- Location
- USA
Boston is not feasible until we get more energy power, we are running close and relying on energy Q2 and Q3 to stay positive, swapping to full boston means we add another energy demand and no energy prodcution
I don't know if it's one or two more phases. But we will still have other options: RZ containment lines are building fortifications along what we already have rather than taking new territory. We still need to do the processing plants even if just for the MARV's income. We can spend Tiberium dice on Chicago. And if we somehow have spare logistics we could put a die or two on the Sweeper Convoys; see if that projects unlocks something.How many phases does BZ fencing have because that is the only other option, also we are pushing a lot into mil
Chicago is pushing out though the same YZ harvest is and from the push back on RZ containment it seemed to me that YZ was the less mil intensive of our options. We also get processing increase from Chicago.I don't know if it's one or two more phases. But we will still have other options: RZ containment lines are building fortifications along what we already have rather than taking new territory. We still need to do the processing plants even if just for the MARV's income. We can spend Tiberium dice on Chicago. And if we somehow have spare logistics we could put a die or two on the Sweeper Convoys; see if that projects unlocks something.
Regardless, we should just concentrate on finishing BZ fencing first for now anyways. We need as large a BZ buffer as possible to delay Tiberium mutation from reaching our industrial centers for as long as we can. And for that BZ fencing is just more efficient, cheaper, and more secure than YZ harvesting. Plus for all we know BZ fencing will unlock other projects that we might want to do as well.
Boston is not feasible until we get more energy power, we are running close and relying on energy Q2 and Q3 to stay positive, swapping to full boston means we add another energy demand and no energy prodcution
That's a net +6 energy from the results of this turn, leaving us with +8 total.So we've got 6 Energy left at the end of this quarter according to Lightwhispers, which is a major problem. Even if we just count the projects on the partially completed list we've got Blue Zone Arcologies and Vertical farming, each of which produce 4 Consumer Goods and require 2 Energy. Phase 3 of Shell Plants requires 2 Energy as well, while the Apollo factory at Toronto requires 4 Energy. The Yellow Zone Light Industrial Sector needs 2 Energy to produce 8 Consumer Goods, but it also needs 2 Capital Goods as well, and most of the other projects which produce Capital Goods have Energy requirements of their own.
We desperately need Fusion Power Prototype as soon as possible to unlock fusion power and more efficient Energy options, because we can't keep going with supplying less and less Energy for more Energy-hungry options.
Nitpick, as you pointed out Chicago will cause the same kind of "overextend the military" problems as expanding Yellow Zone harvesting in general.I don't know if it's one or two more phases. But we will still have other options: RZ containment lines are building fortifications along what we already have rather than taking new territory. We still need to do the processing plants even if just for the MARV's income. We can spend Tiberium dice on Chicago. And if we somehow have spare logistics we could put a die or two on the Sweeper Convoys; see if that projects unlocks something.
With the Valparaiso plant online, we can if we have to justify delaying the Apollo factory. That makes the power budget situation a bit less dire.So we've got 6 Energy left at the end of this quarter according to Lightwhispers, which is a major problem. Even if we just count the projects on the partially completed list we've got Blue Zone Arcologies and Vertical farming, each of which produce 4 Consumer Goods and require 2 Energy. Phase 3 of Shell Plants requires 2 Energy as well, while the Apollo factory at Toronto requires 4 Energy. The Yellow Zone Light Industrial Sector needs 2 Energy to produce 8 Consumer Goods, but it also needs 2 Capital Goods as well, and most of the other projects which produce Capital Goods have Energy requirements of their own.
Again, I'm not proposing that we stop MARV construction for any reason other than getting silo'd by lack of refining capacity.As if we are stopping at 5.... honestly I plan to keep on 2 to 3 dice of MARV investment a turn.
I'd sort of idly contemplated that but hadn't reached the level of bringing it up in thread. It's basically the only Capital Goods option that pays for something that big all by itself.The Discord channel has been discussing the possibility of speedrunning Boston Phase 4, and plowing that into the Wartime Factory Refits, since that would apparently about quadruple the number of Zone Suits our no-chip factories are making, and increase production of many factories that were still in existence from TW3. It's theoretically doable in 2 turns, more likely 3.
Dr. Granger will be all like "I told you that solving the capital goods crisis and obsessively mining a jillion tons of tiberium during the first Plan was going to be important and lead to great things. But did you believe me!?"Also according to word of QM it will create a WTF moment for Director Granger the military and Parliament if we get this done before the election.
By itself Boston Phase 4 is only -4 Energy. I... think... there are ways we could scrape that together, especially if we settle for leaving the (now partially built) Toronto fighter assembly line unfinished for another turn or two.Boston is not feasible until we get more energy power, we are running close and relying on energy Q2 and Q3 to stay positive, swapping to full boston means we add another energy demand and no energy prodcution
I'd also like to at least start the Tokyo plant if we can, though.![]()
Tokyo up to Phase 3 should get us cumulatively +10 Consumer Goods and +4 CapGoods, if I remember the math right and it's a mirror of Boston.By itself Boston Phase 4 is only -4 Energy. I... think... there are ways we could scrape that together, especially if we settle for leaving the (now partially built) Toronto fighter assembly line unfinished for another turn or two.
I am... very tempted to try and complete Boston Stage 4 + Refits before Elections, but I think we'd have to sacrifice too much in HI to really do it. Big thing being Yellow Zone Power Grid, which we want before election time so the Yellow Zoners can vote. Plus continuing Fusion Reactor experiments.
But I think it may be possible to at least get BigBoston started before elections if we commit to it.
I'm not sure I want to push Boston, but it's not as unfeasible as some are saying.
The refit is much cheaper, but involves a massive immediate expenditure of capital goods. Once you total everything up the new tech is going to be much more expensive, in terms of resources and progress, and to some extent in capital goods, but you have to pay that anyway, and it is broken up across several different programs to replace different parts of your military, rather than some massive single project.
Refits + Upgrades ends up being about the same as straight upgrades in total.Does this mean capital goods cost is lower overall for Refits+Upgrades than going straight upgrades?
[ ] MBT-7 Development
and then
[ ] MBT-7 Factories
and a few sub options for big factories that eat up some capital goods because this is a big backbone of your military level project, but overall less capital goods than fixing all of the old stuff
Concerning the power worries, we could instead commit to Boston in 3 (max) turns. 7 dice into Boston and then put the other 3 in fusion / yellow zone power. Resource wise the cost is the same; Boston is 15R, Fusion 20R and YZ Power 5R. The extra 3 power is small true but it gives us a little more wriggle room.
Yes, that is why you would build it. If you could, you, like the US or pretty much everyone else, would keep using the 1980s era tanks, because they work well enough and can keep being upgraded. The array of changes represent a need to reformat nearly everything about the tank, from its hull shape, to ammunition handling, to fitting the laser emitters so they can have a decent arc of fire. To a fairly substantial degree, there are design considerations made in the 2030s that are fundamentally different to the ones made in the 2050s, and that would require a new platform and then their own development cycles on top of that.So like in this example. Does a freshly built model in this case preform better then the kitbash version that's a bunch of upgrades?