ConfusedCanuck
Where did it all go wrong?
- Location
- Neverland
[X][Carter]Carter's Terrible Big Spend
Probably should go map that? EDIT: Potential easy Blue zone? Really cold but more accessible than space.No. There's probably less contamination at the poles because they're 1) far away from the initial impact point, 2) nobody had any reason to intentionally spread it to them since nobody ever goes there, and 3) at least the earlier version of Tiberium replicates slower in cold temperatures but it's mutated since then and probably isn't nearly as temp-sensitive. Having less contamination isn't the same as having no contamination though, I'm sure there's some Tib crystal growing around the poles that we just don't have the resources or inclination to map.
This is incorrect - we do have a Titan rocket that can launch 1 AP-sized payloads, so we can launch the probe as soon as it is ready.Some minor changes to LightWispers plan a RnD dice is moved to Leopard Modification Development as we don't have a launch vehicle for the probe anyway so 1 dice now plus a second later if needed is fast enough.
[-]Launch Herschel-Luna
Transfer Possible: Always
Time for Transfer: 1-3 days (instant, same turn)
Mission Duration: 18 months (6 turns)
Requirements:
-Decontamination Hub Done
-Probe Development
-Atlas Rocket System
-min. 1 Orbiter probe (1AP Launch)
The lunar probe mission listing a atlas as a requirement is a mistake then.This is incorrect - we do have a Titan rocket that can launch 1 AP-sized payloads, so we can launch the probe as soon as it is ready.
I added a version of the plan that only adds the two buildings:Other than that, it's not bad. I had been planning to save AP to start on either the Plasma Torch or Fusion Drive Experiments, since those automatically do 1 die/turn... And there's a possibility of both +AP projects not completing.
Sorry, that one is on me. It should require only an Titan system.The lunar probe mission listing a atlas as a requirement is a mistake then.
I thought the shipyards required 16 energy; I take it the way things are ordered, their energy cost is supposed to be read as "2^2 + 2^1 = 6", rather than "2^4 = 16"?
To put it bluntly; finishing the BZ reclamator strikes me as an excellent example of falling victim to Sunk Cost Fallacy. Ie "we already spent resources on this, so we need to keep spending resources on this, regardless of whether or not it's a good idea to do so".
If income and/or mitigation are your primary concerns, then we'd be better off going all-in on RZ containment; it nets us almost double the income of YZ harvest+intensify, while only providing 1 point less mitigation, but in turn that mitigation is focused on RZ rather than YZ.Tib is 1 on YZ intensification to finish that off for some income and mit, [snip] 3 tib and maybe the last free dice on yz harvesting for some more income and 4 points of yz mit or put that towards rz containment for 10-15 income vs 5-10 income and 2 rz mit instead of 4 yz mit.
The space is in there intentionally. --- -- is six ----- is sixteen.I thought the shipyards required 16 energy; I take it the way things are ordered, their energy cost is supposed to be read as "2^2 + 2^1 = 6", rather than "2^4 = 16"?
I won't be. It is politically nonviable to tear down even part of a MARV hub at this time. The expectation is that sooner or later you will be building all of them, not just the ones in the best locations.Best-case scenario would be @Ithillid giving us some kind of option to re-purpose some of the existing effort put towards the BZ hub and re-investing it into another Hub in a different location.
The way I see it, we'd be better off either investing those resources elsewhere - I did some math earlier in the thread and SMARVs didn't compare too favorably to YZ harvesting or RZ containment in terms of mitigation or income for resources spent - or getting started on building another Hub in another RZs, since that's currently their most efficient use.
I don't think transporting already constructed materials can work when trying to fight Nod. It would be easier to construct the hubs on site than that because those are just easy targets and the logistics to build it in various parts of the world is going to be daunting. Also, while the hub we have is in direct sight of the citizens and while it's not yet constructed they will get mad if a source of their future protection is going to be wheeled off to another Treasury money making scheme when Tiberium is also still growing in the blue zones.It's not? The discussion was about how BZ are a bad choice for hubs (at least until all RZ and YZ options are exhausted) and the possibility of *relocating/re-using* - not destroying - the partially completed hub in a different location.
Yes, and if you go back and carefully re-read what I wrote in its entirety, you'll note that a) I'm specifically criticizing the idea of building a hub in one of our Blue Zones, and b) suggest beginning the construction of another Red Zone reclamator hub as one of the potential alternatives for the resources not spent on the BZ reclamator.MARVs let us use Military dice for abatement and harvesting efforts. That they are less efficient at both than dedicated efforts under the Tiberium department is to be expected, although at the same time MARVs help with securing the area they are based in. Tiberium harvesting and abatement operations from Tiberium dice rather notably don't do that.
This. The only potential deviation I could see for prioritizing some YZ over RZs in general would be those containing locations of great strategic importance, such as the Chicago or Karashi planned cities.MARVs are built from the ground up to operate primarily in Red Zones, and they're expensive enough that I don't want to spend a big pile of cash to experiment and find out what their numbers look like in Blue/Yellow Zones. We know the numbers in Red Zones look good, we need to beef up our Red Zone presence, just stick with what we know works and what the machine was designed for. Eventually we'll end up building the YZ/BZ hubs as well on a long enough timescale probably, but RZ hubs have top priority IMO.
I oppose this course of action because I want to front-load consumer goods production. Factories take time to produce and distribute enough inventory for their products to begin having an effect on society at large.I would like people to consider doing both light industrial sectors at the same time, it does push completion back but bringing both online in the same quarter would be a big symbol of our commitment (not to mention push the energy and cap goods drain back a bit). (we need 1 more point of cap goods before we can bring yz light industry online)
Its 10 less progress needed not -10R but applies to all projects.Is the Orbital Shuttle discount per die or one-off?Trying to set up Orbital as an industrial base out of Tiberium's reach first. Philadelphia & Shasta later.
Bollocks.Its 10 less progress needed not -10R but applies to all projects.
Vote has been called, I am still writing the update. Probably going to be able to post tomorrow, and then Q4 the day after that.Do we know which plan has won yet? Have the results been posted?