Handoff+Consumer Good is a good way to pair 2 bureau dice- I just would like to do so in Q3 but if all the projects that eat cap goods finish that i have started and we still can do the handoff I could see doing it Q2, will have to calculate worst case cap good usage this turnActually, he has a point. We're at +23 Capital Goods, +2/turn as it is, and we've got +35 coming in from North Boston in 2064Q4-2065Q1. I think we can afford to do the handoff. Does anyone disagree?
Karachi is going to eat up a lot of infra dice so getting plan goals out of the way Q3 and Q4 will be good so we are more flexible in the final year.I don't think that claiming the refits are a response to Karachi planning is a good idea. We have a ton of other housing to stick refugees in besides the "already scheduled for demolition in the near future" tenements built immediately after Tib War III, and the refits actually reduce housing stock overall. They make sense in context of the civilian economy and the desire to make housing 'nice,' but they're like the dairy ranches in a way. They're a result of GDI wanting to feel like it can have a peacetime economy again, not a move that's part of a coherent geopolitical/military/security strategy to house refugees.
[shrugs]It takes very few dice. The people who live in the old housing don't really want us to hurry it. We can do Phase 2 before Karachi and Phase 3 after Karachi. It'll be fine.We have +1 HQ housing right now, with both refits we would need 3 more to cover everyone, so that could be a wait 3 turns for that to happen but then we will be in Karachi with the chance of a new refugee wave incoming so pushing Arcology this turn, then 1 housing refit Q3 and 1 Q4 means that we keep positive on the refits and have spare room for a refugee wave Q1/Q2. And housing refits is a plan goal I would like to get started on sooner than later but also dont want to put too many dice into (which makes it work with doing alongside Karachi)
If we do phase two of the housing refits this turn or next turn (and that is like 1-2 dice), we can very easily finish the last phase after Karachi (another 2-3 dice). It's not meaningfully eating into our "flexibility" in a way that makes it advisable for us to lose all our flexibility right now.Karachi is going to eat up a lot of infra dice so getting plan goals out of the way Q3 and Q4 will be good so we are more flexible in the final year.
You know, this is good enough that I'm almost happy with it. I'd make changes, but... I can deal.Updated version of my plan checked against the new array, the only change is moving some mining dice to enhanced spikes and some tweaked probability numbers. Everything else should be the same.
[]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) 88%
--[] 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) 91%
--[] 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): 0/190, 2 dice (60R) 57%
--[] Xenotech Tiberium Processing Plants (Stage 1): 0/300, 3 dice (120R) 34%
--[] Enhanced Harvest Tiberium Spikes: 0/180, 2 dice (40R) 70%
-[]Orbital (10/7 dice, +34) 230 Resources
--[] High Density Housing Bay: 0/295, 3 dice (60R) 40%
--[] Assembler Bay: 0/255, 3 dice (60R) 80%
--[] Species Restoration Bay (Stage 1): 206/255, 1 die (20R) 100%
--[] Lunar Homesteading (Phase 1): 0/250, 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 (3/4 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)
Total Cost: 1145/1250R + 130R reserved, new reserve 235R
Yeah the InOps funding is just because I literally can't spend all our money even with paying no attention to budget while making choices, so might as well just hand it off to people who CAN spend it instead of hoarding an even larger reserve.I'd like to push for zrbite guns as a higher priority than the Governor-A refits, but I can see arguments pro and con as long as we're not planning another heroic massive charge into the Red Zones right away. I think it's a little premature to fund InOps so heavily, but hell, we can spare the money and still activate our dice as far as I can tell.
Yeah we should, that's how it's worked in previous pairings like this at least.Do you think we'll get the benefits of Phage Engineering Development in our biowarfare countermeasure research if we do them in the same turn?
I don't want to take free dice out of Orbital obviously but I could spring one from Services by cutting the cosmetic biosculpting unless anybody else speaks up against that. I'm not particularly attached to cosmetic modifications as a high priority, I was mostly just finishing it out of a sense of duty to a 90% done projectHm. One quibble I do have is that I feel like you're underfunding North Boston. It's going to take considerable luck to get it into confident completion range for a 2064Q3 completion this way.
instead of leaving a dice idle, use 2 for an AA dice on a project like bergen or boston to chip away at it more (and yeah some of our needed projects/plan goals are really cheap this turn though worst case we have enough R for the next portal type project)Yeah the InOps funding is just because I literally can't spend all our money even with paying no attention to budget while making choices, so might as well just hand it off to people who CAN spend it instead of hoarding an even larger reserve.
Eh, if we're going to flip a die out of Cosmetic Biosculpting, I'd put it on another Services project. Services is the site of so many of our hopes for +Labor that it seems unwise NOT to focus on it... it's just that I think we need our Free dice balance to be more like 1/2 on HI/Orbital, not 0/3.I don't want to take free dice out of Orbital obviously but I could spring one from Services by cutting the cosmetic biosculpting unless anybody else speaks up against that. I'm not particularly attached to cosmetic modifications as a high priority, I was mostly just finishing it out of a sense of duty to a 90% done project
For you I will make that happen. It probably won't complete this turn, but I'll shift things around. Cutting the hospital Expansions.Putting some extra dice in Services for some of relevant projects. I think most people are going for the easy one-dice Augmentics/Prosthetics to begin rollout, but would anyone be open to at least one dice for Wet AI? It outright says that it is meant to address the graying population debuff, and since I doubt natural births will be able to correct the labor deficit in the short/medium term, this will probably required.
It's definitely a solid argument, albeit one I disagree with. The old Fortress Cities aren't perfect, but they're damn better than living in a tent. We're getting the positive optics regardless.I think Cryo's argument about doing it to prepare for dislocation of population because of refugees is a good one. It's definitely going to be a good look if the representative experience of refugees from the Karachi campaign is "you got put up in a luxury apartment" instead of the Tib War III "you had to live under canvas for a year or three."
instead of leaving a dice idle, use 2 for an AA dice on a project like bergen or boston to chip away at it more (and yeah some of our needed projects/plan goals are really cheap this turn though worst case we have enough R for the next portal type project)
[] Plan Burning Political Support
...
--[] Military Particle Beam Development (Tech) 1 die 20R 52%
Only these two so far, but I'm wishing both the best of luck! Here's to a future where our tanks are cockroaches, our chip fabs snort cocaine, and our spaceships blow the scrin out of the solar system with enhanced ion canons. 🍷🍷[] Plan at your Service
...
-[] Military Particle Beam Development (Tech) 0/100 1 die 20R 55%
I meant the Consumer Goods/Standard of Living realignment.I don't know what you're talking about here, by the way. Void's got 7+E+AA dice on North Boston, which is not at all a "slow-walk." In fact, it's heavy enough investment that it becomes overwhelmingly likely we can finish the job in a single turn afterwards. Given that we have twelve dice or more to go on North Boston, two turns to completion is about as good as we can reasonably ask for.
Also, it's not quite a parliamentary demand as such. We're expected to complete three of a list of industrial megaprojects by 2065Q4. Since the list includes Chicago and Reykjavik, we have one left. Since we made an unrelated promise to Erewhon complete North Boston, which covers "number three," the two promises have effectively collapsed into one. But Parliament, strictly speaking, doesn't care whether we finish the project in 2064 or '65, and we are already well along towards completion of the original promise (about half done on the last third of the promise) from their perspective.
Furthermore, Parliament would seem to be just about as happy if we finished Bergen.
Maybe give that money to InOps instead as we did promise them at least one more payment of resources.Newest version with an extra 60 RpT burnt off by donating it to the general GDI budget. The PS will be totally wasted but honestly if the die is just sitting idle... it feels kinda shitty to not be a team player just because we're already maximally popular. If we literally can't spend the money we might as well pass it on, lack of reward be damned.
I'm doing both, we have so much money that we can give 60 to InOps and 60 to the rest of the GDI and still add to the reserve this turn. With improved refineries and another super glacier mine imminent. Money is really not a problem rn.Maybe give that money to InOps instead as we did promise them at least one more payment of resources.
I would drop the admin dice for the cap good/standard living combo, I ended up doing that as when I calced worst case cap good consumption I still had a sizeable buffer with the cap good handoutHmmm should I drop an admin die so I can give some cap goods to the markets and realign folks standard of living or should I keep it as is?
Maybe give that money to InOps instead as we did promise them at least one more payment of resources.
Until we get another portal type project, though reforestation and GD-3 being so cheap is helping a lotI'm doing both, we have so much money that we can give 60 to InOps and 60 to the rest of the GDI and still add to the reserve this turn. With improved refineries and another super glacier mine imminent. Money is really not a problem rn.
Which is why I'm still leaving 45R of headspace in the current budget rather than maxing out our donations. That plus super glaciers being basically on-demand and the enhanced spikes should mean money is fine even if more expensive options appear.Until we get another portal type project, though reforestation and GD-3 being so cheap is helping a lot
[ ] Wet AI Development (Tech) (MS)
While Wet AI, or Biological AI, is certainly not a new proposal, developing intelligent life is far from a comfortable idea for many in the Initiative. However, GDI does need means of providing for a graying population, and even if it shall fall, perhaps these beings may be a worthy successor.
(Progress 0/240: 30 resources per die)
It's the tech that went into making CABAL so probably not?Are these like Bioroids from Appleseed? Biologically engineered people designed to help others?