This line is missing a '-' dash, so it's being split off separately in the vote tally.
I fix, thank you.This line is missing a '-' dash, so it's being split off separately in the vote tally.
I will say that if we're gonna give up RpT, we might as well give it to InOps first so we can keep our promises, THEN start sending it to the general pool.If we're trying to put R to use, we could use the final bureau die to:
[ ] Transfer Funds to the General Pool
Making funding available to the rest of GDI will certainly be politically popular, especially if the Treasury wishes to embark on politically unpopular political lobbying or otherwise ensure that the Treasury's interests are represented.
(-30 Resources per Turn/+5 political support) (Give number of times this is taken in vote)
Unfortunately, the extra PS will probably be lost.
I, uh, think that 60 RpT to the general pool AND 60 to InOps might be overdoing it...-[]Bureaucracy (3/4 dice, +29) 120 Resources
--[] Transfer Funding to InOps (-60 RpT), 1 die (autocomplete)
--[] Hand Off Capital Goods to Market (-10 CG), 1 die (autocomplete)
--[] Transfer Funds to the General Pool (x2, -60 RpT), 1 die (autocomplete)
--[] Realign Standard of Living (Large Adjustments), 1 die (autocomplete)
Total Cost: 1205/1250R + 130R reserved, new reserve 175R
Why? It still leaves us with 45 more than we can spend this turn and a thicc reserve, with two super glaciers essentially available on demand if we ever need more money in a pinch. We could even handle a 100 RpD project without having to do too many contortions with how deep the reserve is getting.I, uh, think that 60 RpT to the general pool AND 60 to InOps might be overdoing it...
You never know when the really desirable 60 R/die project might show up.![]()
Thanks for catching that, fixed
Given the time to design, then build factories to create, its pretty much too late for that.Huh I've just realised that mine is the only plan that is developing next gen aircraft to challenge NODs xenotech fighters... so is the plan to just ignore NODs xenotech fighters when we go for Karachi?
Maybe but I want xenotech fighters of our own plus better rockets and power armour so that's what is going into my plan.Given the time to design, then build factories to create, its pretty much too late for that.
The superior missile MIGHT help... a little.. Maybe.. if we roll really well.
Bleh. I don't have my notes with me for over a week.
IIRC, we needed to maintain an average of 2 dice on new gen fusion power to remain ahead of the impending wave of plant failures. I think it was also mentioned that we'd be able to decommission early if we had a big enough surplus, which might have benefits.
For Karachi, we have no time left for military asset building. Everything is now locked in.
However, we can still plan for various attacks on logistics/infrastructure/etc. We also anticipated that there might be another refugee wave.
So, adding buffers to Health, Food, Logistics, Capital Goods and stockpiles is desirable.
For our Plan Goals, getting that RZ abatement will be crunchy, while the Space Pop target is super-crunchy-max-plus-2.0 level difficulty.
For the RZ abatement, we have an issue where ZOCOM needs as much support as we can give it, as Red Zones are getting wild enough that I'd reclassify some as 'Black Zones'.
Zrbite and Zone Armor are expected to help with that.
For the Space Pop, it isn't clear how we can achieve this. We probably don't have any spare dice for any Bays outside of High Density Housing, and even the Species Restoration Bays are likely coming out of Free Dice.
I think the way forward was to push on the Lunar Mining and the Lunar Homesteading projects until we got Lunar City options. But new stations are also a possibility, which would be good to do in parallel with Lunar cities for less surge risks.