In addition to the points @Simon_Jester raised against trying to rush Philly, it's going to hog the fusion dice we need to get OSRCT done, which, an an anti-MASTERSTROKE tech, carries a high priority.
Heh. While you were writing this, I was doing exactly that.You need to catch up in the thread- my current view is we can probably pair a glacier next turn with another round of orb comms and dump all 5 infra into housing.
Ehhh, yes. It's not so bad.I want to start Philly 2 but with wanting to get 1 or 2 dice into 30R research in service we are still quite constrained.
Huh. I was thinking it'd be better to just slam out another round of Red Zone harvesting. Sure, not as much immediate income, but it positions us to do a fourth round of glaciers in Q3. Also costs less immediate Tib dice up front than a round of vein mines.Current thoughts is 1 glacier and 1 vein mine for next turn (getting 2 rz harvest done this turn means we still have 1 glacier phase open).
We should be at 515R: 365 +145 = 510 + 5R leftover from last plan.
Will we atleast get YZ Arcologies at some point? It would help alleviate the housing problems and stick the refugees in until BZ Arcologies finish.
This plan draft I like. You put this up for vote for Q2 and I will likely vote for it.
Navy still needs investment even if it gets to good. Navy is good for both defending our logistics/international trade and so on. And also for hitting Nod and making it harder for them to reinforce Nod positions on other continents.
Plus, if we go full stretch goals, it was at one point an option to set up naval invasions in yellow zone coastal regions and evacuate masses of people. not sure if that's still on the drawing board as something we can attempt, but would be nice.
I think we should seriously consider this this quarter or next. It's cheap dice-wise and it probably sets back the labor crunch.[ ] Yellow Zone Qualifications Initiatives
Most Yellow Zone refugees that GDI has taken in have a somewhat fragmentary education. While usually competent in a field, they lack the breadth of knowledge that GDI expects for most positions. While they have so far been assigned to work, finding ways to fully qualify them will unlock a previously underutilized pool of labor (DC 90/120/150)
Masterstroke prevention. Definitely complete by Q2 2059 if not before.[ ] Orbital Nuclear Caches
GDI has maintained an increasingly small nuclear stockpile in fortified strongpoints around the world. During the Third Tiberium War, as in previous wars, the Brotherhood of Nod expended significant effort to seize nuclear devices. In order to better secure that arsenal, building a number of small stations in orbit should place them well out of reach of the Brotherhood.
(Progress 0/175: 30 resources per die) (Fusion) (Station)
Infrastructure 5/5 Dice + 3 Free Dice 100 R
-[] Blue Zone Arcologies (Stage 2) 409/600 (1 die, 15 R) (1/4 median)
-[] Blue Zone Apartment Complexes (Phase 1) (4 dice, 40 R) (95+ % chance)
We have two major problems, one source of good news, and several options:
A) Logistics is still pretty shot.
B) We are literally right on the brink of running out of housing and having to stick refugees under canvas.
The good news is, with the budget up to about 505-ish RpT, we're under much less of a crunch. We can afford to spend less aggressively on Tiberium and still knock out another phase of glacier mines next turn, which gives us a LOT more room to do other things (including supporting infrastructure, though that's small-i infrastructure).
For instance:
1) We can seriously consider doing Automated Civilian Shipyards. It's expensive, but the +8 Logistics payoff for probably about ~80 R and four Heavy Industry dice is quite attractive and it doesn't compete directly with housing.
2) We can slam out commsat phases, possibly one though probably not two without Free dice. This is kind of a stopgap measure, but we can sure use the +Logistics in the short run.
3) We can spend Free dice on Infrastructure- something we should seriously consider doing this Plan in general, even given our large space commitments which will be considerably eased if we reallocate the extra Services die to Orbital. At 10 R/die we can very easily slam out a phase of Blue Zone Apartment Complexes with four dice, then throw three dice at railroads which probably won't finish it but at least gets us close and gives us a reasonable chance of coming out ahead on Logistics in Q3 when combined with us working on the aforesaid projects (1) and (2).
Hmm we get +2 from 1st settled in next turn, but Philly is still 20R per dice. With reallocation in Q2 we could do 4+1 free in Q3 while also hitting orbital defense laser and starting ASAT 4 in Q3, then we try and finish philly 4 in Q4 and overflow to pound philly 5 out quickly. That lets us do orb comms next turn to cover the logistics for a glacier mine to provide income for hitting philly and asat hard (as well as service research such as scrin and nod)
Narritively getting Nuuk Heavy Robotics Foundry up and running before doing Vein Mining is very important. We have a shortage of robots and Vein Mining is very robot heavy.
For at least the next immediate turn, one more double set of Red Zone Harvesting and Glaciers should be done to return income back up to nearly the previous 4-year plan's level. Because the importance of the Red Zone Harvesting is for faster and more dice efficient income, Red Zone Abatement, and preparation for more Glaciers.
After that, until the reduction bonus for the Logistics requirement with the Glaciers has run out from completing all the newer logistically cheaper areas to mine from, Glaciers should continue to be done at least once per turn, along with Red Zone Harvesting to open them up, so that all the fast and cheap income is gained ASAP for maximized overall resource gain for the rest of the 4-year plan, not to mention all the Red Zone Abatement that would start working reclaim more territory by starting earlier than later.
Besides, there's also an income goal to be achieved anyways, so better to gain the income faster than later to make use better of the income.
Huh. Yeah, that's true. I wanted to be conservative about it and I couldn't remember if we'd started from 360 or 365, and whether we had any leftovers.We should be at 515R: 365 +145 = 510 + 5R leftover from last plan.
I mean, I'm sure it'll give us a nice big slug of Labor or a very useful Labor trickle, but:Also, we probably want to do the Yellow Zone Qualifications Initiatives very soon.
Yes, but since such things will basically always make outcomes better, I prefer to plan around what we have and treat the extra advisor boosts as a happy welcome bonus.One thing to keep in mind is we are picking 1 or 2 advisers come results as well as the +2 bonus.
I strongly respect that- but there are two issues.Also hmm I would like to go harder on income given how much we are still keep dice on idle, plus the desire to pursue even more expensive projects in Q3.
I'm going to be blunt, I'd never vote for this level of dice spending on Automated Civilian Shipyards. No matter how badly we need the Logistics or how urgently, it's not a phased or staged project. We'd almost inevitably be wasting at least 20-40 R unless we're extremely unlucky.-[ ] Heavy Industry 5/5 Dice + 1 Free Die, 120R
--[ ] Automated Civilian Shipyards 0/250, 6 Dice, 120R, 99%
It should be noted that realistically, four dice on vein mining don't leave us much better off in general than four dice on red zone tiberium activities, not directly.-[ ] Tiberium 5/5 Dice + 2 Free Dice, 170R
--[ ] Tiberium Vein Mines (Stage 1) 0/200, 4 Dice, 80R, 98%
--[ ] Tiberium Glacier Mining (Stage 10) 18/180, 3 Dice, 90R, 94%
We do in fact have a choice of how hard we want to hammer the Philadelphia. Especially since we need an extended period of income reconstruction. To even use all the dice we'd get from Philadelphia Phase 5, we'd want to pump up our budget to something like 750-800 RpT just to have a reasonable amount of flexibility.The former cause we want to start hammering Philadelphia 2 and the latter because when we hammer Philadelphia 2 we won't have the Free Dice to spare for the initiatives.
No, it's not important. It's important if we want to do MUCH vein mining, but a phase or two of exploratory work should be fine. If you mean 'narrative' in a literal sense, it may even make more sense that way- if the demand for a lot of vein-mining robots is what drives people to go to the extreme length of building a giant robot factory in the middle of fucking Greenland in the first place!Narritively getting Nuuk Heavy Robotics Foundry up and running before doing Vein Mining is very important. We have a shortage of robots and Vein Mining is very robot heavy.
In the immediate short term, as long as we don't outright drown on the Logistics subject, Blue Zone Apartment Complexes is a superior solution to Yellow Zone Arcologies. They're cheaper to build. They're less likely to come under immediate military threat if Nod attacks. They house 50% more people per phase despite each individual phase having near-identical Progress costs and lower Resource costs. And they're probably nicer to live in.Will we atleast get YZ Arcologies at some point? It would help alleviate the housing problems and stick the refugees in until BZ Arcologies finish.
Thanks. You're likely to see it with some modifications. I may craft a variant that more or less ignores the Philadelphia and tries to scrape loose some more resources and dice for vein mining or other +RpT options.This plan draft I like. You put this up for vote for Q2 and I will likely vote for it.
I think the decision about whether to go for the 'offensive' or 'defensive' navy is a tough decision.Honestly? Not in the 4 quarters we can count on.
I think Navy wise we should go PD Refits, Orcas, Escort Carriers, Sharks and then maybe consider the assault ships as a stretch goal. Really solidify our naval superiority and cut the transport sub network.
For me, next quarter, not this one. I'm strongly for it but I want all three Bureaucracy dice, and I don't consider the 'realignment' action to be something I'm comfortable delaying. We need to pivot to Orbital.Also:
I think we should seriously consider this this quarter or next. It's cheap dice-wise and it probably sets back the labor crunch.
Oh definitely. I'm going to start wanting to spend dice on Space Force projects (including this one) in, roughly, 2058Q3 or Q4. This is gonna be one of the first things on the menu.Masterstroke prevention. Definitely complete by Q2 2059 if not before.
Hahahahaaa!The imposter sighed and pinched the bridge of his nose. "Fine. What?"
Kane leaned in, bracing himself against the plastic case of the scope. "Why," He hissed, "for God's sake, have you got a goatee?"
The problem here is that this gives us no assurance of actually getting any Housing next turn and we really, really need it. The arcologies project is out of 650 Progress, not 600, now, and four dice only give us a ~60% chance of completion.BUDGET:
515 R
6 Free dice
12 Fusion dice
515/515 Resources spent
6/6 Free Dice allocated
4/12 Fusion Dice allocated
[] Plan Blue Sky Research and Paperwork Prototype
Infrastructure 5/5 Dice 70 R
-[] Blue Zone Arcologies (Stage 2) 409/600 (4 die, 60 R) (4/4 median)
-[] Blue Zone Apartment Complexes (Phase 1) 0/160 1 dice 10R (1/3 median)
I think you'd be better off just skipping the fusion plants and finding something else to do with the Resources. We'll need the next tranche of reactors but they're not urgent, and we're still leaving a lot of dice fallow.Heavy Industry 5/5 Dice 100 R
-[] Continuous Cycle Fusion Plant (Phase 2) (1 die 20R) (1/5 median??)
-[] Automated Civilian Shipyards 0/250 (4 Dice, 80 R) (65+ % chance)
I dunno, I don't think Railgun Harvester is important enough to justify spending Resources on it rather than rummaging up the funds for something else.Tiberium 5/5 Dice 125 R
-[] Red Zone Tiberium Harvesting (Stage 10) 1/130 (1 Dice, 25 R) (5+ % chance)
-[] Tiberium Glacier Mining (Stage 10) 18/180 (3 Dice, 90 R) (93.5+ % chance)
-[]Railgun Harvester Development 1 die, 10 R (100% chance)
The thing is... you're not spending any Infrastructure dice on Logistics. Your Heavy Industry +Logistics project may or may not finish- it's not a sure thing. And you're not spending any Orbital dice on Logistics.Orbital 3/3 Dice + 1 Free Dice 80 R
-[] GDSS Philadelphia II (Phase 4) 29/715 (4 Dice, 80 R) (4/10.5 median)
Mm. Honestly I'd rather pick something else for the second Services die. Among other things, until after we do the security review I kind of hesitate to try to fully prototype and examine the Scrin tech, since that's the stuff Nod doesn't already know. Plus, just, y'know, the general expense.Services 3/4 Dice 60 R
-[] NOD Research Initiatives 100/160 (1 die 30R) (77% chance)
-[] Scrin Research Institutions 160/350 (1 dice 30R) (1/3 Median)
-[] Security Review
I respect the logic, but if we're gonna do a 20 R military project, I'd rather work on the war factories or the Orca refits or sensor deployments or any of a number of other things.Military 4/4 Dice 50 R
-[] Shimmer Shield Development 0/60 (1 die 20R) (72% Chance)
-[] ZEMEV Deployment (Sydney) 49/80 (1 die, 10 R) (96+ % chance)
-[] Point Defense Refits 15/250 (2 dice, 20R) (2/4 median)
This just feels like a bad idea. We should put off Yellow Zone Qualifications (which is basically a +Labor project when we still have a +20 Labor surplus) so that we can afford to concentrate Free Dice in areas where we urgently need to build up physical projects.Bureaucracy 3/3+5 Free dice Dice
-[] Focus Reallocation (flip Services to Orbital) (1 die)
--[] Infrastructure
--[] Heavy Industry or Tiberium
--[] Orbital
-[] Services Review (2 dice) (98% chance)
-[] LCI Review (2 dice) (98% chance)
--[] Yellow Zone Qualifications Initiatives DC 150 3 dice (80% chance)
What, apartments? I strongly disagree.Infrastructure, I concentrate entirely on housing in a big push to finish the Arcologies, with a tiny bump to get some Apartments out the door before we have real trouble. I don't think we'll want more than one phase of these, and I'm fine slow-walking them.
Oh?Tiberium, I almost agree with Simon on-but I divert one die to do the Railgun Harvesters. Why? Because the QM said that it would unlock 'about eight factories' which would each give +5 R. I'm willing to bet those will be easy and cheap projects that will be vital for padding our Tiberium sector as we enter Q3 and Q4 and start feeing other areas
That would entirely defeat the purpose of the whole plan, because instead of being sure of finishing apartments for people to actually live in while we finish the arcologies, we'd be left with unfinished arcologies, unfinished apartments, and a lot of angry people waiting in line for either of them.Since you've got 15 resources spare would it be possible for you to spend another 10 resources by shifting 2 dice on apartment complexes to blue zone arcologies? So of those 5 dice there, 3 on arcologies and 2 and apartment complexes?
I don't think this synergy works out the way you want.From there, the rest of my plan revolves around getting a synergy bonus from doing 4 gun related Development projects at once. Those being Railgun Harvesters, Railgun Munitions, Tube Artillery, and Plasma Weapons (the warhead one). The goal being to basically set up the designs for the guns and ammo that GDI is going to need/want for the next 10 years in one go and applying it to the weakest point in GDI's economy, the Harvester.
I'm going to be blunt, doing the personal robotics factory for the +1 Logistics it gives is an incredible waste of resources.Yeah which is why my preliminary plan does Expanding Orbital Communications alongside Johannesburg Personal Robotics Factory so we get +3 Logistics while we slam out a round of Blue Zone Arcologies.
You're wrong about this, but the math has already been done repeatedly so you can look it up elsewhere.Also just read your plan and I don't get why you are rushing Philadelphia so much. Like I get the bonuses we get from that, but rushing it at the expense of other areas and DIce now that we can activate all dice and make them useful is just wasteful.
Yeah. This is definitely something we should do Real Soon. It's just that we're still at a phase of the plan where doing 20 R/die projects is kind of daunting.Just reminding everyone that we have 1325 progress, or 21 dice, worth of mandatory space force projects and that [ ] Orbital Nuclear Caches is looking pretty useful to keep Nod from stealing our nuclear arsenal.
I'm going to be blunt, doing the personal robotics factory for the +1 Logistics it gives is an incredible waste of resources.
Spending about four dice and 60 R to get +1 Logistics and also +4 Consumer Goods that we don't need right now is like splurging to buy opera tickets when your household budget barely stretches to making sure the electric bill gets paid on time.
You're wrong about this, but the math has already been done repeatedly so you can look it up elsewhere.
About the only thing that's likely to pay off as well or better than aggressive investment in the Philadelphia is aggressive investment in RpT income increase, and you aren't a big fan of doing that either.
The pedant in me expects the Q2 stats to be after QM rolled the Tiberium encroachment dice for the first time. So I would assume that the actual start-of-quest ratio was nice even values of 18% BZ, 32% YZ, 50% RZ. We simply haven't known it before getting the census.Of note start of Q2 (2nd turn of the quest):
Blue: 17.35
We are now back to the BZ where it was at quest start, this is a major accomplishment. Meanwhile a bit of NOD territory was eaten. At this point we have 21.42 vs there 22.27
Let's agree that Phase 4 for Philly is "by the end of 2058" deadline, and it will be fine with me.But I'm definitely in favor of an aggressive push to get it done well before the end of 2059, even if I think "by the end of 2058" is too restrictive and makes it too hard for us to repair our income.
This is a lot better than the worst case scenario I expected, but it's still something we should work on.Of the Qatarites, between a sixth and a quarter have received the infusions. It is something that outside of general action was fairly limited in scope, and the Qatarites were, by far, less likely to take it. You are likely to see a reduced bonus at some point in the coming years without radical action, but even if you had not picked Seo, it would never go away entirely.
I have speculated that it might be. This does not make it a good idea to do that project at just any arbitrarily chosen time regardless of the state of our budget or what else is going on.I'm not simply doing it for the +1 Logistics and +4 Consumer Goods since as you yourself have noted previously the Personal Robotics Factory is also a pathway to better automation.
Yes, you seem to be picking priorities more or less at random.And on the topic of me being wrong I have already stated that I'm not playing this quest with the same logic you are.
I am not prepared to commit to completing Philadelphia Phase 4 by the end of 2058, but I am prepared to commit to serious effort on the project, insofar as this is consistent with other goals like "income increase" and "starting to put Free dice into the military as soon as reasonably practicable so we don't abruptly get pounded flat by a Nod masterstroke in mid-2059."Let's agree that Phase 4 for Philly is "by the end of 2058" deadline, and it will be fine with me.![]()
I have speculated that it might be. This does not make it a good idea to do that project at just any arbitrarily chosen time regardless of the state of our budget or what else is going on.
Yes, you seem to be picking priorities more or less at random.
Each priority is something that individually makes sense ("we need Nuuk for Capital Goods" or "unlocking possible prerequisites for possible Labor-saving personal robotics projects later is good").
But then you just sort of shrug and ignore context and secondary questions. Questions like "will we be able to afford those hypothetical personal robotics projects any time soon, will we even need them any time soon, and if not why are we bothering to spend money unlocking them?"
Or questions like "do we need to work on Nuuk this turn to have the Capital Goods we need for the next few turns, given that we currently have a substantial Capital Goods surplus here, now, in the present moment?"
Or "can we afford the resources it will cost to build Nuuk, a very expensive project, along with mandatory space development, also expensive, and military options like sensor upgrades, also expensive, if we have not prioritized expanding our Resource income as fast as possible?"
Just namedropping a shopping list of important things you want done isn't the same as having a plan that makes sense.
...
You started this Plan wanting us to slow-roll our RpT income increase. Now you want us to waste large amounts of time and money (money we wouldn't even have had in order to waste in the first place!) on projects that have doubtful short term value (Johannesburg), or that merely add to our stockpile things we already have a lot of (Nuuk). and you do this while neglecting other priorities that have much greater and more obvious short and long term value (Resource income, building up a surplus Logistics buffer to permit further glacier mining and in anticipation of impending warfare).
[ ] Wartime Factory Refits (Phase 1)
As a first critical phase of refits, there are the various specialist vehicles that GDI is not at this time looking to replace. Things like the RIGs, Firehawks, and MCVs are unlikely to make any significant changes in the near future. Simply by supplying marginally more capital goods and some relatively simple installations, major improvements in the availability of spare parts and actual fully functional vehicles can be made.
(Progress 0/60: 20 Resources per die) (-2 Capital Goods)
(Progress 0/90: 20 Resources per die) (-4 Capital Goods)
(Progress 0/100: 20 Resources per die) (-5 Capital Goods) (+1 Energy)
(Progress 0/100: 20 Resources per die) (-5 Capital Goods) (+1 Energy) (+1d2 Military Dice)
[ ] Nuuk Heavy Robotics Foundry (Phase 1)
GDI needs ever more heavy robots, and ever greater supplies of automation. With projects in the Red Zones, and potentially underground mines, the current construction yards and systems are completely insufficient. Nuuk is planned to be the largest existing robotics construction work. While it will be expensive, it will also provide masses of capital goods.
(Progress 0/160: 20 resources per die) (-1 Labor)
(Progress 0/320: 20 resources per die) (+4 Capital Goods, -2 Labor, -4 Energy)
(Progress 0/640: 20 resources per die) (+16 Capital Goods, -2 Labor, -8 Energy)
(Progress 0/1280: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy)
(Progress 0/2560: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy)
I'm pretty sure that's not "by my own speculation." You're going to have to prove that claim yourself; don't throw it back on me.By your own speculation the Johannesburg Personal Robotics Factory needs to be built before or alongside Nuuk to get the best out of whatever bonus it conveys. So I am doing that.
There are very real advantages to doing some phases of the war factory refits now, before finishing Nuuk Phase 3. Increased military production doesn't have consequences we can easily track with Treasury's indicators, but the consequences are still real.We have 10 Capital Goods and we need 16 Capital Goods and we get that with Nuuk at:
For that analysis to make sense, you need to be thinking ahead to when you will need the Labor. At current rates we're not on track to run out of surplus labor for at least several more quarters. Speculative Labor-saving projects that may exist are important, but not urgent.With more resources available my plans need to be remade as my goals remain the same: Do as much build up and infrastructure hardening as possible before the war starts. So I'm starting Factory Refits and Philadelphia in Q3 and I am going to need all the resources I can get which is why I'm doing all I can to get the other kinds of resources Labor included.
You will notice that I've mostly dropped the arcologies because a different project for accomplishing the same goal more efficiently appeared: the apartment complexes.My plan isn't some scattershot wishlist that I want done. It's the most efficient use of resources that gets us into more Dice and more use of those Dice while at the same time balancing that with our various needs. You're the one who is only focusing on Glaciers Mining and Philadelphia to the point you've dropped Blue Zone Arcologies from your plans for now.
In fairness to you, with the commsats you can get away with it as a Logistics-neutral plan.. but we don't get nine Logistics out of your plan this turn, and honestly railroad spam isn't a great strategy for the rest of this year when taken alone without Automated Civilian Shipyards.I'm planning on spamming 5 Dice on Railroads in Q3 to catch up to our Logistics needs, but for now having 9 Logistics with my plan is enough to take a 5 Logistics loss let alone a 2-3 Logistics loss in case we are still mining Tiberium glaciers with the next round of that action.
My current thoughts for next turn is 1 glacier mine phase and 1 vein mine phase (as opposed to rz harvest). The 2nd is 20-30 as opposed to 10-20 of rz harvest and does not expand our logistics or mil commitments. Maybe drop a dice on rz harvest to set us up for a 4th glacier in Q3/Q4 but I would like to shift towards vein mine to finish out the year and as a way to get additional income (while racking up small amounts of YZ mit). This leaves us free to dump 5 dice on arcologies to finish the current phase and get some good overflow to the next phase- which buys us 4 turns for more housing.First, if we want to widen our Logistics buffer, we need to commit considerable resources to doing so. We can't afford to just trickle-charge our Logistics expansion; we need to invest, despite our limited budget. Especially if we're doing more glacier mines, which we really would want to.