We've already done heavy damage to the FMP. Even if we don't fully dedicate ourselves to the consoom we'll still be putting them on life support - we would have to actively ignore basically all the options we have to not have another 20+ consumer goods come election time.
This is wildly overconfident. FMP isn't on "life support"; the current pushback on them is because the public assumes we'll be continuing our current progress of consumer goods production. If we have to drastically slow that down because we didn't build another phase of power, we could easily see things turn back around on us.

As far as doing Toyko Phase 3 vs Boston Phase 4, it'll about 5 dice (and 75R) less. We could do it before the election. Doing so will make it hard to do other needed HI projects, but not nearly as much as trying to rush through Boston.
 
It is nice that we can shock boston if need be for a bunch of cap goods but I think we need to keep pressure on getting energy and mil in shape next turn. And we need to keep going on consumer goods in other categories to put the Free Market Party to rest.
 
Plan Draft Power Up Before You Power Walk
-[]Infrastructure 5/5 75R
--[] Blue Zone Arcologies (Phase 1) 304/450 3 dice 45R 87%
--[] Fiber-Optic Expansion 82/240 2 dice 30R 34%
-[]Heavy Industry 5/5 + 5 105R
--[] Blue Zone Power Production Campaigns (Phase 2) 246/1000? 5 dice 50R
--[] Fusion Power Prototype 45/200 2 dice 40R 42%
--[] Yellow Zone Power Grid Extension (Phase 2) 101/275 3 dice 15R 77%
-[]Light & Chemical Industry 2/3 20R
--[] Bulk Plastics Facilities 91/200 2 dice 20R 77%
-[]Agriculture 3/3 35R
--[] Vertical Farming projects 227/250 1 die 15R 100% (10% omake used)
--[] Spider Cotton Development 0/40 1 die 20R 88%
-[]Tiberium 2/5 50R
--[] Red Zone Containment Lines (Phase 3) 8/180 2 dice 50R 54%
-[]Orbital 3/3 2/2 F 45R
--[] Expand Orbital Communications Network (Phase 2) 108/135 1 die 10R+ 100%
--[] GDSS Philadelphia II (Phase 1) 59/90 1 die 20R+ 97%
--[] Orbital Cleanup (Phase 2) 58/90 1 die 15R 96%
-[]Services 4/4 95R
--[] Scrin Research Institutions 65/350 3 dice 90R 24%
--[] Childcare and Preschool programs 155/200 1 die 5R 98%
-[]Military 5/5 80R
--[] Shell Plants (Phase 3) 120/150 1 die 10R 98% (15% omake used)
--[] Super MARV Reclaimater Fleet (RZ-6 South) 0/210 2 3 dice 60R 45%
--[] Remote Weapons System Development Predator 0/40 1 die 10R 88%
-[]Bureaucracy
--[]Security Reviews
---[]LCI, 3 dice

5/5 Free Dice

490/490 + 15

This plan aims to clear our plate of the present outstanding infrastructure projects and lays the groundwork for Blue Zone Power Production 2 concurrently with power-walking Boston starting the quarter after this next one.

This assumes that R costs for Blue Power Production doubles per phase and that additional prepwork beyond prototyping is required for a general fusion rollout.
 
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As I got an update that says we can build the Probes all in one Assembly project, here is an updated plan.


[X][Carter]Plan Carter's Terrible Three Probes
Infrastructure (3 Dice): +39 (AD cost: 2C) 9C 1AP
-[X][Carter]Anchorage Variable-G Laboratories 478/485 0/5C (1AP or 10C/Die + 1C/Die) 1 die 1C + 1AP 100%
-[X][Carter]Supercomputer Complex Stage 5/5 71/185 (4C/Die) 2 dice 8C 94%
Tiberium (3 Dice): +14 (AD cost: 5C) 6C
-[X][Carter]SCED Base Tiberium Perimeter Stage 2 0/500 (2C/Die) 3 dice 6C 0%
Industry (3 Dice): +14 (AD cost: 4C) 53C 1AP
-[X][Carter]Relocate Part Production 0/250 (1C/Die) 3 dice + 1 AD 8C 55.65%
-[X][Carter]Relocate Assembly 0/100 (1C/Die) 2 AD 10C 75.15%
-[X][Carter]Relocate Assembly Line 0/150 (1C/Die) 3 AD 15C 80.16%
-[X][Carter]Upgrade Assembly Plant Stage 1 0/400 (1 AP or 5C/Die) 5AD 20C 5AP 12.05%
Assembly (3 Dice): +9 (AD cost: 7C) (Progress limited by assigned Parts) 61C 3AP
-[X][Carter]Satellite Factory Assembly - Hermes Orbiter Probe: 1 Probe 10C
-[X][Carter]Hermes Orbiter Probe 0/85 0/1 AP 0/5C (+1 Orbiter Probe) 3 dice + 2 AD 3 AP + 29C 97.75% for 2 probes 74.17 for 3 probes
-[X][Carter]Fix up Leopard 99/170 0/4AP (AP can be requisitioned for 1 AP ~ 2C) 2 AD 22C 86.74%
RnD: +20
Development (3 Dice + 5 External Dice (5AP cost): 48C

-[X][Carter] Surface Space Suit Development 0/3C 0/1 AP 0/350 (5C/Die) 2 dice + 3 External dice 1AP 43C 51.8%
-[X][Carter]Leopard Modification Development 250/270 10/10AP 10/10C (5C/Die) 1 die 5C 100%
Space Command Mission Planning (5/6 Dice) +5
-[X][Carter]Mission: Unmanned Orbiter Deimos 0/50 2 dice 92.59%
-[X][Carter]Mission: Research Base Luna 423/500 1 die 29%
-[X][Carter]Earth Orbit Long Range Comsat Network 52/100 1 die 58%
-[X][Carter]Lunar Comsat Network 72/100 1 die 78%
Bureaucracy (5 Dice): +6
-[X][Carter]Relocate Mission Control (Requires one Die)
-[X][Carter]Choose Astronauts (Requires one Die)
-[X][Carter]Resolve the Coffee Crisis 0/150 3 dice 64.73%

177/388C (211 left over)
10/11AP
 
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As far as doing Toyko Phase 3 vs Boston Phase 4, it'll about 5 dice (and 75R) less. We could do it before the election. Doing so will make it hard to do other needed HI projects, but not nearly as much as trying to rush through Boston.
That's only one turn of difference if we power-walk Tokyo.

In any case, the description for Tokyo seems to make it clear it will focus on consumer goods:

[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston having entered full scale production, Tokyo is planned to be the next major complex. This chip fabricator is aimed towards supplying Blue Zones around the pacific with 5nm chips, much like Boston, although it will probably end up being focused more towards consumer goods rather than capital on net due to the rapidly recovering situation. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead. However, with the immediate Capital Goods crisis nearly solved, some of the compromises of the North Boston complex will not have to be made in this case.
(Progress 0/125: 15 resources per die) (- Labor)

Which, yes, we need if we want to keep FMP down, but we need capital goods for just about everything else that our job entails. We cannot afford to play to the election.
 
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.

Interesting.

So like a new model is just going to fight completely different from something upgraded.

So like how does a switch out of old for new gear go. Do we get to recoup and repurpose the older Gear?

Also funny you mention the 80s era tanks. First Gen Titans appear to use a Abrams' turret as its crew compartment after all. Which I always loved as a design choice.
 
@TripleTango I would *seriously* suggest that you put 3 dice into Fusion Power Prototype to give it a much greater chance of success. I'd suggest chopping 2 dice from Blue Zone Power Production to do so - we're not going to finish it with 5 dice anyway.

If we finish Phase 3 of Shell Plants that would satisfy two of our plan goals (Shell Plants and Military Factories), and finishing Childcare and Preschool satisfies another plan goal, so politically we have some breathing room. On the other hand we haven't even started the Military Deployment Programs, so we should start investing some Resources into Point Defence, Wolverine Deployment and the various R&D projects such as the Orca refit, development of the sonic artillery vehicle, railgun munitions etc.

@Ithillid Just how vulnerable to NOD raiders are the Red Zone Sweeper Convoys? Will they stretch our military strength even further or can they put up a decent self-defence?
 
@Ithillid Just how vulnerable to NOD raiders are the Red Zone Sweeper Convoys? Will they stretch our military strength even further or can they put up a decent self-defence?
Going away since you have started seriously on doing MARVs. They existed primarily because you seemed to have a pathological hatered of MARVs so I gave that as a less good option.
 
Going away since you have started seriously on doing MARVs. They existed primarily because you seemed to have a pathological hatered of MARVs so I gave that as a less good option.
Less a pathological hatred and more the fact that the voters couldn't actually see the benefits of it... So why vote for the 'risky' thing rather than something guaranteed to give results? Not helped by how many other critical projects there were in Military admittedly...
 
Less a pathological hatred and more the fact that the voters couldn't actually see the benefits of it... So why vote for the 'risky' thing rather than something guaranteed to give results? Not helped by how many other critical projects there were in Military admittedly...
You were doing very few of the military projects anyway.
 
@TripleTango I would *seriously* suggest that you put 3 dice into Fusion Power Prototype to give it a much greater chance of success. I'd suggest chopping 2 dice from Blue Zone Power Production to do so - we're not going to finish it with 5 dice anyway.
Not in one turn, but it would help for getting BZ Power 2 concurrently with Boston 4.

I'll consider it for the plan proper. The main thing is that we don't know what's gated behind the Prototype; it might be nothing, it might a one-off project to reduce costs of further Power Production phases, it might be several turns to set up dedicated fusion infrastructure. I want to hope it's that middle one, but we cannot plan for it unless @Ithillid chooses to enlighten us.
 
Not in one turn, but it would help for getting BZ Power 2 concurrently with Boston 4.

I'll consider it for the plan proper. The main thing is that we don't know what's gated behind the Prototype; it might be nothing, it might a one-off project to reduce costs of further Power Production phases, it might be several turns to set up dedicated fusion infrastructure. I want to hope it's that middle one, but we cannot plan for it unless @Ithillid chooses to enlighten us.

@Ithillid Any word on what Fusion Power Prototype would offer us? New options for power, maybe an option to upgrade the existing power network similar to Wartime Factory Refits?
 
Man, this thread caught Boston4 fever really quick. One new analysis from Derpmind, and a confirmation form the QM, and suddenly everything looks different.

I'm more in favour of the 'power walk' Boston4 option, due to the upcoming election mainly because of the yellow zone power grid being needed to enfranchise yellow zoners, but not super strongly, as it does look like we can get most things we need even with 10 dice on Boston4. Remarkable.
I'd rather power-walk myself. We're not in THAT much of a hurry to modernize the war factories, and you're entirely right about yellow zone power, for instance.

By an extension of that logic, though, there's no reason to put off Boston 4, because we really need those cap goods to fulfill our other obligations in the Plan. The longer we wait, the less time and dice we will have to turn chips into completed goals.

If we commit to Boston 4, we have to at least power-walk it, and start now or after the election. (I presume that's after this next quarter.)
Given that we do have other heavy industrial priorities (e.g. power plants), I think we are more in for a power walk, realistically and reasonably speaking.

875 progress. And we are looking for consumer goods, what with needing to erode the power of the Free Market Party before they divide up all our income and economic systems to start up megacorporations again. A crash rebuild of the wartime factories before the election doesn't help with the election. At all. It should be done after.
Very much this. I think we should start North Boston this year- it's important enough that we need to get a good lead on it- but acting like it's top priority to finish it this year is putting the cart before the horse.

I thought the phases doubled each time? Tokyo phase 1 is 150, it follows that it goes 300/600 like with Boston right?

And Boston phase 4 does give 8 consumer goods which should be equivalent to phase 3 Tokyo no?

We've already done heavy damage to the FMP. Even if we don't fully dedicate ourselves to the consoom we'll still be putting them on life support - we would have to actively ignore basically all the options we have to not have another 20+ consumer goods come election time.
Yeah, but to have full freedom of action in making consumer goods we really want some room to commit heavy industry dice to, for example, power plant construction. Whereas there's no pressing hurry to get North Boston and the factory refits done that fast.

You were doing very few of the military projects anyway.
To be fair, if I'd heard "MARVs are good for up to 25 RpT and up to 3 (?) points of red zone mitigation, and you can pay for them with Military dice," I might have seen that as a higher priority. :p


Prototype will lead into peaker plants, synchronized cycle fusion, fusion power plants, and then adds fusion directly to the power production campaigns, drastically cutting the costs.
Peaker plants- that is, fusion that runs briefly during peak hours? That sounds... impressive, all things considered. I'm guessing it's another one of those things that has an impact on consequences of going into the negatives?
 
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Peaker plants- that is, fusion that runs briefly during peak hours? That sounds... impressive, all things considered. I'm guessing it's another one of those things that has an impact on consequences of going into the negatives?
I think it means peaker as in the reactions energy creation peaks it might be this or next run but we will end up building facilities with multiple reactors with their peaks in sequence so one is always producing power.
 
I think it means peaker as in the reactions energy creation peaks it might be this or next run but we will end up building facilities with multiple reactors with their peaks in sequence so one is always producing power.
No, peaker power plants is a specific type of power plant. It comes from the fact that there's two types of power plants, baseline and peaker.

Baseline power plants are ones that constantly provide power, it might not be consistent amounts but it's a constant and dependable supply of power. Peakers are power plants meant for use during 'peak hours' or other times when the demand for electricty greatly increases compared to how much your baseline powerplants are providing.

The problem comes in that many types of power plants that are built for baseline power can not be efficiently used for peakers because they take hours to power up to full efficiency or other complications like that. This might not be 100% accurate, but it should give you the idea of the situation.

It's one of the issues with converting the modern powergrid to fully renewable. Because the batteries needed to store the renewable electricity are high maintenance and/or expensive, nuclear powerplants are well, nuclear with all those issues, and that just leaves things like hydroelectric which have limits to where they can be built especially if you're limiting the environmental effects and natural gas. Maybe oil fired. And only some types of those powerplants at that...
 
I checked back in on the discord discussion I was referring to. Turns out the issue is the maintenance cycle not the reaction peaking so the reactor will be run at peak times then spun down for maintenance to be done off-peak.
 
-[X][Carter]Resolve the Coffee Crisis 0/150 3 dice 64.73%
The coffee machines gave us one amenity and we lost that when the coffee went bad
[ ][Carter]Relocate Administration 0/100
(Work Amenities unlocked: ++++)
Gives 4 times as much Work Amenities and I think that both technical schools and access to the 0G workshop of enterprise are worth more to the Carter quest than getting coffee back sooner.
THe main quest will build the perennial Bays needed for coffee soon as they only cost 10R per dice and no energy.


-[][Carter] Surface Space Suit Development 0/3C 0/1 AP 0/350 (5C/Die) 2 dice + 3 External dice 1AP 43C 51.8%

the existing space suits are good enough for the moon landing as the crew of the existing space stations and leopard already use those this would be an improved suit intended for long term space missions.
We are also working on a space suit based on the zone suit as an experiment
I think we should develop rovers and ion drives to speed up the finding of resources. With enough probes we can complete the scanning of the moon in two turn and then start sending rovers to the places found by our probes.
 
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[X][Carter]Plan Carter's Terrible Three Probes

only got one question?
why we got finishing up our connection with the civilian grid?
 
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