Regular MARV fleets are a waste of investment compared to Super MARVs.

By comparing the Super MARV vs the regular MARV, at 210/160 = 1.31 times the cost, the Super MARVs give 3/2 = 1.5 times the abatement along with 25/15 = 1.66 times the income. It's not worth making regular MARV fleet that would take up the spot of one of the 5 MARV fleets that people probably wouldn't want to make more of after already finishing 5 just to protect a region. That's what regular military investment is for instead.

Thus a slower deployment by shifting less dices to the MARV fleet deployment and more dices to other military deployment that are more useful for the goal of protecting people would be more preferable and logical than trying to roll a less cost efficient MARV fleet out to do the same job.

If you're going to make a MARV fleet, make it a Super, or else it's wasting the investment and the purpose it was built for, which was not as a defender of population groups, and more as an independent force that is capable of pushing back Tiberium and Nod even in the most dangerous Red Zones on the planet.
If a MARV serves useful secondary purposes it may well be worthwhile even if it is less than optimally efficient in other respects. It is far from a foregone conclusion that we're going to stop MARV construction at five fleets, though we'll probably slow down at that point.

Furthermore, the numbers may balance out differently in a Yellow Zone regarding the RpT income return and the abatement benefits.

Mind, if we don't have enough spare military power, NOD will roflstomp our poor tiberium mining outposts and ruin the whole plan, but short of that, yeah pretty much.

And, of course, Tiberium is ramping up mutation and will steamroll over our abatement unless we hit the SCIENCE button hard enough. (We have WOG that it is pretty much impossible to hit the SCIENCE button hard enough now that we've lost the Tacitus)
Yeah, but abatement is still a great way to buy time so we can evacuate the planet in an orderly manner.

And, hell, you never know, we might get the Tacitus back somehow, or Kane might decide his situation's gotten unfavorable enough that he needs to cut a deal with us so we can get the TCN going.

This needs to be done within the next two quarters. We're running out of capacity, and how many resources we have is the biggest bottleneck towards getting anything done. And it's more relevant with the possibility of underground Tiberium mining. Add in that the military is going to lift the ban on expanding glacier mining once their needs are met, and were going to see our needs for this massively climb in priority, so it's best to get it done now.

While everything else is important, especially getting more dice for us to use in the military once we have the Capital goods for Factory refits, the economy is the backbone that allows us to do everything. I'll support any plan that fits this in, because it will take care of our capacity issue for quite a while.
I think we're gonna need to get the Capital Goods from secondary projects that can be completed in a timely manner, while reserving the North Boston surge for war factory modernization.

Not entertaining the delusions of the warhawks who want to take all our resources and waste them fighting Nod.

Combating Tiberium.

Anything that deviates from this goal is an obstacle to be surmounted, outmaneuvered, or destroyed.
Nod deviates from this goal. That's half why the warhawks want to blow it up in the first place.

Nah, we're fine. Chicago fits in both Abatement and some Refinery Capacity. So just throw Dice at Chicago and we can cover our capacity for this Plan.
Ehhh. We don't know how much capacity Chicago adds, and it's going to cost Logistics. Without actually knowing the details, we should probably still tentatively plan on scraping together enough Capital Goods for a refinery capacity expansion soon.


Ithillid said:
While before Tiberium the population clinging to the walls (and occasionally spilling onto the MARV tracks before being asked to move by GDI officers) would have been called a favela...
GDI Officer:

"Señor, I must commend you on building this new home literally overnight. I will recommend you for an MCV crew if you wish. But for now, I should warn you that when this facility is operational, thousand-ton land battleships will be rolling every day from here..."

[points at one side of corrugated iron shack]

"...to there."

[points at opposite side of corrugated iron shack]

"You seem a fine and upstanding fellow, and I would never wish any misfortune upon you and yours. Also, the MARV crews complain incessantly when they have to pick metal fragments out of the track gear. I recommend you relocate within the next week or so."
 
And that why I view Nod as an obstacle. I do support expanding the military, but not without expanding the economy to support everything else we need, and without expanding capacity, we're going to hit a brick wall within two or three quarters.

And research will help with abetment, but how will we fund that without resources that we get from mining Tiberium?

There's also the problem that, up to this point, everyone had been ignoring the options in the bureaucracy section besides security reviews. Even though these options
Dude, what am I, chopped liver?

People, me included, have been arguing for those bureaucracy options all the damn time. But the security reviews are legitimately important.

And your resentment of the fact that we can't automate them is kind of beside the point. GDI very definitely HAS security agencies that do ongoing reviews and background checks, but that doesn't mean that all departments can be simultaneously reviewed to maximum effort at once- and it would be disruptive of their operations to do so, as demonstrated by the fact that reviewing a given agency costs the agency one of its fixed dice for that quarter.

The need for security reviews isn't going to go away.

The Tiberium Processing Plants cost --- Energy and -- Logistics. Not Capital Goods.
They do?

Shit, I misremembered.

Well then.

FULL GREEN STEAM AHEAD!!!
 
When we get our shields will they be able to help filter out tiberium dust? I seem to recall the they work by developing a layer of dust on its surface.
 
Something that I'd like to note is that a massive parliament will run into issues of bureaucratic inefficiency. You can't have a 1200 person debate with everyone successfully understanding and participating and playing off each others' interests, it's just beyond human. So, how is the parliament structured exactly? Are there committees? Separate houses? Multiple members appointing one senior member for their little block? Does everyone just vote by their party block when they're not sure? Just 'more representatives!' might end up causing more problems than it solves...
 
So on MARV vs Super MARV- Super MARVs are much tougher than normal ones and a lot harder for NOD to attack so they do more to counter NOD and less stretching of the military. Also keep in mind just because the military wants something does not mean we should neglect MARVs because abatement is not their domain so they are not focused on it. We have 2 enemies NOD and Tiberium and we cannot afford to slack against either. That is why I want continued MARV deployment and at the same time increased mil spending (to the point we have 2-3 free dice a turn on the category) to get existing projects deployed and also starting in on new projects.
 
The need for security reviews isn't going to go away.

I know. The problem is, for me, they don't seem efficient enough in terms of dice to justify doing them all the damn time, when we could be doing everything else in the bureaucracy section when they come up.

I go back to my memories of the original Attempting to Fulfill the Plan, and all the incredibly vital options that came out of the bureaucracy section, most of which got us labor, which was we were running out of all the damn time. But one of the biggest ones was statistical planning, which revealed how many cut corners were occurring beneath our notice, and how off the mark the estimates were in comparison to reality.

And so I see similar option down there at the bottom, and I can only facepalm that no one made them priority number one, especially considering that they outright state that they will give us information that we need.

It would hilarious if it wasn't so dammed disappointing.
 
I am not joking, ten minutes of an isekai protagonist looking at a truck's headlights was what it felt like.
Very out of place and cringe inducing.
Functionally, the Military would prefer if MARVs became a smaller portion of military investment
Yeah, please came we move away from MARVs for a little. They're fantastic, but they don't solve the fact that the military is spread incredibly thin at all. They're powerful but very isolated and concentrated rather than something rolled out across every area of engagement.
 
Also keep in mind just because the military wants something does not mean we should neglect MARVs
I thought that going explicitly by the Military's own words:
Functionally, the Military would prefer if MARVs became a smaller portion of military investment, compared to the actual development and deployment of hardware, but in light of the need for more abatement efforts understand the focus. If desired, the Treasury could orient entirely towards MARV deployment for a quarter or two, so long as other major commitments were not expanded.
it meant that while they might not like MARV getting so much investment in general most of the time, due to the special needs at the current times even they themselves could see, they would understand it if MARVs got focused on for a short while to prevent more loss in territory from the growing threat of encroachment from Tiberium.

Basically, aren't they ok with putting more dices on MARVs specifically right now?
 
South america is a good opportunity for us. Think about it.

To get to SA by land you need to go through central america, which we are one marv fleet away from locking down. We have air fighters that nod cant even touch and theyre only becoming more common. all we need is the last rapier yard and the cruisers and we lock down the oceans as well. With that the nod forces in south America are completely cut off from their fellows. Start dropping more Marv Hubs in the yellow zones down there and we drop a 20 foot tall brick of weapons in their front yards while also winning over the locals.

This is prolly something to be done for next plan however, as we have a few fires to keep putting out. To that end i think Rail gun Ammo, Orca Refits, Govenor Class Cruisers, and finishing off the wolverines followed by havoc or titan developments are the immediate play for military investment.
 
@Damian45 [ ] Interdepartmental Communication Initiative has been around for all of two turns. And we're very likely to take it next turn; the only reason we haven't done it yet is because we had an important security review to d0 in Q2 and last turn we did two bureaucracy projects that costed us 30 PS.
 
Last edited:
[ ] Plan Chimeraguard Draft
Infrastructure (5 dice)
-[ ] Tidal Power Plants (Phase 2), 2 dice (20 Resources)
-[ ] Yellow Zone Arcologies (Phase 1), 3 dice (45 Resources)
Heavy Industry (5 dice +1 Free)
-[ ] North Boston Chip Fabricator (Phase 4), 6 dice (90 Resources)
Light and Chemical Industry (4 dice)
-[ ] Chemical Precursor Plants, 2 dice (30 Resources)
-[ ] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
Agriculture (3 dice)
-[ ] State Operated Breweries, 1 die (10 Resources)
-[ ] Perennial Aquaponics Bays, 2 dice (20 Resources)
Tiberium (5 dice)
-[ ] Tiberium Prospecting Expeditions (Phase 1), 3 dice (15 Resources)
-[ ] Chicago Planned City (Phase 2), 2 dice (40 Resources)
Orbital (3 dice)
-[ ] GDSS Philadelphia II (Phase 3), 3 dice (3 Fusion) (60 Resources)
Services (4 dice)
-[ ] Ethnic Restaurants, 1 die (10 Resources)
-[ ] Durable Goods Libraries and Central Repositories, 3 dice (45 Resources)
Military (5 dice +4 Free)
-[ ] Reclamator Hub (RZ-7 North), 2 dice (40 Resources)
-[ ] Reclamator Fleet YZ-5a, 1 die (20 Resources)
-[ ] Remote Weapons System Development Predator, 1 die (10 Resources)
-[ ] Ablative Plating Refits, 1 die (10 Resources)
-[ ] Governor Class Cruiser Development, 1 die (15 Resources)
-[ ] Titan Mark 3 Development, 1 die (10 Resources)
-[ ] Wolverine Mark 3 Deployment, 2 dice (20 Resources)
Bureaucracy (3 dice)
-[ ] Interdepartmental Communication Initiative, 3 dice

Resources Available: 530
Resources Used: 520
Resources Remaining: 10

Alright, here's my plan right now. Tidal Plants gets 2 dice to get started on the next power train. The remaining 3 Infrastructure Dice I have dedicated to Yellow Zone Arcologies Phase 1, to try and knock out that Socialist 2 Arcologies Demand before elections. Alternatively, I could put it towards rail lines for more Logistics (which was my initial plan.)

HI is all in on Boston Chip Fabricators for now to get those sweet Capital Goods.

LCI is a mix between Chemical Precursors to synergize with our complete plastics and give us some more Capital Goods relatively quickly (without needing to wait for Boston to be done) and finishing up YZ Industry for Consumer Goods to finish pushing the FMP into the grave.

Agriculture, we've got enough other Consumer Goods options that I'm willing to go for just 1 die on Breweries, while the other two work on finishing up Perennials.

Tiberium does 2 dice on Chicago for the Abatement, and since it's an Abatement project that the military's already got work on protecting, so the strain won't be as bad. Remaining 3 Dice are on cheap Prospecting.

Orbital puts all 3 Dice on finishing Philadelphia II (Phase 3) before elections. That would both complete our promise to the Starbound Party, and give us the bonuses behind it.

Services, 1 die is enough to complete Ethnic Restaurants, and 3 dice on Durable Goods Libraries should make sure it finishes. Fairly important for me, since it's the kind of thing that's likely to go away once we're no longer in a Consumer Goods shortage. Combined with our YZ Industry and State Breweries, we're looking at around 20-24 Consumer Goods.

And then Military, which gets a whopping 4/5 Free Dice. 2 dice on the RZ-7 North Hub (the one that helps cover Chicago), 1 on getting the Yellow Zone Reclamation Fleet up for refugee cover. 1 on RWS Predator, plus the Titan Mk III development, should get us to unlocking the next-generation MBT after the Predator once the rollouts are complete. 1 die to finish Ablat Plating, 1 die to get started on Cruisers for the Navy, and 2 dice on the Wolverine Mk III to complete it fast before the production halt causes people problems.

Next turn it'll likely be rolling out the projects we get developed, and maybe starting to resume work on ZOCOM if necessary. If we're gonna be plunging into the Red Zones again for Containment Lines relatively soon, they'll need a boost again to stay at Decent (or above.)

And I have 10 Resources left over that I'm not sure what to do with. I could use them to change Tidal Plants into Rail Lines for example, but I want some work on the Tidals to continue since they're likely gonna be our next big power source. Or just save them for next turn. It's not like we'll ever have an actual shortage of things to spend resources on. Or maybe Fusion Peaker Plants will come up next turn and I'll need to throw some of the HI Dice onto that. I imagine it'd be another 20 Resources per die thing, so I could flip 2 dice from Boston to Peakers in that case.
 
Last edited:
Since people aren't going to wait on next turn to start making plans, I've updated the Probability Array with the most recent version. Note that it does have some ??? spots due to not having next turn's numbers.
 
@Damian45 [ ] Interdepartmental Communication Initiative has been around for all of two turns. And we're very likely to take it next turn; the only reason we haven't done it yet is because we had an important security review to do and lasts turn we had two bureaucracy projects that costed us 30 PS.

I wasn't talking about that one, considering how recent it is. The other one, however, has been around for some time.

[ ] Expand Strategic Planning Apparatus
With the many aims of the Initiative, being able to effectively plan in advance is a requirement. While this will inherently require substantially more resources to be allocated towards this planning, it will also provide more information on longer term project requirements.
(Progress 0/100) (--- Capital Goods)

I think the only reason it wasn't taken sooner was the capital goods costs, but that doesn't make it any less vital in terms of information. It's basically, "we plan better long term", the directive. More information is never a bad thing.
 
The military exists for more than just to safeguard our mining ops. And we can't just push MARVs and act like they solve all the problems. Mechanically they might be incredibly strong and efficient military options but narratively they're still a tiny, if potent, fraction of the army and not in any way a patch for the multiple issues we have with a force that's stretched almost to the breaking point and working with outdated gear.
Hell, we even got a polite hint about focusing on them too much, even if it was strapped to a double speak line about how they won't be forcing things concerning them yet.
 
Stahl has tended to emphasize giving them the best equipment and training possible, paired with distinctly fabian tactics.
However, Stahl has significant opposition within the Brotherhood itself, and while he has refined the South American branch to a fine blade, it is one that he is unlikely to wield. Primarily this is due to his refusal to directly attack GDI, either in the north or south, without some form of substantial tactical advantage and limited goals.
LOL, the man using Fabian tactics is running into the same problems as Fabian. We could probably make things worse for him by doing exactly what Hannibal did :). There could be a tragedy in Stahl's future.
 
Last edited:
The military does not want Marvs. The military does not want to expand operations. The military wants general refits to all of their systems.

The military also understands that their martial concerns can be sidelined in favor of gaining abatement but they are fundamentally still somewhat hobbled. We should listen to them. We put off a rebuild of a shattered military in the first plan ostensibly so that we could restore the economy and control tiberium. Since due to bad luck tiberium is still a problem the military is explicitly saying that we can stall their rebuilding, but in exchange we shouldn't ask them for anything more.
 
The military exists for more than just to safeguard our mining ops. And we can't just push MARVs and act like they solve all the problems. Mechanically they might be incredibly strong and efficient military options but narratively they're still a tiny, if potent, fraction of the army and not in any way a patch for the multiple issues we have with a force that's stretched almost to the breaking point and working with outdated gear.
Hell, we even got a polite hint about focusing on them too much, even if it was strapped to a double speak line about how they won't be forcing things concerning them yet.
All that can be true for the long term, yes. In fact, once the 5 Fleets are over and done with, there will likely be no more MARV fleets made at all due to all the other objectives that still needs fulfilling.

Yet in the short term, specifically right now, even the Military admits that they would understand if MARVs were given more funding at the moment due to the problems of continuously overwhelming territory loss from Tiberium encroachment in recent times.

Thus, while MARVs are obviously not the best solution to Military problems, the fact of the matter is that the Military themselves admit that the Tiberium problem at the moment is just as big or even bigger concern as the one they have, and it's probably why they can accept a temporary focus on MARVs for the next quarter or two.

In short, the MARVs are not built as a substitute response to the military concerns, but one for the Tiberium one all along. The only real reason why they're so useful at the moment is from how they can generate additional Red Zone Abatement and income without needing more Military forces to be spent on them. So please don't treat them as if we were building them for the Military as whole. That was never the point.

So sure, if you wanted to not do too much MARVs, that's very doable. Since once the MARVs are done quickly in the next two turns with 4 dices to finish a Hub and Fleet the next turn, and 3 more dice to finish the last Fleet required, it's very likely that there won't be any more focus or any sort investment in more MARV fleets period.
 
I know. The problem is, for me, they don't seem efficient enough in terms of dice to justify doing them all the damn time, when we could be doing everything else in the bureaucracy section when they come up.
I do think we've hit the point of diminishing returns for security reviews, as demonstrated by how often they turn up literally nothing. However, the flip side of that is that we want to make sure no department goes too long without a security review. Remember what you said about how we want to access options that warn us about problems we didn't know we had? Well, security reviews definitely have the potential to do that. Knowing something like "there are Nod saboteurs on our space station" or "corrupt local managers are funneling consumer goods production contracts to their cronies" is important, and security reviews give us that information.

I go back to my memories of the original Attempting to Fulfill the Plan, and all the incredibly vital options that came out of the bureaucracy section, most of which got us labor, which was we were running out of all the damn time. But one of the biggest ones was statistical planning, which revealed how many cut corners were occurring beneath our notice, and how off the mark the estimates were in comparison to reality.

And so I see similar option down there at the bottom, and I can only facepalm that no one made them priority number one, especially considering that they outright state that they will give us information that we need.

It would hilarious if it wasn't so dammed disappointing.
I think you may be overlooking some reasons for hope and some differences between the quests.

1) In Soviet Plan Quest, we consistently picked leaders who knew how to play political games. For Sergo and Mikoyan, this was a survival trait under Stalin and an inevitable consequence of the logic of the game. For Malenkov, well, he was picked as part of the political horse-trading that put Mikoyan in charge of the Soviet Union in the first place; he wouldn't have been in a position to be a critical vote for Mikoyan's rise to power after Stalin died if he weren't himself capable of playing Soviet politics. By contrast, Dr. Granger was very much NOT the political animal option. He's explicitly marked as not being that. As such, he simply does not get the kind of options a man like Sergo or Mikoyan gets under the Bureaucracy tab so often. Instead, we get a whopping +5 on Tiberium and +10 on Services dice, plus madlad options like "hire Nod expatriates to work in the Tiberium Department" that got us a further +15 on Tiberium dice. This is one reason we're playing a different game- the Plan agency is run by a different kind of person.

2) Soviet Plan Quest started us out playing the 1920s USSR, a nation full of political terror and extremely limited access to information. The bureaucracy in-game is trying to keep track of a national economy using nothing but pencil, paper, and telegraphy. GDI's Treasury Department, by contrast, has a global spanning telepresence network and computerized systems to coordinate everything. They have a larger educated workforce and no Stalinist terror pressuring their underlings to falsify information. In GDI Quest we started at a level of detailed information about our own situation that it took USSR Quest at least an in-game decade to attain. We have since moved beyond that; we now get exact accounting of our indicators in a way that Blackstar still doesn't give us over there. GDI operates at a much higher baseline of managerial tools and accurate information flow than the Soviet Union in Soviet Plan Quest does. Again, this means we have fewer opportunities for groundbreaking Bureaucracy moves to get more detailed information, because we already have that information. We can go further, but the low-hanging fruit has already been picked.

Yeah, please came we move away from MARVs for a little. They're fantastic, but they don't solve the fact that the military is spread incredibly thin at all. They're powerful but very isolated and concentrated rather than something rolled out across every area of engagement.
To be fair, they do help out on the military front by letting the military redeploy or do more with less in the areas the MARVs are active. Nod can't harass our stuff as effectively if MARVs keep randomly rolling over their forward bases.

What it comes down to is that MARVs do several things (RpT income, abatement, territorial influence spread, military power), but do none of them as effectively as an option specced to do only that thing.

I thought that going explicitly by the Military's own words:

it meant that while they might not like MARV getting so much investment in general most of the time, due to the special needs at the current times even they themselves could see, they would understand it if MARVs got focused on for a short while to prevent more loss in territory from the growing threat of encroachment from Tiberium.

Basically, aren't they ok with putting more dices on MARVs specifically right now?
Yes, and no.

They're saying something like this:

"We think you spend too many dice on MARVs. Now, we respect MARVs, but GDI has a whole lot of military needs that cannot be fulfilled by MARVs no matter what you do with them or how many you build. We recommend you do one of the following. Either, ONE, cut back your MARV dice expenditure to leave more room for the conventional military, or TWO,, let us just hold the line, consolidate our positions and make do with what you've given us already while you just spend a turn or two obsessively spamming MARVs, and then when you've got that out of your system you can spend all your Military dice on non-MARV stuff for a while."

They're not saying "please stop building MARVs," they're saying "GDI's security needs cannot be met by MARVs alone, and MARVs have made up a disproportionate share of dice/resources allocated to the military as a whole, so we need you to rebalance, either by surging to meet whatever MARV production targets you have and then switching back to focus on conventional stuff, OR by cutting back MARV production per turn and putting a greater percentage of your effort on conventional stuff."

It's kind of nuanced.

[ ] Plan Chimeraguard Draft
Infrastructure (5 dice)
-[ ] Tidal Power Plants (Phase 2), 2 dice (20 Resources)
-[ ] Yellow Zone Arcologies (Phase 1), 3 dice (45 Resources)
We could do worse.

Heavy Industry (5 dice +1 Free)
-[ ] North Boston Chip Fabricator (Phase 4), 6 dice (90 Resources)
This certainly isn't a bad time to push North Boston. And North Boston isn't actually that Resource-expensive a project, either (our resource/die average needs to be no higher than 13.333 R/die if we want to activate all dice, but 15 R/die is very close to that). On the other hand, I dunno, there might be better places to plant that free die.

Light and Chemical Industry (4 dice)
-[ ] Chemical Precursor Plants, 2 dice (30 Resources)
-[ ] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
Hmm, how good are our odds on finishing Yellow Zone Light Industry with two dice? Because I do not want to blow it and fail to finish that before the end of the quarter.

Tiberium (5 dice)
-[ ] Tiberium Prospecting Expeditions (Phase 1), 3 dice (15 Resources)
-[ ] Chicago Planned City (Phase 2), 2 dice (40 Resources)
Without knowing the exact benefits of Chicago Phase 2, this sounds reasonably promising. I don't know what the actual payoff for Tiberium Prospecting Expeditions looks like. I also missed the bit where we found out what if any resource income we got from the previous massive wave of prospecting...?

With that said, I'd like for us to push the next round of refineries soon so we don't get silo'd. Chicago Phase 2 may not actually give us that much extra refining capacity, so it may not be a substitute for actually building a wave of plants.

Orbital (3 dice)
-[ ] GDSS Philadelphia II (Phase 3), 3 dice (3 Fusion) (60 Resources)
Given the desire to restore the Philadelphia before the election, I support this.

Military (5 dice +4 Free)
-[ ] Reclamator Hub (RZ-7 North), 2 dice (40 Resources)
-[ ] Reclamator Fleet YZ-5a, 1 die (20 Resources)
If we're gonna put three MARV dice out there the turn after the military asked us to chill on the MARVs, I'd... well, part of me wants to flip the balance and put two dice on building the fleet in YZ-5a. But I see the argument for doing otherwise, since we need the hub finished or we won't be able to do fleet work next turn.

-[ ] Remote Weapons System Development Predator, 1 die (10 Resources)
-[ ] Ablative Plating Refits, 1 die (10 Resources)
-[ ] Governor Class Cruiser Development, 1 die (15 Resources)
-[ ] Titan Mark 3 Development, 1 die (10 Resources)
-[ ] Wolverine Mark 3 Deployment, 2 dice (20 Resources)
Hmmm, not a bad balance of projects. Several dice for the Talons and one for the Navy, not bad, not bad...?

Alright, here's my plan right now. Tidal Plants gets 2 dice to get started on the next power train. The remaining 3 Infrastructure Dice I have dedicated to Yellow Zone Arcologies Phase 1, to try and knock out that Socialist 2 Arcologies Demand before elections. Alternatively, I could put it towards rail lines for more Logistics (which was my initial plan.)
Hm, interesting toss-up. I could see it either way. Personally I suspect that Chicago may turn out to be more Logistics-hungry than we anticipated, making a good argument for railroads.

Building Yellow Zone Arcologies will definitely please the Yellow List while triggering Osawa's Initiative First Party in the runup to the election; it'll be a polarizing move and how it goes may have a lot of ramifications far beyond just the promise to the small number of socialists we made the deal with.

Or maybe Fusion Peaker Plants will come up next turn and I'll need to throw some of the HI Dice onto that. I imagine it'd be another 20 Resources per die thing, so I could flip 2 dice from Boston to Peakers in that case.
I'm pretty sure Fusion Peaker Plants will come up and that it'll be a good idea to do that.
 
Hmm, how good are our odds on finishing Yellow Zone Light Industry with two dice? Because I do not want to blow it and fail to finish that before the end of the quarter.
If I recall the Derpmind sheet correctly, around 95%.

As for YZ Arcologies, yeah. I'm not completely sold on the idea and would personally prefer Rail Lines. Politically, it'd also save the YZ Arcologies as a good "YZ specific" project to do the turn after elections. But one concern I have is that the description for Heavy Rolling Stock says we're running up against the limit of what can be supported there, and the option is a bit too power hungry (and needs HI Dice) to take when we want to get to work on Boston soon.
 
Last edited:
Back
Top