Capital goods shortage is really obvious.
HI dice are going to be tied up in getting rid of sabotaged chips for this turn and next most likely. And we need the military in shape to expand our tiberium operations which we need to slow the spread of tiberium as well as gather the resources needed to actually run all of our dice.
Yeah, Capital Goods was on the agenda as Next Crisis To Handle but it got bumped down for Suddenly We Need To Replace All Our Chips.HI dice are going to be tied up in getting rid of sabotaged chips for this turn and next most likely. And we need the military in shape to expand our tiberium operations which we need to slow the spread of tiberium as well as gather the resources needed to actually run all of our dice.
They are.I hope the Boston Chip Fabbers aren't like, Blackstar scaled projects, where each step is double the progress of the next one-even a 600 point Stage 3 doesn't bear thinking about.
Uuuuuuugh we have 450 points to work through before we start GETTING SOMETHING out of that factory
Well. I guess that means we're going to do Phase 1 and Phase 2 to at least get some chip production flowing from it. Which downgrades the chip crisis to 'almost top priority', with the Capital Goods Shortage and Tiberium Mitigation being tied for first place. Military being in a close third place behind them all, but with emphasis because it's needed to help with Tiberium Mitigation.
In other words, just another day at the office.We really are in a situation where there's four major crises, and at least three lesser ones (Permanent Housing, Tiberium Medicine and Consumer Goods Shortage). But all four of the major crises are made worse by the other three, and fixing them all both helps and makes worse the other three as well...
Also, I am thinking of completing Reclaimator Hub Blue Zone 1 (Progress 39/125) to see how much income we get in the next phase where MARVs are built for it.
Don't think doing MARV stuff is a good idea right now, we have a lot of widely applicable important military stuff to do and our dice just got forced over into Heavy Industry for the foreseeable future.
As much as I wish I couldn't I have to agreee and I'm a proponet of the MARV. Manchester->Christchurch tooling-Phase2/3 Boston depending on how the dice like us (aka if we finish Phase one and 2 at the same time.)
Cim Turry
If anyone attempts to open up the markets again before everything is stable, I'm evacuating to the only place not corrupted by Tiberium. SPACE!
Maybe finish Manchester, Phase 2 Boston, then Christchurch? Or Manchester->Christchurch->Phase 2 Boston?
Do we want to do Christchurch first over Boston? I don't know what's been said in the Discord about which is more important, but it's important we pick which one we should do first given one's a 0/300 project and the other's a 0/450 project.As much as I wish I couldn't I have to agreee and I'm a proponet of the MARV. Manchester->Christchurch tooling-Phase2/3 Boston depending on how the dice like us (aka if we finish Phase one and 2 at the same time.)
We'd probably want to do Lithium Battery Plants first since it discounts military projects. High Energy Capacitor Plants discounted Reclaimator Hubs by 75 progress points, so we can at expect the Battery Plants to give another sizeable discount. Plus, after we build a Reclaimator Hub we'll still need to build its MARVs in a separate project. So it's very expensive to do, and we don't have the dice or bonuses for Military projects like we do with Tiberium projects.The thing about the MARVs that is bringing me around to that idea is that they increase resources per turn, increase our military and increase our tiberium mitigation. The Trifecta of things we are splitting our attention between.
Am fine with that. Probably 1 Die on Manchester.Do we want to do Christchurch first over Boston? I don't know what's been said in the Discord about which is more important, but it's important we pick which one we should do first given one's a 0/300 project and the other's a 0/450 project.
Given we're going to put 1-2 dice on Manchester and a die for Security Review, I'd think we would do Boston first given it's going to take 2 turns to complete anyways. We can push through Christchurch in a single turn with 6-7 dice, but Boston is likely to take 8-10 dice total. Probably going to take 3 turns to do it all, 2 turns is only if we cut the die margins close and succeed on everything.
Lithium Batteries isn't giving nearly so big a discount. Don't remember if that was in-thread or in-Discord. And yeah, that's why I don't want to do MARVs right now.We'd probably want to do Lithium Battery Plants first since it discounts military projects. High Energy Capacitor Plants discounted Reclaimator Hubs by 75 progress points, so we can at expect the Battery Plants to give another sizeable discount. Plus, after we build a Reclaimator Hub we'll still need to build its MARVs in a separate project. So it's very expensive to do, and we don't have the dice or bonuses for Military projects like we do with Tiberium projects.
Also, uh, there's like... 33 Reclaimator Hubs? Or 53, if it's supposed to be Yellow Zone 1-6 A, Yellow 1-6 B etc.
Where you are wrong is that we'd not take MARVs just for Income. We'd take them because unlike other Tiberium options they don't take up military strength to defend whilst improving income and tiberium mitigation. Basically we want to keep sinking one die into MARVs whenever we can afford to because they're so useful. We'd want to sink more in, but that means we're letting other Military options go which will be a problem.A MARV collects Tiberium about as fast as a normal harvester except it comes with the price tag of a capital ship instead of a pickup truck, I don't think it would be a worthwhile investment if we want income over the traditional harvesting projects. To me the MARVs read like something we're only going to deploy a handful of to defend high value targets: a hub and MARV built in Italy to support our glacier mining for example might be a good thing to squeeze in before the end of this Four Year Plan if we want to play with MARVs. But I don't think they'd be nearly as useful for general use and perimeter defense across tens of thousands of km which is mostly what we're worried about outside something specific like Italy.
Its more for the mitigation using mil dice instead of tib dice, income is a bonus not the reason to grabA MARV collects Tiberium about as fast as a normal harvester except it comes with the price tag of a capital ship instead of a pickup truck, I don't think it would be a worthwhile investment if we want income over the traditional harvesting projects. To me the MARVs read like something we're only going to deploy a handful of to defend high value targets: a hub and MARV built in Italy to support our glacier mining for example might be a good thing to squeeze in before the end of this Four Year Plan if we want to play with MARVs. But I don't think they'd be nearly as useful for general use and perimeter defense across tens of thousands of km which is mostly what we're worried about outside something specific like Italy.
We've seen how sinking a single die per turn into ASAT works out. Doesn't seem like a good idea to me.Basically we want to keep sinking one die into MARVs whenever we can afford to because they're so useful. We'd want to sink more in, but that means we're letting other Military options go which will be a problem.
That's just luck though, we could have thrown two dice a turn at ASAT and still had extremely poor results. That's the price you pay when results are based on random chance.We've seen how sinking a single die per turn into ASAT works out. Doesn't seem like a good idea to me.
Do we want to do Christchurch first over Boston? I don't know what's been said in the Discord about which is more important, but it's important we pick which one we should do first given one's a 0/300 project and the other's a 0/450 project.
Given we're going to put 1-2 dice on Manchester and a die for Security Review, I'd think we would do Boston first given it's going to take 2 turns to complete anyways. We can push through Christchurch in a single turn with 6-7 dice, but Boston is likely to take 8-10 dice total. Probably going to take 3 turns to do it all, 2 turns is only if we cut the die margins close and succeed on everything.
Though since we had a penalty to mil dice we would have need 2 on average to finish and it rolls over to phase 2, still given the chips crunch may have to forgoe it for other projectsThat's just luck though, we could have thrown two dice a turn at ASAT and still had extremely poor results. That's the price you pay when results are based on random chance.