The cost is currently 16 capital good but that will drop once we start refitting or replacing factories as we roll out new gear that replaces the old. The Orca's are a good example of one of those projects.
MBT-7 Paladin is probably another one but we want to develop some more tech like shimmer shields before we start on that one.
This reduction is for the later phases the initial one is for gear we do not expect to replace soon.
I dunno. The Super Orca project consumes Capital Goods because it's building a new set of Orca production lines... which eliminates the need to modernize the old Orca production lines, reducing the overall scope of the project.
A similar Paladin project might not cost less Capital Goods on net.
I dunno. The Super Orca project consumes Capital Goods because it's building a new set of Orca production lines... which eliminates the need to modernize the old Orca production lines, reducing the overall scope of the project.
A similar Paladin project might not cost less Capital Goods on net.
This isn't enough dice to finish either of these. Uh. I'm not sure exactly, but are all Pathfinder missions manned missions? If so, aren't we more limited by our number of manned missions than we are by IP, and so should concentrate on getting New Johnson finished first?
Also, we're 'only' 9 missions away from finishing our scans of Luna. I know we want to explore Mars but all our mines for the more immediate future are going to be Lunar mines, so maybe we should focus on finishing up there over exploring lots of sectors on Mars.
I dunno. The Super Orca project consumes Capital Goods because it's building a new set of Orca production lines... which eliminates the need to modernize the old Orca production lines, reducing the overall scope of the project.
[ ] Orca Refit Deployment
With the degree of refits required, existing orca facilities will need to be massively reworked, and updated to modern standards. It will however work on some parts of the broader Third Tiberium War era factory refits, rather than constructing new factories.
(Progress 0/200: 15 resources per die) (Very High Priority) (-1 Capital Goods)
I'd say we should do more ablative plating before we do wartime factory refit: they more or less fulfill the same goal of allowing our units to takes hits without being movement/mission killed in different way. The plating means that a tank is less likely to have it's gun destroyed in a fight while factory refits means that when it does get it's gun broken once it's back at a base it can be repaired and sent back to fight faster since they have more spare parts. While the extra dices are very tempting we don't have the money yet to get the 16 capgoods needed to get them. But we should get them later on in the plan if possible.
Having more supplies has many more implications than just "more able to replace stuff that gets zapped by Nod." I keep using the example of increasing the frequency with which jet fighters can operate, for instance, because you have larger stockpiles of parts to replace worn-out engine components. You can't accomplish the same thing just by protecting the jet with ablative protection, if it's even possible to stick the tiles on a high performance aircraft.
The way that the Orca refit project costs -1 Capital Goods and maybe shaves a point of Capital Goods off the war factory refit project as a whole was exactly what I was getting at.
My point is that the Super Orca project is, in effect, compartmentalizing off that one component of the factory modernization and doing that, in addition to a bunch of other steps that need to be taken and will presumably be taken to modify the design of the actual produced aircraft.
This isn't enough dice to finish either of these. Uh. I'm not sure exactly, but are all Pathfinder missions manned missions? If so, aren't we more limited by our number of manned missions than we are by IP, and so should concentrate on getting New Johnson finished first?
Also, we're 'only' 9 missions away from finishing our scans of Luna. I know we want to explore Mars but all our mines for the more immediate future are going to be Lunar mines, so maybe we should focus on finishing up there over exploring lots of sectors on Mars.
New Johnson *will* finish first, it's at 80 of 200 progress. 3 dice is a 72% chance to finish it, which I consider to be pretty good? I recognize that pathefinder missions are manned missions, but I'm taking steps to get more of them. Hell, I'm planning a mission to PLUTO so we have somewhere to burn time getting to and from.
-Space Command Mission Planning:
-[X]Mars Landing Mission Addendum: Return sample of transuranics 0/50 1 die -[X]Mission: Orbital Scan Saturn System 1 die
-[X]Mission: Orbital Scan Uranus System 1 die
-[X]Mission: Orbital Scan Neptune System 1 die
-[X]Mission: Orbital Scan Pluto 1 die
-[X]Mission: Surface Exploration Ceres 0/150 1 die
I want to do a mission to collect some of the transuranics next turn so I am putting two dice on that and 4 on the research base on Mars to follow up.
The amount of prospecting we can do is mostly limited by rover production and IP so a lot of dice on Tanegashima Space Center to get more IP
And as many Pardus Mission-Luna as allowed as those give Moon prospecting rolls and we might find a better mine than we know of now making our lunar mining goal easier to meet in the main quest.
[X] Towards Mars transuranics
-[X]Facilities:
--[X]Tanegashima Space Center (Stage 3) (20 Capital per Die 145/400)(+20 IP) 7 dice 140C
-[X] Space Command Mission Planning (6 Dice) +5
--[X]Mars Landing Mission Addendum: Return sample of transuranics 0/50 2 dice
--[X]Mission: Research Base Mars 0/600 4 dice
-[X] Missions
--[X]Rover Delivery-Mars
(Required for activation: 4IP per Location, 2 Capital per Location, 1 Launch Cap per Location, 1 Manned Mission, 14 Pathfinder days)
---[X] The first 13 targets in the list 52IP 26C 13LC
--[X]Observation Probe-Jupiter (Required for activation: 6IP, 3Capital, 3 Launch Cap, 1 Manned Mission, 25 Pathfinder days)
--[X]Pardus Mission-Luna 8IP 4C 2LC 2 manned missions
---[X]Mare Insularum
---[X]Mare Nectaris
New Johnson *will* finish first, it's at 80 of 200 progress. 3 dice is a 72% chance to finish it, which I consider to be pretty good? I recognize that pathefinder missions are manned missions, but I'm taking steps to get more of them. Hell, I'm planning a mission to PLUTO so we have somewhere to burn time getting to and from.
Building up the lunar base, working to get more Industry points, carpet-rovering Mars, and prepping for a manned mission to grab the Martian shinies next turn.
[X] Plan Lunar Expansion Facilities: 5 dice, 125C, 25 IP, 25 Launch Capacity
-[X] Tanegashima Space Center (Stage 3) (20 Capital per Die 145/400)(+20 IP) 5 dice 100C 48.8%
-[X] Advanced Lunar Base Stage 1 (0/5 Facilities) 5 Facilities: 25C, 25 Launch Capacity, 25 IP Development (10 Dice) +20 10/10 dice 46C, 22 IP
-[X] Surface Exploration EVA Development 0/500 (2C/Die) 2 dice, 4C
-[X] Small Scale Nuclear Reactor Development 0/100 0/5IP (5C/Die+2IP/Die) 2 dice, 10C, 9IP 82.89%
-[X] Advanced Lunar Base Stage 0/400(5C/Die+2IP/Die) 6 dice, 30C, 12IP 62.7% Space Command Mission Planning (6 Dice) +5
-[X] Mars Landing Mission Addendum: Return sample of transuranics 0/50 2 dice 93%
-[X] Mission: Research Base Mars 0/600 4 dice Missions
-[X]Pardus Mission-Luna: 8IP 4C 2 Launch Capacity 2 Manned Missions
--[X]Mare Insularum
--[X]Mare Nectaris
-[X]Rover Delivery-Mars: First 11 locations on the list: Acidalia Planitia, Aeolis Mensea, Albor Tholus, Antoniadi, Appolinaris Patera, Arabia Terra, Arcadia Plantia, Ares Vallis, Bakhuysen, Cassini, Chasma Boreale (22C, 44IP, 11 Launch Capacity, 1 Manned Mission, 14 Pathfinder days)
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.
Furthermore Nuuk has numerous phases. The later phases are so expensive we may not be able to finish them during the current Plan at all. It's not clear to me why you think we have to build the personal robotics factory now to unlock something important that can't wait a year or two.
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.
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.
It's like how we're not planning to spend all our Heavy Industry dice building more fusion reactors. It's not because we won't eventually need more Energy, it's because we don't need more Energy right this minute and there are more important things to do with those dice and resources.
We have enough Labor-saving options to get us through the next several turns; we don't need to tear everything apart looking for more when those options are expensive and have little short-term value of their own.
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.
See, the reason I'm focusing on glacier mining and the Philadelphia is that the former gives us the ability to use our dice (because it costs Resources to activate dice, especially if we're focused on profitable projects), and the latter gives us... more dice. My third priority, which isn't yet getting full treatment, is the military, because of Nod- but for the first turn or two that's not where the Free dice are going because of the other priorities.
When I talk about your priorities as a scattershot wishlist or something like it, it's because you keep treating as priorities things that just will not matter in the short term, and that we can much more efficiently deal with in the long term if we address short-term priorities first.
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.
The problem is that if we're trying to put together Infrastructure spending, we face multiple overlapping problems:
1) Getting out in front of the housing crisis by supplying enough good housing quickly that the people living in the worst housing have an opportunity to move out.
2) Doing enough work on arcologies that our political commitment to them aren't too badly undermined.
3) As mentioned, Logistics.
This requires juggling apartments (which are the only practical way to solve (1)), arcologies (2), and of course railroads (3). Being able to use Heavy Industry dice to build up the backbone of a sizeable Logistics buffer (+8 from the shipyards) makes this analysis and this problem much easier to deal with.
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.
In fairness, one thing to be said for it is that I suspect that a lot of "personal robot helper" options are gated behind it.
"Personal robot helper" options sound a lot like +Labor options.
So I could actually see wanting to build that thing for that reason, with the consumer goods output being negligible. Sort of like how we do a lot of Consoom-making Agriculture projects, or for that matter Blue Zone arcologies, but not for that reason.
😓 Well you're right you only speculated that it would help with Labor. No synergy speculation about it working with Nuuk. Alright I'll change my plan to reflect this.
Also while you are correct that we don't have to do more than 3 Arcologies by your own words:
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.
We do need to finish those 3 Rounds of arcologies as soon as possible and I expect we will hear about this in the update. If we don't I'll see if my plan needs a change.
Doing the first 2 phases of War Factory Refits this turn would likely increase the number zone suits available to ZOCOM as well as providing a general boost to the military across the board. With Tiberium war 4 on the horizon, I think getting started on those refits would be a really good idea and would only take 2-3 dice at 40-60R, which is doable even under our current resource constraints.
Regardless of the age of the factories, so long as they're still functional, and not producing any of the new technology, then does it really matter all that much for how slightly more inefficient the older factories are at making older tech that aren't nearly as in demand?
Given how they Military is clamoring for more new things such as more Shells, Ablat, Zone Armor, and everything else that was developed and built with new technology and produced with newer modern factories, and not any of the older stuff that's being produced by the older factories, I can't help but feel that the War Factories Refit is more suited to be done later than sooner, especially since income is still not yet high enough to activate the dice(s) that the project is meant to generate.
Basically it seems that the Military values the deployment of new tech such as Zone Armor more compared to doing the refit for more older stuff, which is probably why it's not as high in priority consideration.
My main reasoning is that those 'backbone' units are not nearly as in demand or as useful as the newer generation of developed and deployed technology, as in while the Military would certainly like more of them as a reserve, they'd prefer to get the new stuff instead to prepare for the new impending war over getting simply more surplus of what they already had.
For example, rather than simply getting more of the old regular infantry gear, they'd prefer the entire army to be upgraded to the newer Zone Armor, or rather than simply getting more tanks, they'd prefer to cover up their existing stock of tanks with more Ablat, or even just getting more Shells to fire their new artillery with.
Basically I see them wanting the new stuff far more than getting more of the older stuff, which they already have sufficient supplies of, and are not up to the quality and usefulness that they'd rather get instead with newer tech. It's why I question is it really as important, because while both are important, one has to be MORE important. Priorities exists for a reason after all.
It is anything BUT cheap. Because if it were, I wouldn't be arguing about this.
War Factory Refits currently requires 16 Capital goods in total. So on top of the 350 progress at 20 resources per dice, it also costs however much it will take to get the Capital goods to pay it with. For minimized costs, I will refer to Nuuk at only one specific level, and not even include in more costs to get to that point:
That then adds up to 640 more progress at 20 resources needed per dice, and that's not even counting the combined costs of +2 -8 = 6 Energy, or the Labor that's running out with limited ways to get more of without having to spend yet more Capital goods for.
Given how many other projects, especially Military ones, require Capital goods, it is why I consider Refits a major opportunity cost vs the other newer projects, and hence why I'd like to point out how it should be done later when there is sufficient levels of both spare Capital goods to build it with, and income level to spend resources with the extra dice or two it could provide.
Infra 5/5 75R +11
-[] Blue Zone Arcologies (Stage 2) 468/600 5 dice 75R
HI 4/5 80R +16
-[] Automated Civilian Shipyards 0/250 4 dice 80R
LCI 1/4 0R +11
-[] Security Review 1 die
Agri 3/3 30R +11
-[] Perennial Aquaponics Bays (Stage 2) 123/350 3 dice 30R
Tiberium 5/5+3 free 225R +26
-[] Red Zone Tiberium Harvesting (Stage 8) 1/130 3 dice 75R
-[] Tiberium Glacier Mining (Stage 10) 18/180 5 Dice 150R
Orbital 3/3 30R +11
-[] Expand Orbital Communications Network (Phase 4) 5/135 3 dice 30R
Services 3/4 35R +18
-[] Security Review 1 die
-[] Tissue Replacement Therapy Development 0/60 1 die 20R
-[] Emergency Tiberium Infusion Development 0/120 1 die 15R
Military 4/4 40R +13
-[] Zone Emergency Medical Evacuation Vehicle Deployment (Sydney) 49/80 1 die 10R
-[] Point Defense Refits 15/250 3 dice 30R
Bureau 3/3+ 3 free +11
-[] Focus Reallocation (Service to Orbital) 1 die
-[] Security Reviews (Service) 2 dice +1 service
-[] Security Reviews (LCI) 2 dice +1 LCI
-[] Private Industrial Automation 1 die
Free 6/6
-3 tib, 3 bureau
Idle Dice: 5
510/515
Potential for 2 phases of glacier and if not a tap in Q3- went this way since we were given how many glacier phases zocom can support and this will jump our income up by a lot. Automated shipyard for the logistics- though orb comms is enough to keep us positive we want as big buffers as we can.
The +1d2 mil dice from factories at the end is going to be a good benefit that we can afford to use in year 2 of the plan on- we probably want to try and squeeze in 1 or 2 dice in Q4 for refits to get this started. Though we also want to do the Orcas this year (2 dice Q3 maybe?)
Infrastructure +10
Heavy Industry +15
Light and Chemical Industry +10
Agriculture +10
Tiberium +25
Orbital Industry +10
Services +17
Military +12
Bureaucracy +10
+5 to Development Projects
+5 to Technology Working Groups
+5 to Station Building
Last Security Review:
Orbital 2 turn ago 2057 Q4
Heavy Ind 3 turns ago 2057 Q3
Tiberium 4 turns ago 2057 Q2
Bureaucracy 5 turns ago 2057 Q1
Infrastructure 6 turns ago 2055 Q4
Agriculture 6 turns ago 2056 Q4
Military 9 turns ago 2056 Q1
Light/Chem 12 turns ago 2055 Q2
Services 15 turns ago 2054 Q3
[ ] Plan Running the Eyewall v. 2.1 Infrastructure 5/5 Dice 75 Resources
-[ ] Blue Zone Arcologies (Stage 2) 409/650 15 Resources per Die, 5 Dice = 75 Resources Heavy Industry 5/5 Dice 100 Resources
-[ ] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 20 Resources per Die, 5 Dice = 100 Resources Light and Chemical Industry 4/4 Dice 30 Resources
-[ ] Blue Zone Light Industrial Sectors (Phase 1) 0/250 10 Resources per Die, 3 Dice = 30 Resources
-[ ] Security Reviews Light and Chemical Industry 1 Die Agriculture 3/3 Dice 30 Resources
-[ ] Perennial Aquaponics Bays (Stage 2) 123/350 10 Resources per Die, 3 Dice = 30 Resources Tiberium 5/5 Dice 140 Resources
-[ ] Red Zone Tiberium Harvesting (Stage 10) 1/130 25 Resources per Die, 2 Die = 50 Resources
-[ ] Tiberium Glacier Mining (Stage 10) 18/180 30 resources per Die, 3 Dice = 90 Resources Orbital 3/3 Dice 30 Resources
-[ ] Expand Orbital Communications Network (Phase 4) 5/135 15 Resources per Die 10 Resources per Fusion Die, 3 Fusion Dice = 30 Resources Services 4/4 Dice 50 Resources -10 PS
-[ ] Tissue Replacement Therapy Development 0/60 20 Resources per Die, 1 Die = 20 Resources
-[ ] Emergency Tiberium Infusion Development 0/120 15 Resources per Die -5 PS per Die, 2 Die = 30 Resources -10 PS
-[ ] Security Reviews Services 1 Die Military 4/4 Dice 60 Resources
-[ ] Wartime Factory Refits (Phase 1) 0/60 20 Resources per Die, 2 Die = 40 Resources
-[ ] Zone Emergency Medical Evacuation Vehicle Deployment Sydney 49/80 10 Resources per Die, 1 Die = 10 Resources
-[ ] Point Defense Refits 15/250 10 Resources per Die, 1 Die = 10 Resources Bureaucracy 3/3 Dice + 6 Free Die
-[ ] Security Reviews Light and Chemical Industry 2 Die
-[ ] Security Reviews Services 2 Die
-[ ] Focus Reallocation 1 Die
--[ ] Heavy Industry
--[ ] Tiberium
--[ ] Orbital
-[ ] Yellow Zone Qualifications Initiatives 4 Dice
75+100+30+30+140+30+50+60 = 515/515
So this new version of the plan does:
- 5 Dice on Blue Zone Arcologies to get a Stage of it done, I also expect we will hire a +1 Die on Infrastructure considering how much we need to build there every turn for this FYP.
- Nuuk Heavy Robotics Foundry gets 5 Dice on it and I will continue to slow roll it the turns after the next while finishing our Continuous Fusion Power Plants development so that our troops in the field build Fusion Power Plants instead of Fission ones when the war starts. But just to check because it was a while ago that was mentioned:
Hey @Ithillid does the completion of the Continuous Fusion Power Plants actions mean that on top of our Blue Zone Energy Campaigns needing less Dice to complete we also have our Military now build Fusion Power Plants in the field? Or do we need to complete another action on top of that one?
- Blue Zone Light Industrial Sectors get 3 Dice for now since they are responsible for producing contraceptives now. If we get a better Health option in here I'll sacrifice some Dice to get at it instead. I'm planing on having a lot of refugees coming in each turn and that means we will need more Health.
- 3 Dice on Perennial Aquaponics Bays since they will need the most time to start producing their crops and we need to get up to Stage 3 being finished for the plan goal. As a reminder finishing the offered plan goals in the planning post for the current FYP before the elections nets the party (-ies) that put those up more votes.
- 2 Die on Red Zone Harvesting to most likely get a Stage of it done and 3 Dice on Tibreium Glacier Mines to get a Stage of it done.
- 1 Die on Tissue Replacement Therapy and 2 Die on Emergency Infusion because we have refugees coming in every quarter and if we can treat more of those refugees for their ailments we get more people who live in our territory.
@Ithillid how does the math work on these? How many refugees we are loosing right now as they come in will we be getting as working members of GDI's society? And how many more refugees will this draw in?
- 2 Die on Wartime Factory Refits to get some of them out of the way now, 1 Die to finish deploying ZEMEVs and 1 Die on Point Defense Refits to get started on them. If the Point Defense Refits need to be surged I'll just switch to Railgun Ammunition Development as I do want the Railgun Harvesters.
- 4 Dice on 2 Security Reviews, 1 Die on Focus Reallocation and 4 Dice on Yellow Zone Qualification Initiatives to get more Labor cause my long term plans need more Labor.
There we go a plan which builds up some more income while finishing a Stage of Arcologies, building up Nuuk for the time when we switch from Glaciers to Vein Mines, builds up Health and plan goals while also researching stuff that when deployed will increase the Refugee influx and our Labor pool long-term and doing retrofits so we get more military Dice sooner so we can use em while finishing ZEMEV Deployment and starting on Point Defense Refits.
Tokyo 2: 375 Progress, 2 Capital Goods
Tokyo 3: 875 progress, 8 capital goods.
Nuuk 2: 480 progress, 4 capital goods
Nuuk 3: 1120 progress, 20 capital goods
Blue Zone Heavy Industrial Sectors: 500 progress, 8 capital goods.
Joburg (Phase 4): 651 progress, 4 capital goods
Joburg (Phase 5): 2091 progress, 12 capital goods
Reykjavik (phase 2) 159 progress, 1 capital goods
Reykjavik (phase 3) 479 progress, 3 capital goods
Reykjavik (phase 4) 1119 progress, 7 capital goods
Reykjavik (phase 5) 2399 progress, 15 capital goods
Bergen Super Phase 2: 285 progress, 1 capital goods
Bergen Super Phase 3: 665 progress, 3 capital goods
Bergen Super Phase 4: 1425 progress, 7 capital goods
Bergen Super Phase 5: 2945 progress, 15 capital goods.
Spider Cotton 1: 170 progress, 1 capital goods
Spider Cotton 2: 350 progress, 2 capital goods
Spider Cotton 3: 540 progress, 3 capital goods
Spider Cotton 4: 740 progress, 4 capital goods
Spider Cotton 5: 950 progress, 5 capital goods
GDSS Enterprise 4: 770 progress, 2 capital goods
GDSS Enterprise 5: 2310 progress, 4 capital goods
Hey @Ithillid does the completion of the Continuous Fusion Power Plants actions mean that on top of our Blue Zone Energy Campaigns needing less Dice to complete we also have our Military now build Fusion Power Plants in the field? Or do we need to complete another action on top of that one?
They don't, because your current fusion systems are actually too much energy. Field needs and civil needs are too different. One is much, much smaller than the ones you build.
As for the math, I don't have that level of precision. The development helps with your healthcare pool because sometimes you need to be able to replace a muscle or replace skin.
Well you're right you only speculated that it would help with Labor. No synergy speculation about it working with Nuuk. Alright I'll change my plan to reflect this.
Besides, many of my speculations are objectively false. Distinguishing between fact and opinion is important.
Also while you are correct that we don't have to do more than 3 Arcologies by your own words:
We do need to finish those 3 Rounds of arcologies as soon as possible and I expect we will hear about this in the update. If we don't I'll see if my plan needs a change.
Again, don't model the arcologies as an abstract 'promise' floating in the void.
Model this as a demand made by people (in the legislature) in response to demands by other people (the voters) who are themselves real people with inner mental lives, not just p-zombies that randomly do stuff for random reasons.
The reason the arcology demands have picked up is because there's an intense desire among the citizenry for more and better housing. Existing housing is in very short supply. Even the least desirable housing, even the actively dangerous housing in war zones. This motivates millions of people to do everything in their power to seek better housing. And since the supply of housing is largely controlled by Treasury, which has only built housing slowly and grudgingly for most of the past eight years since the war...
They protest and demand more housing. The kind of (good) housing they see us building is arcologies, so they demand more of that. But ultimately, much though NOT ALL of the demand for arcologies is simply an implementation of the underlying demand for housing in general.
Thus, while I was a fierce advocate of heavy arcology investment for the Third Plan... Now that I see the apartment complex option giving us a cheaper way to create a lot of Housing, I step back from the arcologies a bit. We'll still do them, but importantly, we can solve the Housing crisis differently. The same effort required to complete one phase of Blue Zone arcologies and provide +8 Housing is more than enough to provide +12 Housing in apartments and the supporting logistics, and nearly enough tot provide +18 Housing and the supporting logistics.
Importantly for the current planning situation, this cheaper option frees up resources for us to spend elsewhere.
-[ ] Blue Zone Light Industrial Sectors (Phase 1) 0/250 10 Resources per Die, 3 Dice = 30 Resources
I'd like to question the value of this project at a time when we're trying to conserve our Labor and Capital Goods for other projects. I think it would be better not to activate these dice at all, or to spend them on the macrospinner.
Note the very high demand for caffeinated kudzu research. While it is highly desirable to perform this project (it's right up there with "Yellow Zone Water Purification" as something I want to do early with Agriculture dice, it's quite possible that all of GDI will benefit greatly from us finally getting some mass distribution of caffeine.
Orbital 3/3 Dice 30 Resources
-[ ] Expand Orbital Communications Network (Phase 4) 5/135 15 Resources per Die 10 Resources per Fusion Die, 3 Fusion Dice = 30 Resources Services 4/4 Dice 50 Resources -10 PS
-[ ] Tissue Replacement Therapy Development 0/60 20 Resources per Die, 1 Die = 20 Resources
-[ ] Emergency Tiberium Infusion Development 0/120 15 Resources per Die -5 PS per Die, 2 Die = 30 Resources -10 PS
-[ ] Security Reviews Services 1 Die Military 4/4 Dice 60 Resources
-[ ] Wartime Factory Refits (Phase 1) 0/60 20 Resources per Die, 2 Die = 40 Resources
-[ ] Zone Emergency Medical Evacuation Vehicle Deployment Sydney 49/80 10 Resources per Die, 1 Die = 10 Resources
-[ ] Point Defense Refits 15/250 10 Resources per Die, 1 Die = 10 Resources Bureaucracy 3/3 Dice + 6 Free Die
-[ ] Security Reviews Light and Chemical Industry 2 Die
-[ ] Security Reviews Services 2 Die
-[ ] Focus Reallocation 1 Die
--[ ] Heavy Industry
--[ ] Tiberium
--[ ] Orbital
-[ ] Yellow Zone Qualifications Initiatives 4 Dice
Here we see Orbital and Services being Resource-starved and in Orbital's case Free Dice starved.
Personally, I'd flip one die on the war factory refits to the point defense refits to save 10 R, drop the light industrial project to save 30 R, flip four arcology dice to apartment dice to save 20 R... then reallocate things. For instance, by upgrading the Services research to Nod/Scrin research, or by spending Free dice working on the much-desired and much-desirable Philadelphia project in Orbital.
On a side note, I really want to slow-walk the tiberium infusions. Even with only one die rolled there is SOME chance of us passing the check, and the second die being wasted. Furthermore, I'd rather take -5 PS hits in two successive turns than a -10 PS hit all at once.
- 5 Dice on Blue Zone Arcologies to get a Stage of it done, I also expect we will hire a +1 Die on Infrastructure considering how much we need to build there every turn for this FYP.
We actually need less Infrastructure dice now because of the apartments being an option for resolving the Housing crisis. Though an Infrastructure boost very much would not go amiss, don't get me wrong. On the other hand, we're even tighter and more desperate for options in Orbital and Military, I would argue.
Once we get our budget back together, we can do all the Infrastructure we really need, as long as we don't get distracted spending a zillion Infrastructure dice on Salt Lake Planned City or something.
- Blue Zone Light Industrial Sectors get 3 Dice for now since they are responsible for producing contraceptives now.
Hmmrm. That... is a fair point. Can you expand on the supporting evidence? I might revisit my position on the project if there's that many medical things gated behind that project