Infra 5/5 55R +15
-[] Tidal Power Plants (Phase 2) 0/400 4 dice 40 R 0%
-[] Yellow Zone Arcologies (Phase 1) 136/170 1 die 15R 97%
HI 5/5 75R +18 (-2 for 8/8 due to graduates)
-[] Fusion Peaker Plants 172/240 1 die 20R 66%
-[] Heavy Rolling Stock Plants 171/250 1 die 10R 55%
-[] North Boston Chip Fabrication (Phase 4) 64/1200 3 dice 45R 0%
I'd rather not slow-walk
Heavy Rolling Stock this turn, because we urgently need more Capital Goods to get any
Governor shipyards up and running. We really shouldn't put that off any longer. And
Chemical Precursors is unlikely to come through for us next turn, because of how far it is from completion.
Now, I can see a justification for slow-walking
Fusion Peaker Plants, because it's legitimately close to completion and there's no rollover.
Orbital 3/3 +1 dice 70R +15 (4 Fusion dice)
-[] GDSS Shala (Phase 1) 0/90 2 dice 40 R 91%
-[] GDSS Enterprise (Phase 3) 68/390 1 dice 20 R 0%
-[] Orbital Cleanup (Phase 3) 1/90 1 die 10R 42%
I'd strongly prefer to focus in on one space station at a time for now; if you're willing to spend three dice on stations, it's worth it to spend three dice on
Shala proper so we have a chance of actually getting to Phase 2 and getting food production stood up. At a bare minimum we should be willing to invest in
Shala Phase 1+2 before
Enterprise Phase 3, or the other way around, rather than trying to do both at once and failing.
Also your plan spares no fusion dice for military spacelift, which is something people have been talking about, but such is life.
Current thoughts. Heavy mil investment putting a free dice into orbital to chip away at Enterprise since phase 3 opens up projects (phase 2 gave us the shuttlebay for example). For mil I need to see what the new options are because there is going to be a lot of change in that category.
I'm not saying
Enterprise Phase 3 isn't important or desirable, to be clear, but we should prioritize and focus our efforts for now, since we're still in the stage where stations can be completed in a quarter or two if we work at it, but take much much longer to show benefits otherwise.
Hmmm politically also I'd say the market socialists entering the political sphere as a party in their own right is a major vote of confidence in the treasury's/governments ability to run the market/ how well they've handled the various crisis'. Very much proving that a government ran economy can function just fine, despite the screeching of the free market party. We're putting people back to work and it's work with reasonable hours and compensation and improving living conditions. So that's a nice recognition of the government policies we've largely pushed.
The thing is... voting Market Socialist is a vote of confidence
in socialist control of the means of production (that is, worker/government-owned capital, rather than private capitalist-owned capital)... but not a vote of confidence
in the state's planned economy.
The Market Socialists are probably going to be lecturing us on how they want us to do more grant programs, just like the old Free Market Party was... The only difference is that they'll want Treasury to invest exclusively in co-ops and break the back of anything that even vaguely looks like a nascent megacorporation.
I feel like a heavy push for Enterprise (even to phase 5) is the better idea. Just look at how useful shuttlebay ended up being - getting a station from phase 1 to phase 3 is 60 progress cheaper and judging by the bonuses we've been told phase 5 philly gives us, that is by far the smallest reduction we'll get.
Phase 4 is 100 progress and phase 5 is 150. It is a serious mistake to not stack those bonuses as much as practical before further investment into other stations. The fact that we're looking at an average of 2/3 dice reduction to go from phase 1 to phase 5 with the smallest bonus is telling. If that means putting off all other space actions for a few turns then we'll ultimately more than make up for it by the end of the plan.
First of all, we're not gonna get to Phase 5
Enterprise by the end of the plan, that's somewhere in the vicinity of 2000-2400 dice progress away and we roll three dice per turn. Without massive free dice spam (and realistically nearly all the free dice are going to the military or
maybe Heavy Industry for North Boston), it ain't happening.
Second of all, you're implicitly assuming that none of the other space stations have commensurate bonuses. That's not necessarily true. In particular, getting
Shala up to Phase 2 or 3 might mean the thing actually starts growing enough food to feed our existing space workforce, considerably reducing the logistical burden for ground support and making projects cheaper/easier in some way. Having
Shala working in orbit is also desirable because it reduces the risk that an interruption in support from the ground (say, because Nod attacks a major spaceport facility) is actually dangerous to the crews aboard our other stations.
I think most agree on Enterprise phase 3 as our next station we can decide on the next station once that is completed.
I can work with the priority being
Enterprise Phase 3 (hell, it's Capital Goods and I never sneeze at that). But I do want to make very sure that in the near term we always pick one priority station to work on at any given moment and focus on it, rather than slow-walking two at a time. The bonuses from the stations are good enough that we want to frontload them as much as possible.
The NA N red zone hub overcompletion should overflow into the other NA red zone hub.
I'd rather invest 2 dice there and 1 in the SA N Y fleet than the inverse.
I'm pretty sure we already
built the other North American Red Zone hub. Meanwhile, there is very little chance of significant overflow from two dice on the South American MARV fleet.
We're reaching a point in the plan where we may not be rolling out actual MARVs every single turn and may have to step back from an average pace of three MARV dice per turn of construction. This is partly because we're trying to get the conventional military stood up to the point where conventional tiberium mining can be expanded. Remember that MARVs are
NOT all that resource or dice efficient as a way to mine or mitigate tiberium; they're just the only kind of mining and mitigation the military is willing to sit still for. Because MARVs will mostly defend themselves, and so don't require so many entire army divisions to be deployed into Nod-infested wastelands just to cover the mining.
But our efforts to bulk up the military so we can afford to expand conventional harvesting, the kind with good old-fashioned tiberium harvesters and refineries and silos and maybe tiberium spikes? That competes directly for dice and resources with the MARV program.
So I'm fine with a chance that the Chicago MARV hub won't finish next turn while the South American MARV fleet does, and that we just sink 2-3 dice into building hubs in Q2, and so on.
It's okay, they get built eventually in reasonable numbers.
But the military is not-so-subtly hinting at us that they're worried that we're overspending on MARVs, and I don't think they're entirely wrong since we
did make a commitment to build Major Stavrakas a giant continent-spanning MARV armada within four years and we bid fair to have fulfilled that promise in three years or less.
I don't see anything wrong with pushing the Titans out immediately. Just because the progress needed might get reduced in the future doesn't mean we have to wait first. Maximum numbers efficiency isn't worth sitting on new technology development. (Unless your rolls are bad.)
The big question is whether any new technologies that are still on the drawing board would seriously impact the Titan Mk III. In particular, crystal beam lasers, since we
have rolled out ablatives and myomers and those are the big remaining things we need in order to build the Steel Talons their Battlemech designs.
I believe it is from the third state of Philadelphia.
Yeah, I believe you, I just forgot.
Yeah this is what I was thinking the Military sector should look like, doing a bunch of further development actions to unlock more hardware that we're too backlogged to actually put into production for a year or more would be kind of wasteful. Look at what we did to the Wolverines, they sat on the drafting table for years after we designed them. Since we just did a development turn I think we now have to spend a turn or two getting all that stuff into production before another development round.
The only reasons I'm iffy on that are:
1) We may want to get myomer production up to a reasonable Phase 1 level before we do another Steel Talon deployment program. Steel Talons are
the bleeding edge alpha-tester nerds, so they're all over development programs like white on rice and aren't going to be too bothered if we just fund more development instead of actual deployment. We'll get to deployment on their cool shit SOON, I mean it, I'm serious, it's just a specific production hiccup at a specific factory in South Africa that's the problem, and that's something we can sort out, we just need another quarter. Right now there just isn't enough myomer fiber in all of GDI's territory to make more than a handful of hand-built prototype 'mechs, and that's a problem if we're trying to integrate that good shit into our next-gen 'mechs. This is a good example of the kind of
very specific problem that should be allowed to override abstract general principles like "deploy more, develop less."
2) We may actually have to do more development on our laser hardware before it can be sent to the front lines. Right now we have prototype crystal beam lasers, but that doesn't translate into actually having, say, a working gatling laser that can be used as a naval point defense mount or an aircraft gun.