[X] Plan Measured Spending:

This works the best it ensure that Seo gets the spot while making sure we don't burn all of our bridges doing so.
 
That leaves the Blue and Yellow Zone Arcologies, and the Fortress Towns. The later two are only half as effective as the former

No they aren't? It's Blue Zone arcologies that are inefficient at providing housing, they cost 600 points @15RpD to get 8 housing, while Yellow Zone arcologies cost almost half that, coming in at 340 points @15RpD to get 8 housing. Now the Yellow Zone arcologies are certainly less nice to live in, but if we just need anything with a roof and running water to put refugees in, Yellow Zone arcologies are easily the best choice available. Blue Zoners want to upgrade from a commieblock to a Blue Zone arcology, but Yellow Zoners are a lot less picky. A Yellow Zone arcology with running water and clean air and free food and a bunch of dudes with guns and eagles who shake you down less often than the dudes with guns and scorpion tails is already a massive upgrade, they won't complain if they aren't immediately placed in a BZ arco.
 
No they aren't? It's Blue Zone arcologies that are inefficient at providing housing, they cost 600 points @15RpD to get 8 housing, while Yellow Zone arcologies cost almost half that, coming in at 340 points @15RpD to get 8 housing. Now the Yellow Zone arcologies are certainly less nice to live in, but if we just need anything with a roof and running water to put refugees in, Yellow Zone arcologies are easily the best choice available. Blue Zoners want to upgrade from a commieblock to a Blue Zone arcology, but Yellow Zoners are a lot less picky. A Yellow Zone arcology with running water and clean air and free food and a bunch of dudes with guns and eagles who shake you down less often than the dudes with guns and scorpion tails is already a massive upgrade, they won't complain if they aren't immediately placed in a BZ arco.
I admit I poorly phrased that, I meant they only provide half the Housing that a Blue Zone Arcology does and on a per stage basis they are half as effective. You are correct that on a Progress basis they are more efficient and I point that out later in my post.
 
Well, continued warnings about lack of Arcologies and military logistics (and caffeine).
We should consider making serious progress on the BZ Arcologies and the Rail Expansion next turn.
This may have to come at the cost of not rushing Mecca/Jeddah/Medina.

[X] Plan Measured Spending:
 
Fortress Towns exist to provide hardened living spaces in case of attack. They're only really relevant if we want/need to house substantial civilian populations near the front lines.
Given that we're dealing with a major influx of refugees, we kinda do need to house civilians near the front lines. That said, the next wave of Fortress Cities involve taking former Nod turf, so we might need to run shell plants + ablat before another push.
 
Given that we're dealing with a major influx of refugees, we kinda do need to house civilians near the front lines. That said, the next wave of Fortress Cities involve taking former Nod turf, so we might need to run shell plants + ablat before another push.

We always want to be building shell plants and ablat before another push.

We basically want shells, ablative plating and the like to be the sort of thing where eventually the military begs us to stop building more production capacity because they can't find enough bodies to use the supplies we are sending them even after stockpiling in all dumps to the rafters.
 
REACTION POOOST!

#velveteen, eye implants were part of our initial trials, and were one of the bigger disappointments. No camera exists with the right balance of form-factor, capability, and reliability to replace a lost eyeball. Human vision is much more in the brain than in the eye, but the connection between the two, if severed, is very hard to restore, and we can't reliably hook the two back up right now. There are some experimental techniques that were tried, but they were either unreliable, prone to rejection, or just too fiddly for surgeons to reliably do.
:(

Pity we can't do eyeballs.

Letter of Resignation: Dr. James Granger
Dr. James Granger (Treasury)
It has been eight long years since I took over from my predecessor, as secretary of the Treasury. In that time, the Initiative has passed a number of major milestones. While I have not accomplished all that I set out to do, I am confident that the timelines on those projects will only last beyond my term.
In school, I was taught that the Initiative's purpose was to form a more just world, a more peaceful world. Not one wracked by conflict and ruined by alien technologies, but a peaceful and verdant one. I have done everything in my power to make reality a little bit closer to that beautiful vision.
I know that for many of you, my policies have seemed misguided and soft hearted at best. And I will admit that many of my policies have been driven not by hard headed calculation, but by more moral aims. Taking in the Yellow Zones, supporting the Forgotten, and aiming directly at education have granted us the ability to do more, and fight against the great menaces of our age in ways that we have not been able to do before. I firmly believe that the historical record will bear out that I made the choices that I had to in order to both uphold the values of the Initiative and carry out the work that I was chosen for.
-Sincerely,
Dr. James Granger.

LaganSalvage
Hey Doc, before you go, can you answer a quick question: What the hell is up with all the rocket launches?
:D

Markets
Developments in the markets have shifted more towards new cooperatives, with a dozen major developments beginning this quarter, although none have yet begun production. There are many products that the Initiative procures at great expense. For example, the Initiative uses about six brake drums a year across its civilian vehicle fleet. Each is manufactured manually, as there is far too little demand overall from the Initiative to make it worth mass production without expanding the production to cover civilian needs. With Granger's Treasury having limited resources to put towards such goals, the free market has begun taking it over, which should likely decrease the Initiative's outlays on such areas within the year.
Yeah, it's the little stuff in the corners like this, where a market operation is free to just do the thing, assuming grants are available.

For the Ground Forces, the highest priority must be the prompt delivery of zone armor as soon as possible. The second is a prompt solution to the problems with the supply of shells and artillery accuracy. While current supplies can fight the low intensity war that characterizes everyday activities, they cannot meet the needs of large scale and longer term engagements. Third is consumables. While current consumables supplies are enough for smaller scale operations, general operations exhaust supplies quickly.
Currently, the provision of vehicles is generally sufficient. However, many of the existing designs lack the space or other requirements for enhancing capabilities and will require replacements during the coming years.
So, no changes. Mass zone armor rollouts are just too much for the immediate future, but we can definitely do something about the consumable (ablatives especially) and shell/artillery crisis.

Note that accuracy helps with the shell crisis. If our gunners can hit what they are aiming at with the first few shots, they do not need to then expend a metric fuckton of addition ammo blowing the hell out of everything in the general vicinity. Which is one metric fuckton of ammunition we do not need to ever manufacture in the first place.

This is an area where a development project may concretely help with a deployment project, by enabling existing shell production to stretch farther and future shell plant expansions to be more impactful.

The Steel Talons see current priorities as having shifted away from Ground Forces and general vehicle development. While they see the development of the Havoc as the most potentially revolutionary system currently available, they are also very interested in new weapons and armor technologies, especially the potential of the Ion Cannon system in novel configurations.
See? Talons want Havocs. I know we can't do the rollout immediately, mind you.

On the other hand, there are arguments to fund Shimmer Shields and Plasma Weapons before developing the Havoc, IF we're willing to do so in a timely manner. I know they're expensive per die, but it's only one die. And if we want any chance of even knowing what we can do with those systems before Tib War Four, we need to at least do the development.

As I've said, we're gonna feel pretty damn stupid if it turns out we could have equipped our MBT-7 design with a plasma cannon without too much trouble, or put up urban barrier shields to stop Nod attackers from casually slipping in and doing as they please.

With the missile problem well on its way to being resolved (although more missiles would certainly not go amiss) the Air Force has reassesed its priorities. The most important job is the A-16 Orcas, but the Wingman drones are not far behind. Beyond that, technical development of various projects including plasma warheads and airborne lasers among other things are high priorities themselves.

Wth the Governor program back on track, and the last of the yards expected to be completed before the end of the plan, the navy sees the escort carriers (especially with navalized A-16s) as the next major important area to invest in, alongside finishing up existing projects such as the long awaited final hydrofoil yard. Additionally, Point Defense Refits need to be completed before the Navy can possibly engage in large scale offensive operations.
Notably, this means that the Super Orca project pleases two branches at once. Between that and being relatively cheap, we can lead with this and the point defense refit, and then start doing the carrier shipyards soon.

The night that the Shadows struck, Takeda was working late, catching up on some of the paperwork required of his position after spending the last day working on revisions to one of the proposals for the Tactical Ion Cannon systems. As the Shadows breached his security, Takeda apparently caught wind of their movements, and grabbed one of the only weapons at hand, a positively ancient Volt Auto rifle, and opened fire on his attackers, killing one via electrocution, and wounding at least one other, before the attackers killed him. Breaking for the breach created by the two shadow teams coming in from the north, they were engaged shortly before reaching their exfiltration point, and at least two more were killed, with unknown others wounded. While a manhunt has been ongoing for the past week, the remaining shadows have seemingly gone to ground, with traces dying down around day six of the operation.
The Department of Information believes that the men were a mix of Mehretu and Bintang's Shadow organizations, operating in coordination to strike at a difficult target far from either of their bases.
Well, at least Takeda died nobly and in keeping with the way he lived: blowing the hell out of things with a massive fuckoff beam weapon.

We should honor him with more beam weapons.

Similarly, arcologies have remained an ever growing issue, with petitions millions of signatures long for not only the completion of existing arcologies, but a broad spread. With few politicians willing to push back against such a popular demand, it is likely that the next plan will see its infrastructure demands dominated by the need for arcologies.

[ ] Blue Zone Arcologies (Stage 2)
Investing in constructing new arcologies reflects a major and ongoing investment in providing not only livable environments but genuinely pleasant ones. These facilities are not just about comfort however. If needed, these are the hardest structures politically feasible to build in the blue zones, and the most resistant to the spread of Tiberium.
(Progress 235/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)

Even with the work being done on Mecca, the Arcology program has continued expanding. With many people seeing the slow walking as little more than a sop to their feelings, there have been multiple petitions to Parliament to make this a part of the next plan as a significant piece of the total infrastructure spending. Similarly, the Initiative First Party has been maneuvering to attempt to build "Initiative Only" arcologies as a smaller project, rather than the broader population. While their arguments up to this point have not been particularly catching, they have been getting more popular across the Blue Zones as the population is seeing the last year's construction as being likely typical of the coming plan, and therefore looking at only potentially building two rounds of arcology structures, rather than the five to six that is estimated to be needed to move large sections of the Blue Zone population to live in them.
Ahahaha, somebody pick up that phone because I fucking called it! Voters are pissed and disappointed. We might be able to slightly reduce the pressure by surging arcology construction, but we haven't even hit the targets we were hoping to hit a year ago because we weren't planning on spending so many Infrastructure dice on Mecca this late in 2057.

While we can probably make a lot of progress on this problem if we push it, it's going to seriously interfere with our ambitions to build a ton of Logistics projects in the coming Third Four Year Plan.

[ ] Mecca/Jeddah Planned City (Phase 3)

...

Beyond that, the Medina complex has been massively expanded, with a series of barracks, staging grounds and defense complexes built around the city. With Bennett sending over a dozen restoration and reconstruction teams to back up the Treasury, the surviving elements of the inner city have been almost entirely domed, tarped, and some parts have seen substantial reconstruction work done to them.
With the three cities nearing completion, local warlords have begun making under the table offers to allow GDI convoys to pass unharried through their territories and to otherwise facilitate the Initiative's efforts in Red Zone mining across the region. Even though both sides recognize that this would not be sustainable in the face of outright war, it is something that can be done to ensure that the war on Tiberium is fought well away from the holy sites that have survived the trauma of the 21st century.
Note this. When Tib War Four goes up, it's fairly likely that refinery capacity around Mecca will find its ability to safely process tiberium disrupted. It's likewise very likely that Chicago will come under attack, heavily so. We need to spread out our refining space, even more urgently than the strain on our refining capacity would lead us to believe.

Beyond the immediate impacts, there has also been the start of a new experimental carbon based electronics fabricator at the site. While currently it is little more than a set of foundations, it is likely to be an important piece of the future of the Initiative's production of electronics, and computer systems more broadly, as they have significant advantages in both size and speed. While likely not going to replace existing designs broadly, they will have their uses, especially in military equipment where weight, volume, and efficiency are at an absolute premium.
Hmm, this definitely alludes to the idea that we might get some higher tech goods out of North Boston Phase 5.

The problem is that, especially if Infrastructure dice are going to be hard to come by to build up Logistics in the next four years due to all those arcologies we have to build... Well, it's going to make it hard for us to do much glacier mining to meet RpT targets. Which in turn means heavy pressure on our vein mining operations, which in turn sucks up a lot of Capital Goods.

Which means a lot of reasons to go for Nuuk instead of North Boston.

Basically, North Boston Phase 5 is 2364 Progress (~36 dice at 15 R/die), -2 Labor, and -8 Energy for +32 Capital Goods.

Nuuk Phases 1+2+3 is 1120 Progress (~17 dice at 20 R/die), -5 Labor, and -12 Energy for +20 Capital Goods, not so great but a lot easier to get rolling quickly.

And then Nuuk Phase 4 is 1280 Progress (~20 dice at 20 R/die) for another -2 Labor and -8 Energy for +32 Capital Goods, which is basically North Boston Phase 5 in economic impact but considerably faster to complete.

Alternatively, we can model Nuuk Phase 1+2+3+4 as a more expensive (but same Progress requirement) version of North Boston... that produces 52 Capital Goods for 36 dice instead of 32 Capital Goods. Again, more costly (~180 more Resources, -5 more Labor, -12 more Energy)... but you get what you pay for (relatively speaking, +20 Capital Goods, which is more than enough to claw back the Labor costs).

In the night skies, the shooting stars of fusion torches have been a constant presence, while the contrails of the fusion drives have been a permanent presence, and the thunder of the drives have been constant.

In the fusion yards, significant expansions have been undertaken, and the same at the fabricator for the satellites. In each, the crews have worked round the clock shifts. "The rockets must fly" has been the rallying call, with management doing more to enforce breaks than pushing their workers. Similarly, across the Initiative, the average working day has spiked significantly, adding a half hour from this project's simple level of motivation. With word spreading about the purpose of these launches, and their being the single greatest stroke against Tiberium in human history, the project has become something of a coup for the Treasury and for Granger personally, a grand final statement of an eight year crusade against the green rock.
The general public is convinced it knows what the satellites do, to the point where only the specific details of how they work are still a secret- and those will cease to be a secret as soon as the satellites are switched on. Again, someone pick up that phone; I fucking called it!

[ ] Orbital Cleanup (Stage 5)
Massive new project arrays, clearing away the general debris and remaining parts of much of the older material are now required. While near Earth space has been extensively cluttered since launches began discarding fairings, stages, and other paraphernalia, plus a massive number of dead satellites, the only question now is one of time, and putting resources towards picking out the historically valuable units and reprocessing the rest.
(Progress 90/90: 15 resources per die) (Opens new Space Projects) (25-30 resources) (Fusion) (25)
(Progress 90/90: 15 resources per die) (Opens new Space Projects) (25-30 resources) (30)
(Progress 18/90: 15 resources per die) (Opens new Space Projects) (20-25 resources)
We've hit the point of diminishing returns, though orbital cleanup is still profitable on net, given an expected cost to finish a phase of cleanup with fusion dice of 15R or less (sometimes two dice, sometimes one).

On the other hand, we have explicit confirmation that if we want to expand space infrastructure to do Cool Shit with it in Earth orbit, we need to clean things up more.

However, with the opening of the park system over the last weeks of the quarter, attendance numbers are just shy of brilliant. With parks seeing people attending nearly every day, and the allotments already completely filled, the program has been a significant success in currying favor with a broad selection of the public, and more generally within GDI's political sphere. However there are still many complaints, especially about the continued general lack of available caffeine, with murmurings of mandating Seo to get those projects done as soon as possible.
We totally have a plan for this and it would be hilarious if Seo makes this his metaphorical campaign promise. :D

While much of the last quarter's effort was focused on the clearance of the war damages remaining after reconstruction. This quarter, the redoubling of efforts on the shipyard has driven them to completion, and the beginning of a first set of cruisers. More broadly, the grand wave of cruisers has been hitting the waters. While there are still not enough to escort every ship and every convoy, they have begun inhibiting Nod's freedom of action. A submarine of unknown class was intercepted and sunk in late August, while the coastal warlords near any of GDIs convy routes have nearly ceased the use of carryalls within about 30 kilometers of the coastline.
[grins]

Nice.

Hope that was one of those giant ocean liner-sized megasubs Nod's been using.

With it being one of the largest battleship yards, the dry docks themselves have not been changed at all. Instead, the vast majority of the effort has gone towards the production of ever more missiles. With the Initiative's fleets chewing through thousands of missiles a month, the missile situation is stable enough, but not entirely good. The Rosyth yard has begun improving that, but in that push, the allocation of resources towards the shipyard itself has been somewhat lacking. A final round of funding should finish the Navy's first round of cruisers. The second round, however, is currently in limbo, with some in the navy suggesting that other classes, most notably the escort carriers will serve GDI's overall needs better than simply applying more cruisers.
Oh God there's a Wave Two!?

Oh hell no, I want carrier yards, if only for variety's sake. :p

Yeah, the big debate there is "one die to finish Rosyth, or two?" I think it's gonna be "one," because Military dice are scarce, budget is painful, and there's a pretty good chance of finishing with one die. Gonna sting, though, if we roll short and don't quite finish the cruiser yards in Granger's tenure... :(

The Heavy Industrial sector has been hard at work these last quarters primarily with the assembly of the North Boston Chip Fabricator, and developing large scale fusion power. When investigations swept through the department, multiple industrial espionage attempts were discovered, primarily aimed directly towards GDI's large scale fusion plants. While it does not seem the very most modern designs have been breached, they have almost certainly found enough of the designs to replicate one of the peaker plants. However this was significantly expensive for you, and is likely to be equally so for the Brotherhood of Nod.
InOps believes that this project likely occurred as a response to GDI's offensives into the Yellow Zones, a means to acquire some system that would allow parts of the Brotherhood to threaten key GDI assets in the orbitals as a means of guaranteeing their own security. While this is unlikely to actually work, it does mean that those assets are under significant threat in the coming years without technological deployments to cover them.
Ungh.

A peaker plant means high peak output, enough to power, say, a giant fuckoff energy weapon. Or to power an ion disruptor for short bursts when they specifically anticipate being under threat, though that doesn't make as much sense.

While Seo Thoki is the heir apparent, he is not guaranteed the spot. There are other people interested in the outcome of this vote, as their candidate could well be a future competitor for the Director's seat, and will in any case wield enormous power to shape the Initiative. Currently, Seo is fully favored by both the Socialists and Market Socialists. However, other groups have either endorsed other candidates, or are biding their time. The Militarists have rallied behind Julian Taylor, while the Developmentalists have broadly split, without a clear consensus and many not declaring a side.
By mobilizing the political action group, and calling in favors owed to Granger, he can have a coalition built for him before he takes office or has to make promises to gain support for his position.

Subvote
[ ] Limited Campaign: A handful of sit down dinners and office meetings with high level members of Parliament, and calling in a small number of favors will give Seo at least some friendly ears, if not guaranteed votes. While only marginally effective, it is also the least expensive option politically, and the least controversial. (-10 PS)
or
[ ] Expansive Campaign: Throwing the Political Action Group fully behind Seo, and calling in favors from across the Initiative, this will likely guarantee votes from across the spectrum, but will also burn significant amounts of Granger's political capital, although that is of limited importance given the great works that are nearing completion. (-20 PS)

[ ] Call in Developmentalist Favors
Meeting directly with the leadership of the Developmentalist Party to remind them of how much Granger has done for them will rally support for Seo, and may well bring greater support from the greatest faction in Parliament. (-15 PS)

[ ] Call in Starbound Favors
With the Party only as major as it is due to the actions of the Treasury and the SCED, calling in favors from the Starbound party should pull them easily into Seo's camp, and provide their votes without significant problems (-5 PS)

[ ] Call in United Yellow List Favors
The United Yellow List owes much of its existence to Granger's policy choices. While they are one of the most favorable already, they can be rallied, if given good cause to do so. (-5 PS)

** Two hour moratorium on voting **
** I made a minor mistake in the Q3 turnpost, and have since fixed it. I did not include the Capital Goods you gave to the Forgotten **
Given that I don't think all Granger's political support rolls over to Seo anyway, and that we have +25 PS coming in just from the stabilizer... I think we can afford to splurge a bit here.
 
Oh God there's a Wave Two!?

Oh hell no, I want carrier yards, if only for variety's sake. :p
So this initial wave is 90 ships. Yes, Nine, Zero. That is still not quite enough to do everything. There are going to be options to build more, pushing the number to 105, 120, 135, 150, but it will be a pretty low priority for the Navy. Nice to have maybe, but not actually hugely critical, or a high priority with the navy. Mostly just means you have more of the big ships to do big things and blow big holes in anything with a scorpion tail. After the first six yards, they want escort carriers, and then either Frigates, or LHAs and Monitors.
 
The Developmentalists are the key block we need to secure, and Starbound/UYL can be pretty much relied upon to vote Seo even without direct prodding (although some will probably break for Carter instead). I think there might be some value in whipping the UYL vote despite that though, cementing a political alliance for Seo with them early could be very useful.

The Developmentalists are eventually going to roll bad and finally explode one of these days, and all the subfactions are probably going to defect to other parties. The Left Developmentalists will mostly go to one of the Socialists so they're solidly in our camp, the Right Developmentalists probably to the Free Marketers so mostly a lost cause for Seo the ideologue. But there's also a fraction of the Developmentalists that used to be UYL or would otherwise be UYL if being inside the big tent wasn't so profitable left over that doesn't super neatly fit the Left/Right. Making alliances with the UYL now while they're small to try and capture more of that segment later is probably worth 5 PS.

[X] Plan From Below
-[X] Expansive Campaign
-[X] Call in Developmentalist Favors
-[X] Call in United Yellow List Favors
 
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So this initial wave is 90 ships. Yes, Nine, Zero. That is still not quite enough to do everything. There are going to be options to build more, pushing the number to 105, 120, 135, 150, but it will be a pretty low priority for the Navy. Nice to have maybe, but not actually hugely critical, or a high priority with the navy. Mostly just means you have more of the big ships to do big things and blow big holes in anything with a scorpion tail. After the first six yards, they want escort carriers, and then either Frigates, or LHAs and Monitors.
Um... I assume the existing Governor yards will continue to build new ships, right? Or is there an effective 'unit cap' because the need to bring existing cruisers in for overhauls and repairs starts to eat into construction? I'd think we couldn't possibly have reached such a cap this fast, though, because the cruisers are all so new and aren't taking tons of damage and losses based on what we've heard...

But yes, I'm in favor of escort carriers and so on.

Yes, you used up a fusion die on this one. Because putting 999 points of progress on something is a hell of a lot. You put 200 resources on this single project and threw everything you had into it.
Ah well. A minor setback, since we're close to the end of the stabilizer project. Without something like stabilizers it is vanishingly unlikely that we will ever again use all our fusion dice until the day we finally have "more than enough" and the cost reduction becomes permanent.

[ ] Plan In the Eye of the Maelstrom v 4.3
Infrastructure 5/5 Dice 75 Resources
-[ ] Tidal Power Plants (Phase 3) 154/300 10 Resources per Die, 1 Die = 10 Resources
-[ ] Blue Zone Arcologies (Stage 2) 235/600 15 Resources per Die, 1 Die = 15 Resources
-[ ] Rail Network Construction Campaigns (Phase 1) 83/250 15 Resources per Die, 2 Die = 30 Resources
-[ ] Mecca/Jeddah Planned City (Phase 4) 244/640 20 Resources per Die, 1 Die = 20 Resources
This is just painful. One die on tidal power doesn't finish it and so gives no immediate Energy payoff. One die on arcologies means more voters being pissed off that we're slow-walking the project, as we were warned in the Results text for Q3. One die on rails means we don't get the immediate +Logistics payoff and still have to work on that phase.

And one die on Mecca means we can't rush it for extra Political Support, though admittedly that'd be hard with 400 Progress left to go anyway. Yes, you have three Tiberium dice, but our expected progress for that is 200+15+105 = 320; we realistically fall short.

My advice is to consolidate instead of scattershotting dice all over the place. Either step back from using Infrastructure dice on Mecca so you can afford to put all five dice on some combination of railroads and arcologies, or free up resources so you can 'promote' one or more dice from elsewhere- either from tidal power to arcologies and rails, from arcologies and rails to Mecca, or both.

Heavy Industry 5/5 Dice 85 Resources
-[ ] Continuous Cycle Fusion Plants 0/350 20 Resources per Die, 4 Dice = 80 Resources
-[ ] Blue Zone Microgeneration Program (Stage 3) 40/120 5 Resources per Die, 1 Die = 5 Resources
Light and Chemical Industry 4/4 Dice 60 Resources
-[ ] Johannesburg Personal Robotics Factory 0/250 15 Resources per Die, 2 Die = 30 Resources
-[ ] Pharmaceutical Synthesis Centers 69/250 15 Resources per Die, 2 Die = 30 Resources
The microgeneration die could be left fallow to promote other dice. Microgeneration is much more likely to be attractive next year when we're very hard up for Resources. Letting it wait a turn and leaving a Heavy Industry die fallow might well be better if it lets us promote an Infrastructure die, as discussed above.

The personal robotics factory is not a bad idea as such, and should be pursued soon (since it's likely to lead to labor-saving devices and options, I suspect). But for this turn it might be worth sacrificing progress on it for something else.

Also, two dice on Pharmaceutical Synthesis is very unlikely to complete the project, though admittedly it's a project we can slow-walk relatively safely since there's no immediate Health malus to worry about.

Orbital 3/3 Dice 50 Resources + 1 Free Die
-[ ] GDIS Pathfinder 237/300 30 Resources per Die, 1 Die = 30 Resources
-[ ] Orbital Cleanup (Stage 7) 33/90 15 Resources per Die 10 Resources per Fusion Die, 2 Fusion Die = 20 Resources
-[ ] Security Reviews Orbital 1 Die
We may want to seriously consider doing something else with our fusion dice, because we only really have any assurance of capturing one phase of cleanup with two fusion dice. The cost may very well largely cancel out the payoff.

Bureaucracy 3/3 Dice
-[ ] Security Reviews Orbital 1 Die 2 Dice
-[ ] Endorse a Candidate
Note that we won't have much Political Support left to burn here if we're going all-in on making sure Seo wins. Since endorsing a candidate is likely to cost Political Support, this may not be such a great idea.

- 4 Dice on Continuous Fusion Power Plants to try to get more and better power production and 1 Die on Blue Zone Microgeneration to save money for other things being done in this plan
On the other hand, freeing up resources (say, by dropping the personal robotics plant and consolidating three Light Industry dice on pharmaceuticals to actually clear it this turn) could let us promote the microgeneration die to fusion power construction, which would actually give us a reasonable chance of completing the action.

Like, I'd have to go back and check, but I'm honestly worried we might go negative on Energy on your plan simply because it makes no realistic allowance for completing any +Energy projects...
 
A couple things from the Discord:
1:
Okay, so, Shimmer Shields. It is one of a fairly substantial set of shield technologies, and has applications across multiple areas. They will require further development and deployments however. Some of this will be industrial plants, like a plasma application plant, some will be putting shimmer shields on particular units. So once you have the system developed, you have two follow on projects to develop versions for the industrial roles, and then it also gets automatically applied to all of your vehicle development systems.
It is probably going to cut Nod laser effectiveness by somewhere between five and fifteen percent.

(That second is once deployed across all vehicles it can fit on, which does not include the current-model Predator, which is already overweight and looks like it has cancer from all the addons.)

2:
Most of the demand for the Arcologies is coming from either current Yellow Zoners wanting to move into blue zones where it is safer and more secure and they can let their children out to play, or it is from Blue Zoners who are tired of living in commieblocks and want something with some actual space.

So, despite my desire to go memeplan and dump all 6 Free dice into Infrastructure for 11 dice of "25% chance of 16 Logistics from ICS", we should finish Medina ASAP and then slam out some BZ Arcologies or other high-quality housing.
 
Um... I assume the existing Governor yards will continue to build new ships, right? Or is there an effective 'unit cap' because the need to bring existing cruisers in for overhauls and repairs starts to eat into construction? I'd think we couldn't possibly have reached such a cap this fast, though, because the cruisers are all so new and aren't taking tons of damage and losses based on what we've heard...
Okay, so what you have right now is significantly under ninety. You completed Governor Yards in
2057Q3 (Hampton Roads) (5 under construction, 10 still planned)
2057Q1 (Dakar) (5 under construction, 10 still planned)
2056 Q4 (Vladivostok and Durban) (10 complete, 10 under construction, 10 still planned)
2056 Q1 (Yokohama) (10 complete) (5 under construction)

Basically, any single yard is roughly expected to handle 15 cruisers as its stable number. You are still far from actually hitting that capstone point, with only 20 in the water, 25 in various stages of construction, and a further 30 on order. Yokohama is expected to complete its last major wave of construction soon, and then things probably start getting shuffled around. You are only actually going to start hitting that 90 capacity around the midpoint of the next plan, but the navy you want five years from now, is the navy you start building today.

Edit: To be completely pedantic the real number is somewhere between fifteen and twenty per yard depending on a whole list of factors including missile consumption, damage taken, sinkings, and the general state of GDI's industrial baseline.
 
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Spider-Man pointing meme.

The night that the Shadows struck, Takeda was working late, catching up on some of the paperwork required of his position after spending the last day working on revisions to one of the proposals for the Tactical Ion Cannon systems. As the Shadows breached his security, Takeda apparently caught wind of their movements, and grabbed one of the only weapons at hand, a positively ancient Volt Auto rifle, and opened fire on his attackers, killing one via electrocution, and wounding at least one other, before the attackers killed him.

Respect. Dude could have hid in an office but instead put ass to boot.
 
Yep there's a saying about Navy's that I'm probably going to mangle but it goes like this.

You build for the next war not the current war.
 
Heavy Industry (5 dice +2 Free)
-[ ] Continuous Cycle Fusion Plants, 5 dice (100 Resources)
-[ ] Automated Civilian Shipyards, 2 dice (40 Resources)
I'm flattered that you're taking Automated Civilian Shipyards, which I think I may have been the only person stumping for...

Light and Chemical Industry (4 dice)
-[ ] Pharmaceutical Synthesis Centers, 3 dice (45 Resources)
-[ ] Reykjavik Myomer Macrospinner (Phase 4), 1 die (20 Resources)
Nitpick: Phase 1.

Agriculture (3 dice)
-[ ] Forgotten Agricultural Support, 1 die (10 Resources)
-[ ] Perennial Aquaponics Bays (Stage 2), 1 die (10 Resources)
-[ ] Wadmalaw Kudzu Development, 1 die (20 Resources)
Not a bad lineup; it positions Seo to deliver on a caffeine promise early in his Plan. Notably, we probably don't actually need the Capital Goods from spider cotton right away, so we can afford to intentionally do other things for a few turns.

Tiberium (5 dice +2 Free)
-[ ] Tiberium Stabilizer Deployment, 6 dice (6 Fusion) (120 Resources)
-[ ] Mecca/Jeddah/Medina Planned City(Phase 4), 1 die (20 Resources)
If I recall correctly, six dice on the stabilizer is excessive. The sixth die just moves you from a 96.42% chance of success to a 99.87% chance. That extra 3.45% of probability is... questionably... worth the investment, compared to another Mecca die or just freeing up the Free die to do something else entirely such as fusion power plant construction or building Reykjavik.

Orbital (3 dice)
-[ ] GDIS Pathfinder, 1 die (30 Resources)
-[ ] GDSS Philadelphia II (Phase 4), 1 die (1 Fusion) (20 Resources)
-[ ] Security Review, 1 die
Services (4 dice)
-[ ] NOD Research Initiatives, 1 die (30 Resources)
-[ ] Scrin Research Initiatives, 2 dice (60 Resources)
-[ ] Security Review, 1 die
There's an argument for holding off on the Services review until next plan, but given that we're doing a lot of expensive research this turn I can actually see it being worthwhile, just to reduce the risk of Nod infiltrating the research operations.

All in all, a respectable plan, even if one I have some quibbles with- for instance, I might think it better to put another die on Mecca and using a five-stabilizer-dice plan, very likely to complete and giving us a better chance of finishing Mecca by the end of the Plan. One Tiberium die and three Infrastructure dice gives us an average of 280 Progress, nowhere near enough, but two Tib dice and three Infrastructure dice give us an average of 365 Progress, putting us within shouting distance of completion and maybe even clearing it if we roll well.

Given that nobody's gonna want to spend more dice finishing Mecca in 2058 than necessary, I think it's worth it.

Something to keep in mind about Arcologies however is how the Yellow zone ones are not high-quality housing like the Blue Zone ones.

So I'd imagine other than a few built to help weather the incoming refugees in the short term, most people would rather push for more Blue Zone Arcologies built instead so everyone can move into those eventually and out of the Yellow zones entirely unless they had jobs there or something.

Edit: added the quote for reference.
True. On the other hand, we've got so much coming in. If the refugee wave doesn't dry up, we may need to do something like spend 3-4 dice/turn on arcologies and intersperse each round of Blue arcologies with a round of Yellows just to keep our buffer open.

The existing commieblocks (the Blue Zone Residential we did in the First Plan) are part of our housing buffer, but so are the Yellow Zone arcologies in a way, because those are a good place to stash incoming refugees if we can't accommodate them in the Blue Zones... and we're rapidly approaching the point where we can't.

It's hard for me to say which is the better housing option from the standpoint of GDI's economy, whether it's better to live in a commieblock apartment in a Blue Zone or in an arcology in a Yellow Zone.

The main advantage of BZ Arcologies is that they also provide 4 Consumer Goods, which is part of what makes them such good housing.
We've reached a point where we have enough of a (mostly co-op worker-owned) market economy in consumer goods that consumer goods output hardly matters. We've been explicitly told to expect minimal Consumer Goods targets for the next Four Year Plan, to the point where I suspect we'll be able to easily meet them out of Agriculture dice and the side-effects of the shitload of Blue Zone arcology development we'll have to do.

Well, continued warnings about lack of Arcologies and military logistics (and caffeine).
We should consider making serious progress on the BZ Arcologies and the Rail Expansion next turn.
This may have to come at the cost of not rushing Mecca/Jeddah/Medina.
The problem is that we can barely hope to complete even one phase of Blue Zone Arcologies next turn, and crash-building a single phase will only accomplish so much, plus we might run into hidden problems from building so many things in three months, or into creating an expectation problem because we finished so many so fast that everyone expects us to be able to do like ten phases in the next Plan.

Likewise, we can make progress on railroads but we only really gain like +4 or +8 Logistics next turn no matter what we do. What's needed (and I have done math on this) is persistent, heavy investment in +Logistics projects. We can't surge it.

By contrast, we can surge-complete or nearly complete Mecca this turn, which would be really nice because at 20 R/die it's going to be a big drag to have to do much work on it in 2058 when our budget drops.

Given that we're dealing with a major influx of refugees, we kinda do need to house civilians near the front lines. That said, the next wave of Fortress Cities involve taking former Nod turf, so we might need to run shell plants + ablat before another push.
All waves of Fortress Towns involve pushing farther out into Nod territory. And living in a fortress town sucks because you're constantly under threat of Nod attack and the accommodations are... well, sparse.

If we want to just house people in Yellow Zones, we build arcologies in the Yellow Zones, not fortress towns. We build fortress towns if we want to support and/or push for a new round of GDI offensives into Nod territory.

We always want to be building shell plants and ablat before another push.

We basically want shells, ablative plating and the like to be the sort of thing where eventually the military begs us to stop building more production capacity because they can't find enough bodies to use the supplies we are sending them even after stockpiling in all dumps to the rafters.
We will never reach this point in ablatives because if we produce literally a billion tons of it, enough to cover every GDI ground vehicle and a lot of static fortifications probably like 100 times over and have enough left over to, I dunno, pave the state of Rhode Island in an imaginative decorative laser-ablative mosaic or something...

The Ground Forces will just slab tons of the stuff all over every vehicle in their arsenal until the axles creak (or, in the Steel Talons' case, the mechs threaten to blow a ligament in the knee or something), then go charging out into battle and get shot with a jillion lasers until it all burns off, then come back and ask for another billion tons of the stuff.

Now, they'll kill a lot of Noddies in the process of doing this, and it's hilarious, but we're never actually gonna hit the cap there.

...

Important Note I Will Never Shut Up About:

We probably might hit this point with artillery shells. Importantly, we hit this point sooner if we stop to develop and deploy better tube artillery. Right now part of the problem is that every time our gunners want to kill something, they have to throw like 100 shells at it, and 100 artillery shells is a literal truckload.

If the gunners could kill the same target with like 50 shells, it would be better and a lot less strain on our factory production chain.
 
Okay, so what you have right now is significantly under ninety. You completed Governor Yards in
2057Q3 (Hampton Roads) (5 under construction, 10 still planned)
2057Q1 (Dakar) (5 under construction, 10 still planned)
2056 Q4 (Vladivostok and Durban) (10 complete, 10 under construction, 10 still planned)
2056 Q1 (Yokohama) (10 complete) (5 under construction)

Basically, any single yard is roughly expected to handle 15 cruisers as its stable number. You are still far from actually hitting that capstone point, with only 20 in the water, 25 in various stages of construction, and a further 30 on order. Yokohama is expected to complete its last major wave of construction soon, and then things probably start getting shuffled around. You are only actually going to start hitting that 90 capacity around the midpoint of the next plan, but the navy you want five years from now, is the navy you start building today.

Edit: To be completely pedantic the real number is somewhere between fifteen and twenty per yard depending on a whole list of factors including missile consumption, damage taken, sinkings, and the general state of GDI's industrial baseline.
So Ithillid, does this mean that the shipyards could be expanded in order to meet with higher demands or we need to build more shipyards?
 
The Ground Forces will just slab tons of the stuff all over every vehicle in their arsenal until the axles creak (or, in the Steel Talons' case, the mechs threaten to blow a ligament in the knee or something), then go charging out into battle and get shot with a jillion lasers until it all burns off, then come back and ask for another billion tons of the stuff.

Now, they'll kill a lot of Noddies in the process of doing this, and it's hilarious, but we're never actually gonna hit the cap there.

This immediately conjured an image of the Phonebook Armored Car:
And I fell out of my chair laughing at the thought of a Mammoth Tank decked up like that thing.
 
So Ithillid, does this mean that the shipyards could be expanded in order to meet with higher demands or we need to build more shipyards?
You are going to be building more shipyards, because a shipyard in Yokohama does not do much good to a damaged ship in Sydney. Basically, each additional cruiser shipyard is not just increasing the capacity that the Navy has to work with. It is also substantially increasing the hardness and resilience of the entire system. In the third Tiberium War, when Hampton Roads was taken out of commission, you saw GDI battleships and carriers being dispersed to other yards for repairs and refits during the war, and it was generally worked around. Because that is what the system is designed to do. You have multiple factories for most military stuff, because it is something where Nod simply can't blow them all up.
 
You are going to be building more shipyards, because a shipyard in Yokohama does not do much good to a damaged ship in Sydney. Basically, each additional cruiser shipyard is not just increasing the capacity that the Navy has to work with. It is also substantially increasing the hardness and resilience of the entire system. In the third Tiberium War, when Hampton Roads was taken out of commission, you saw GDI battleships and carriers being dispersed to other yards for repairs and refits during the war, and it was generally worked around. Because that is what the system is designed to do. You have multiple factories for most military stuff, because it is something where Nod simply can't blow them all up.
Is it possible to build new carriers and battleships or are we limited to upgrading the remaining vessels?
 
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