 dice (120R) 34%
-[]Orbital (10/7 dice, +34) 230 Resources
--[] High Density Housing Bay: 0/295, 3 dice (60R) 42%
--[] Assembler Bay: 0/255, 3 dice (60R) 71%
--[] Species Restoration Bay (Stage 1): 206/255, 1 die (20R) 100%
--[] Lunar Homesteading (Phase 1): 3 dice (90R) 71%
-[]Services (5/4 dice, +35) 100 Resources
--[] Cosmetic Biosculpting: 308/345, 1 die (30R) 100%
--[] Civil Sensory Augmentics Development: 67/120, 1 die (20R) 100%
--[] Civil Prosthetics Development: 79/120, 1 die (20R) 100%
--[] Phage Engineering Development: 0/40, 1 die (15R) 100%
--[] Biowarfare Countermeasures Development: 0/40, 1 die (15R) 100%
-[]Military (9/7 dice, +31) 190 Resources
--[] Initiative Laser Systems Deployment (Phase 1): 0/185, 3 dice (90R) 99%
--[] Antiradiation Munitions Deployment: 250/265 (Munitions Department autocomplete)
--[] GD-3 Deployment (Phase 1): 0/180, 2 dice (20R) 49%
--[] Governor-A Deployment (Refits): 66/350, 3 dice (60R) 27%
--[] Modular Rapid Assembly Prototype Factory: 168/265, 1 die (20R) 51%
-[]Bureaucracy (4/4 dice, +29) 60 Resources
--[] Transfer Funding to InOps (-60 RpT), 1 die (autocomplete)
--[] Hand Off Capital Goods to Market (-10 CG), 1 die (autocomplete)
--[] Realign Standard of Living (Large Adjustments), 1 die (autocomplete)
--[] Idk what to do with this last die, have everyone defrag their hard drives or something, 1 die (autocomplete)
Total Cost: 1145/1250R + 130R reserved, new reserve 235R
 
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I figure we might as well put 3 doce on the HDH bay. Start the experience ticking, and it allows us to break up the number of dice on lunar settlement.
 
I'm thinking we put one die on Species Restoration Bay to see it finished, and shovel like 6+2 Free dice into Lunar Homesteading. I'm nervous about throwing too many Free dice at any one area, as we saw with Columbia that can lead to problematic rush-jobs. And if we do need to rush the homesteads, it's probably best not to rush the FIRST generation TOO hard, because that increases the risk of disaster striking or us having to rebuild things entirely.
I agree that overspending on Homesteads is a bad idea, but I think you and I have a very different definition of the word "overspending". 8 dice on a project that is only 500 progress practically screams "overspending" to me. I'd much rather only do seven, and eighth the third on some other orbital project.
 
And this is back!
This was a perfect late Christmas gift!

Now on to the current issues.
While I don't remember exactly what we were about and a lot of the things I do remember were mentioned above already, I agree that our main problems are STU and labor shortages. For STU we need to build the new xenotech refineries, hopefully decommissioning old refineries will free up some workers to add to our labor pool. Researching all the prosthetic and sensory implants options should help us regarding workers in the short term, while pursuing automation should do so in the medium term.

Finally, we do have new moon projects, this is our way to fulfill the "inhabitants in space promise, but we should not neglect the outstanding bays as well.
 
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@Ithillid , you've put us in a bit of a predicament if Litvinov expects us to "use all Bureaucracy dice" as part of our promise to activate all regular dice before activating any Free dice.

Administrative Assistance uses two dice, but with the disappearance of actions like 'political promises' and 'trade programs,' we have very limited ways to use dice on anything else. All we have are "hand off Capital Goods," "hand huge chunk of RpT to InOps," and "hand less huge but still large chunk of RpT to general budget," all of which have kind of a wince-inducing price tag.

Is this intentional?
 
The "activate all your dice" rule was meant to stop us from stripping civilian economic sectors to max out military spending, so if every single other die in play is active and there's still even more wiggle room left in the budget I think that a single idle Bureau die for lack of anything useful to do with it is well within the spirit of the law. It is pretty hazy whether it's within the letter or not though...
 
Okay, I have a question. If we get things like Reforestation and Abatement done, will that decrease Starbound Party support and make people live on the planet because they can actually walk in a forest without need of a suit or fear of contamination?
 
Okay, I have a question. If we get things like Reforestation and Abatement done, will that decrease Starbound Party support and make people live on the planet because they can actually walk in a forest without need of a suit or fear of contamination?
Maybe, but at this point we're pretty firmly headed spacewards and I don't think that'll change until we actually beat tiberium. Like, GDI isn't going to go back to head-in-sand policies that tiberium is firmly under control. I think the overall loss of fearful desire to rapidly colonize space will be more than offset by increased hope and confidence that GDI actually has long-term plans and is taking matters seriously.



Now...

This is still a work in progress and I may honestly not have time to refine it. But it's a point of start for discussion.

THERE MAY BE MATH ERRORS. I tried, but I encourage others to look.

One AA die is still unallocated.



1205/1380 R budget
119 Political Support
+5 (Transcontinental) + 1 (BZ-1 inhibitor)
-5 (Emergency-Only CRP) - 5 (Enhanced Spikes)
6/6 Free dice (1+E Heavy Industry, +2 Orbital, +2+AA Services, +1 Military)

[] Attempting to Resume Operations

-[] Infrastructure (5/5 Dice, +27 bonus, 60 R)
--[] Postwar Housing Refits (Phase 2) 33/150 (1 die, 10 R) (26% chance)
--[] TransAmerican Railroad 0/120 (1 die, 10 R) (11% chance)
--[] Rail Network Construction Campaigns (Phase 6) 108/245 (2 dice, 30 R) (78% chance)
--[] Emergency CRP Installations (Phase 2) 31/70 (1 die, 10 R) (100% chance) (-5 PS)
---[] Good for disaster response. Flares off excess PS we'd otherwise lose.

-[] Heavy Industry (5/5 Dice + 1 Free Dice + EREWHON!, +34 bonus, 140 R)
--[] Microfusion Cell Laboratories 0/150 (1+E dice, 50 R) (52% chance) (?)
--[] North Boston Chip Fabricator (Phase 5) 750/1805 (6 dice, 90 R) (6/12.5 median) (CHECK)

-[] Light Industry (4/4 Dice, +29 bonus, 120 R)
--[] Bergen Superconductor Foundry (Phase 5) 144/1140 (4 dice, 120 R) (4/12.5 median) (CHECK)

-[] Agriculture (6/6 dice, +29 bonus, 65 R)
--[] Reforestation Campaign Preparations (Phase 2) 280/790 (2 dice, 10 R) (2/6 median)
--[] Spider Cotton Plantations (Phase 2) (1 die, 15 R) (50% chance)
--[] Organ Farming Programs 81/120 (1 die, 10 R) (100% chance)
--[] Laboratory Meat Deployment (Phase 1) 0/170 (2 dice, 30 R) (54% chance)

-[] Tiberium (7/7 dice, +39 bonus, 210 R)
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 (2 dice, 60 R) (54% chance)
--[] Tiberium Inhibitor Deployment (BZ-1 Northern Europe) 0/75 (1 die, 30 R) (80% chance) (+1 PS)
--[] Enhanced Harvest Tiberium Spikes 0/180 (2 dice, 40 R) (70% chance) (-5 PS)
--[] Xenotech Tiberium Processing Plants (Stage 1) 0/300 (2 dice, 80 R) (2/3 median)
---[] We need the STUs and this is the only way for us to increase refining capacity and hit the Plan goal.

-[] Orbital (7/7 Dice + 2 Free dice, +34 bonus, 260 R)
--[] Lunar Homesteading (Phase 1) (5 dice, 150 R) (91% chance)
--[] High Density Housing Bay 0/295 (3 dice, 60 R) (42% chance)
--[] Species Restoration Bay 206/255 (1 dice, 20 R) (100% chance)
---[] Columbia's high density bay puts 4.068 people in space per point Progress, while lunar homesteading puts exactly 4 in. This is close enough that I think it behooves us to actually finish the high density bay. Also, the high density bay is cheaper, which isn't irrelevant.

-[] Services (4/4 Dice + 2 Free dice + AA die, +35 bonus, 195 R)
--[] Civil Prosthetics Development (Tech) 79/120 (1 die, 20 R) (100% chance)
--[] Civil Sensory Augmentics Development (Tech) 67/120 (1 die, 20 R) (100% chance)
--[] Phage Engineering Development (Tech) 0/40 (AA die, 15 R) (76% chance)
--[] Fifth Generation Electronic Video Assistants 0/200 (2 dice, 80 R) (34% chance)
--[] Autodoc Systems Deployment 0/280 (2 dice, 60 R) (2/3 median)
---[] Good for disaster response, like when there's an impending war...

-[] Military (6/6 Dice + 1 Free dice, +31 bonus, 155 R)
--[] Initiative Laser Systems Deployment (Phase 1) 0/185 (2 dice, 60 R) (43% chance)
---[] These are the naval laser refits, they're pretty important if we're potentially going to have al-Isfahani hucking nuclear cruise missiles at our warships in the near future
--[] Zrbite Sonic Weapons Deployment (Phase 2) 52/640 (2 dice, 40 R) (2/7 median)
--[] NovaHawk Development 0/40 (1 die, 15 R) (100% chance)
--[] GD-3 Deployment (Phase 1) 0/180 (2 dice, 20 R) (49% chance)
--[] Modular Rapid Assembly Prototype Factory 168/265 (1 die, 20 R) (51% chance)

-[] Burrito (4/4 Dice, +29 bonus)
--[] Administrative Assistance: Phage Engineering Development
--[] Administrative Assistance: UNALLOCATED, PENDING
 
Okay, I have a question. If we get things like Reforestation and Abatement done, will that decrease Starbound Party support and make people live on the planet because they can actually walk in a forest without need of a suit or fear of contamination?
It is impossible to get Abatement "done". At least, not without a Tiberium Control Network. Getting lots of abatement and reforestation done may reduce Starbound support somewhat, but there will still be massive cultural trauma leading to the desire of "get off this dying planet".
 
1110/1250+130

[] Plan Goals and Labor
Infra 5/5 70R +27
-[] Blue Zone Arcologies (Stage 5) 29/450 4 dice 60R 5%
-[] TransAmerican Railroad (New) 0/120 1 die 10R 11%
HI 5/5+2+AA 135R +34
-[] North Boston Chip Fabricator (Phase 5) 750/1805 7 dice+Erewhon+AA 135R 0%
LCI 4/4 120R +29
-[] Bergen Superconductor Foundry (Phase 5) 144/1140 4 dice 120R 0%
Agri 6/6+AA 50R +29
-[] Reforestation Campaign Preparations (Phase 2) 280/790 5 dice 25R 2%
-[] Vertical Farming Projects (Stage 5) 78/215 1 die 15R 8%
-[] Organ Farming Programs (Tech) (MS) 81/120 1 AA die 10R 76%
Tiberium 7/7+4 free 350R +39
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/235 2 dice 50R 39%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 0/380 4 dice 120R 46%
-[] Xenotech Tiberium Processing Plants (Stage 1) (New) 0/300 3 dice 120R 34%
-[] Forgotten Experimentation 0/260 2 dice 60R 10%
Orbital 7/7 170R +34
-[] High Density Housing 0/295 3 dice 60R 42%
-[] Species Restoration Bay (Stage 1) 206/255 1 die 20R 100%
-[] Lunar Homesteading (Phase 1) 0/250 3 dice 90R 71%
Services 4/4 80R +35
-[] Civil Sensory Augmentics Development (Tech) 67/120 1 die 20R 100%
-[] Civil Prosthetics Development (Tech) 79/120 1 die 20R 100%
-[] Drone Control Hub Development (New) (Tech) 0/180 2 dice 40R 65%
Military 7/7 135R +31
-[] Ground Forces Zone Armor (Set 2) (Phase 1) 0/285 3 dice 60R 32%
-[] Governor-A Deployment (Refits) 66/350 3 dice 60R 27%
-[] Phased Plasma Weapons Development (Tech) (New) 0/80 1 die 15R 72%
Bureau 4/4 +29 0R
-[] Administrative Assistance 2 dice auto (North Boston)
-[] Administrative Assistance 2 dice auto (Organ Farming Programs)
Free 6/6
2 HI, 4 Tib
Erewhon 1/1
1 HI

Plan Goals
Provide 13 Consumer Goods points from the Treasury (+4 BZ Arcology 4%, +4 Vert Farming 8%)
Increase Income by 390 (46% for 120 to 180 Deep RZ, 39% for 20-50 RZ Harvest)
Increase Tiberium Processing limit by 470 (34% to finish)
Increase population in space by 14.45k (42% for 1.4k and 71% for 1k)
Provide 14 Points of Red Zone Abatement (46% for 4 points Deep RZ, 39% for 2 points RZ Harvest)
Spend at least one die on Steel Talons projects every turn

Projects
Complete Karachi Planned City by end of 2065
Complete North Boston Phase 5 (9 dice assigned)
Deploy Governor-A refit (27% to finish)
Complete at least 4 Ground Forces Zone Armor factories (32% for 1 phase)
Complete Reforestation Campaign Preparation Phase 2 (2% to finish)
Develop Next Generation Armored Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065
Complete Post War Housing Refits

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


Plan focused on trying to work on plan goals and looking for ways to potentially reclaim labor with the service projects
 
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Looks neat but not a plan goal and eats up labor so it is out

Xenotech tiberium processing blurb from turn end has a 10% RpT increase and a nearly 100% increase in produced STUs for the same quantity of processed material. I would estimate that Xenotech refineries are 1 STU per 50 RpT.

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.

Projects generally come online the same turn, and are considered 'complete' even if they aren't for the purposes of plan turns. Military projects are special in that they have a 'ramp up' mechanic.

Okay, I have a question. If we get things like Reforestation and Abatement done, will that decrease Starbound Party support and make people live on the planet because they can actually walk in a forest without need of a suit or fear of contamination?

Yes, but also no.

Earth is doomed unless we somehow manage to permanently remove tiberium from it. The only way for humanity to survive tiberium taking over the Earth is, as of current understanding, being not on Earth.
 
[]Plan Sweeping Out the Cobwebs
-[]Infrastructure (5/5 dice, +27) 55 Resources
--[] Blue Zone Arcologies (Stage 5): 29/450, 2 dice (15R) 0%
--[] Rail Network Construction Campaigns (Phase 6): 108/245, 2 dice (30R) 78%
--[] Trans-American Railroad: 0/120, 1 die (10R) 11%
I'm not sure building arcologies is a good idea right now, though it's not a BAD idea; we essentially have Infrastructure dice to burn.

I do think we need to get on with the housing refits, at least gradually, and that E-CRP, which I remind everyone is not eaten normally and is for emergencies only is a good idea. Among other things, it's a disaster prep option and we may get nuked by al-Isfahani in the nearish future. Come to think of it, a die or two on food stockpiles in Agriculture, as you do, isn't a bad idea for the same reason...

-[]Tiberium (7/7 dice, +39) 240 Resources
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5): 0/380, 4 dice (120R) 46%
--[] Xenotech Tiberium Processing Plants (Stage 1): 0/300, 3 dice (120R) 34%
I don't think we should put four dice on the Deep Red glacier mines this turn. Completing two phases of the project is not necessarily a good thing; ZOCOM strain is a real concern.

-[]Orbital (10/7 dice, +34) 230 Resources
--[] High Density Housing Bay: 0/295, 3 dice (60R) 42%
--[] Assembler Bay: 0/255, 3 dice (60R) 71%
--[] Species Restoration Bay (Stage 1): 206/255, 1 die (20R) 100%
--[] Lunar Homesteading (Phase 1): 3 dice (90R) 71%
I don't think we can spare three dice for the assembler bay unless there's a clear reason to expect it to benefit the homesteading. I want to be more confident that we can actually hit the space population target without a frantic last-minute dash, and that means investing more dice early. We have plenty of spacelift to loft stuff to Columbia in the short term, and if we turn out to have spare dice in 2065 we can finish the assembler bay then.

-[]Services (5/4 dice, +35) 100 Resources
--[] Cosmetic Biosculpting: 308/345, 1 die (30R) 100%
--[] Civil Sensory Augmentics Development: 67/120, 1 die (20R) 100%
--[] Civil Prosthetics Development: 79/120, 1 die (20R) 100%
--[] Phage Engineering Development: 0/40, 1 die (15R) 100%
--[] Biowarfare Countermeasures Development: 0/40, 1 die (15R) 100%
I'd rather do phage engineering before biowar countermeasures since the former is obviously likely to augment the latter. Cosmetic Biosculpting seems like a lower priority than autodoc deployment, which we need for Political Support flare and because, well, possible nuclear war soon. We may need to shovel a LOT of burn victims into something that can keep them alive, FAST, a year from now.


-[]Military (9/7 dice, +31) 190 Resources
--[] Initiative Laser Systems Deployment (Phase 1): 0/185, 3 dice (90R) 99%
--[] Antiradiation Munitions Deployment: 250/265 (Munitions Department autocomplete)
--[] GD-3 Deployment (Phase 1): 0/180, 2 dice (20R) 49%
--[] Governor-A Deployment (Refits): 66/350, 3 dice (60R) 27%
--[] Modular Rapid Assembly Prototype Factory: 168/265, 1 die (20R) 51%
I feel like we should prioritize zrbite guns over the Governor-A refits; the Labor crunch isn't THAT desperate that we need +1 Labor THIS MINUTE. I also think that three dice on the laser rollout may be overkill, though I don't feel strongly on that.

-[]Bureaucracy (4/4 dice, +29) 60 Resources
--[] Transfer Funding to InOps (-60 RpT), 1 die (autocomplete)
--[] Hand Off Capital Goods to Market (-10 CG), 1 die (autocomplete)
--[] Realign Standard of Living (Large Adjustments), 1 die (autocomplete)
--[] Idk what to do with this last die, have everyone defrag their hard drives or something, 1 die (autocomplete)
Total Cost: 1145/1250R + 130R reserved, new reserve 235R
I think there's something to be said for "Realign," and I may take that and an idle Bureaucracy die in my own plan later now that I know it's okay.
 
Do we want to pull the trigger on the anti-stealth tech? Karachi is coming up soon ...
[ ] Stealth Disruptor Deployment
While overall less effective than the still around nine kilometer range of current generation sensors, the stealth disruptor is still a potentially useful tool, and one that needs further development as both an attack surface against such targets as stealth tanks and Vertigo bombers, and as a means of ensuring that next generation stealth combats remain in the Initiative's favor.
(Progress 0/160: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete) (Will time out at end of plan)
See the bolded: it won't help with Karachi.
In general, assume that very very few projects we do now will get deployed in time to help with Karachi.
 
--[] Modular Rapid Assembly Prototype Factory 168/265 (1 die, 20 R) (51% chance)
A poor idea with our labor crunch

Current Labor: 19
Per turn: -1
Plan Costs-
Karachi -12
North Boston -2
Xenotech Tiberium Processing Plants -1
Regional Hospital Expansions -1
Ground Forces Zone Armor -8
Governor A Refit +1
Total: -23

So we are short 4 points of labor and are losing 1 point a quarter on top of that for an end of plan shortfall of 11 points, until we see how much we can get from projects any labor spending that is not a plan goal needs to be put aside.

Xenotech tiberium processing blurb from turn end has a 10% RpT increase and a nearly 100% increase in produced STUs for the same quantity of processed material. I would estimate that Xenotech refineries are 1 STU per 50 RpT.
Yeah I changed my mind on that when I saw it is the only processing increase we have so going to do 1 stage to cross out that plan goal
 
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HI 5/5+2+AA 135R +34
-[] North Boston Chip Fabricator (Phase 5) 750/1805 7 dice+Erewhon+AA 135R 0%
May I suggest moving some of these dice to Isolinear Fabricator, since you're doing Drone Control Hub? The description text outright states that making progress on isolinear development is helpful for drone swarms. Simply moving a free and AA die would give us a >90% chance of getting Phase 1 done without unduly slowing North Boston. Just because there are no listed benefits for getting it done doesn't mean that none exist. They could be gated behind Drone Control Hub.
 
As always I'd like forgotten experiments and organ farming (and isn't that a lovely thing to quote) because of how they improve our treatment options for the Qatar loyalists, but mainly I'd just like to refresh everyone's memories about the main avenue for improving our shield tech at or ahead of the next gen vehicle designs, Military Particle Beam Development:
Thursday, August 3, 2023 11:32 in PoptartProdigy Discord #ithillids-channel [11:32 AM]Pyro Hawk: As you are hear Ithillid, and sorry for the pestering but it's Oh God O'clock, but I can post about the Particle Beams effecting Shields?  And can I share the bit of info we got/had confirmed about Shields being  System: None <-> Shimmer <-> Sparkle Modification: None (Bubble) <-> Area Limited (Buckler) <-> Stressed (Particle)  Or not? [11:32 AM]Pyro Hawk: Again, really sorry for perstering. [11:32 AM]ithillid: yes, you can post about particle beams and shields.
PyroHawk followed up on that permission with this post. It's worth reading in its entirety to be honest, covering not just how our particle beam tech is a key component of any stressed shield system we deploy, but other helpful reminders about tech development as well. Especially now after the hiatus it's hard to remember if we ever got any hard information on how easily improved particle beam tech could be refit into existing stressed shield assemblies, but the earlier we make those developments, the easier refitting the rest should be.

There's a lot of "the rest" to get to, unfortunately. I think "[ ] Military Particle Beam Development (Tech)" is still for nod's last gen, and gates the advanced particle tech our 97 pulled from the gacha. Energy hogs that any particle beam technology will be, it would be hugely beneficial to know anything more about what our shields' accelerators will use, and the quirks of that use, ahead of having to put down a new tank's power plant design to paper. Doubly so should this also reduce cost and bulk.

Given that gating, this is a development with a long tail behind it that might have been better to have started earlier, but the second best time is now - and far from just being a boost to our military's best gear, existing particle beam technology has also provided economic benefits:
[ ] Low Velocity Particle Applicator Development (Tech)
The Brotherhood's Charged Particle Beams are, in effect, very high-efficiency particle accelerators, energized from Tiberium-based power cells. While the Initiative is unwilling to adopt the power cells, the technologies behind the particle beams have potential uses in a wide range of industries, including extremely high-precision additive manufacturing, lithography, large particle projectors, and industrial cutting machinery.
(Progress 121/120: 20 resources per die) [67]
Some readers may remember how in the past, last generation nod laser technologies saw more widespread application in the economy after we developed the modern laser tech. I suspect that we may see a similar benefit once we develop modern particle weapons, perhaps 2-3 turns from now if we start this turn. This is all setting aside just directly shooting people with the things, too! As befitting one of the highest possible rolls on the nod gacha, particle beams appear to be an excellent investment.

So that's my pitch - spare a die for Military Particle Beam Development, if it sound nice.

Welcome back, commander planners!
 
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I agree that overspending on Homesteads is a bad idea, but I think you and I have a very different definition of the word "overspending". 8 dice on a project that is only 500 progress practically screams "overspending" to me. I'd much rather only do seven, and eighth the third on some other orbital project.
Well, good news, I'm no longer proposing to spend that many dice.

Finally, we do have new moon projects, this is our way to fulfill the "inhabitants in space promise, but we should not neglect the outstanding bays as well.
I'd like to see math done on how many total dice we need to spend before end of Plan to fulfill the promise before I commit to spending dice on a bunch of other bays. We can't really afford to throw 3-4 Free dice per turn at Orbital for several turns to make up for past deficiencies if it turns out we frittered away our opportunity.

I would swap to a different Steel Talon project, that eats up labor which we cant afford to spend where we dont have to
I don't think it's politically safe for us to leave that particular project undone indefinitely now that it's so close to completion. I know Labor is precious, but we can't be perfectly stern guardians of it. We're not the only people with control over what happens here.

The fact that we're at 19 Labor, -1/turn, with significant -Labor commitments over the course of the Plan is a problem. I'm not saying otherwise. But we've got to take steps to find some +Labor anyway, regardless, and it's not going to make a huge difference in the scheme of things whether we're at 0 Labor or -1 Labor, because -1 Labor doesn't mean "entire economic sectors get Thanos snapped out of existence" or anything like that.

The situation is not good, but we're working to mitigate it and we need to make sure we don't make weird choices that will have other interest groups within the government (or the general public) questioning our judgment because we're doing seemingly bizarre things like 90% finishing a huge factory complex and then not actually doing anything with it.

Do we want to pull the trigger on the anti-stealth tech? Karachi is coming up soon ...
That's the problem. It's TOO soon. We won't have time to train operators and deploy the tech until well after the fighting's already happening. Deployment times are the issue here. We've done a lot to prepare ourselves for this, but at some point we have to shrug and just try to do what makes sense.
 
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