Nah. Things happened and Tidal power plants got stymied by Tib one way or another then Seo had a Science! moment with trying to use said situation to the benefit of mining Tib from sea floor and... things happened and Seo got bonked in the head by the GDI politicians for doing Science! on things (loss of a bit of PS).
Nah. Things happened and Tidal power plants got stymied by Tib one way or another then Sero had a Science! moment with trying to use said situation to the benefit of mining Tib from sea floor and... things happened and Seo got bonked in the head by the GDI politicians for doing Science! on things (loss of a bit of PS).
This is as good an explanation for what happens/ed as I have ever seen. As long as the Tiberium crystals aren't orange or a strange black helical monolith isn't found we should be fine.
This is as good an explanation for what happens/ed as I have ever seen. As long as the Tiberium crystals aren't orange or a strange black helical monolith isn't found we should be fine.
Just in case you did not already see it @Simon_Jester I made an analysispost for our orbital commitments and because you are an influental voice in planmaking I want you to be aware.
Well, the takeaway is that (1) under no circumstances can we afford to leave Orbital dice fallow and (2) in fact we need to average something like... roughly two-ish Free dice on Orbital per turn.
I already figured on that. Even then I fully expect it to come down to the wire with us slamming out Rare Metals mines on the moon to technically fulfill that requirement because we just can't manage the six-phase requirement with the other, more dice-intensive kinds of mine.
I'll try to avoid making that a necessity as best I can, but much of the point of making all those commitments was to force us into a stance of pushing space infrastructure at a level that would strain our capabilities and incentivize us to build better ones.
If we built a shitload more of other kinds of munitions it'd be an acceptable substitute, but the most cost-effective way to make more fortress towns tenable is with more shell factories. The recently developed upgrades to our artillery park will help with that, though; we may be able to pull off more fortress towns without more shell factories this way. On the other hand, we were going to want more shell factories anyway, so there's not much harm in doing that rollout. Certainly we have no shortage of Resource-hungry projects we could sling the budget to.
Do you want it because you want to have the option, or because you strongly believe that building out a bunch of liquid tiberium power facilities would be a good idea? If the latter, why do you think so?
If we built a shitload more of other kinds of munitions it'd be an acceptable substitute, but the most cost-effective way to make more fortress towns tenable is with more shell factories. The recently developed upgrades to our artillery park will help with that, though; we may be able to pull off more fortress towns without more shell factories this way. On the other hand, we were going to want more shell factories anyway, so there's not much harm in doing that rollout. Certainly we have no shortage of Resource-hungry projects we could sling the budget to.
the shell factories only cost 10 recourses per die plus its not that intensive a project , the current phase is 300 points but the two phases after are 150 points each
If we built a shitload more of other kinds of munitions it'd be an acceptable substitute, but the most cost-effective way to make more fortress towns tenable is with more shell factories. The recently developed upgrades to our artillery park will help with that, though; we may be able to pull off more fortress towns without more shell factories this way. On the other hand, we were going to want more shell factories anyway, so there's not much harm in doing that rollout. Certainly we have no shortage of Resource-hungry projects we could sling the budget to.
Do you want it because you want to have the option, or because you strongly believe that building out a bunch of liquid tiberium power facilities would be a good idea? If the latter, why do you think so?
Both but mostly the latter. We could have had more energy production and it was something that was being researched by GDI back in Australia but Kane interfered with those efforts. People always concentrate on the negative side effects, which admittedly is real, but it was something that could have benefitted us. Nod always kept harping about the Technology of Peace in their tag line but their research mostly concentrated on creating a bomb that resulted in the aftermath of the 3rd Tiberium War. I want something to actually subscribe to that notion and the Liquid T Power Cell seems to be on that part. Plus I want to see what is further down that Research Tree.
There are also concerns about Nod Targeting those Liquid T facilities or Tiberium being more volatile but that's something that everyone in this world has been living with every single day of their lives. GDI will always be targeted by Nod on something or other and Liquid T is another avenue that will add to that admittedly but that may be a possible benefit to us in this quest. I don't want fear to stop us from doing this research.
Do you want it because you want to have the option, or because you strongly believe that building out a bunch of liquid tiberium power facilities would be a good idea? If the latter, why do you think so?
I do think there's an argument for plinking off the research the next time we have a quiet Tiberium section, on the idea that the worst possible moment to discover we can't use it is the moment we need it.
the shell factories only cost 10 recourses per die plus its not that intensive a project , the current phase is 300 points but the two phases after are 150 points each
Yes, that's my point. Shell plants are a cheap way to activate Military dice on something important and constructive, freeing up (on average) Resources for elsewhere.
We're looking at a 710 R budget next turn, and 43 dice to activate that consume Resources. Projects that cost 10 R/die or less are, in effect, saving us Resources that we can then use to do something else.
Both but mostly the latter. We could have had more energy production and it was something that was being researched by GDI back in Australia but Kane interfered with those efforts. People always concentrate on the negative side effects, which admittedly is real, but it was something that could have benefitted us. Nod always kept harping about the Technology of Peace in their tag line but their research mostly concentrated on creating a bomb that resulted in the aftermath of the 3rd Tiberium War. I want something to actually subscribe to that notion and the Liquid T Power Cell seems to be on that part. Plus I want to see what is further down that Research Tree.
There are also concerns about Nod Targeting those Liquid T facilities or Tiberium being more volatile but that's something that everyone in this world has been living with every single day of their lives. GDI will always be targeted by Nod on something or other and Liquid T is another avenue that will add to that admittedly but that may be a possible benefit to us in this quest. I don't want fear to stop us from doing this research.
There's doing the research and there's building the power plants.
Fear shouldn't stop us from doing the research, but I think we should think long and hard before actually building tiberium power plants. Because Nod does have the ability to blow those up relatively easily and cause a lot of damage, and we do have fusion as an alternative.
I do think there's an argument for plinking off the research the next time we have a quiet Tiberium section, on the idea that the worst possible moment to discover we can't use it is the moment we need it.
I think this might be one of our better quarters for knocking out Tiberium research, actually. We could still use income, but we're flirting with the edge of our Processing Capacity waiting on both fusion and processing plants to complete. So now's as good a time to pump the brakes on the income train as any.
Exploratory plans:
[]Plan The Tiberium Must Flow
-[]Infrastructure 5/5 70R
--[] Blue Zone Apartment Complexes (Phase 2) 28/160 1 dice 10R 5%(median 1/2)
--[] Integrated Cargo System 0/800 4 dice 60R (median 4/11)
you should put off any plans involving our tip department until the update as the scirn tech rolls are going to upend a great deal of existing plans , implementing those scirn harvester tendrils for example is going to net us a 15% increase to all tip income and then their is the scirn hover tech which is basicly go make logistic = yes , companied those mean we will have to develop a new harvester all over again
I already figured on that. Even then I fully expect it to come down to the wire with us slamming out Rare Metals mines on the moon to technically fulfill that requirement because we just can't manage the six-phase requirement with the other, more dice-intensive kinds of mine.
you should put off any plans involving our tip department until the update as the scirn tech rolls are going to upend a great deal of existing plans , implementing those scirn harvester tendrils for example is going to net us a 15% increase to all tip income and then their is the scirn hover tech which is basicly go make logistic = yes , companied those mean we will have to develop a new harvester all over again
We don't actually get the projects for the results of those rolls for a while - they tend to be spread out over the next few years.
So, yes, we will likely be getting a development project for a new-model harvester, but that's likely a year or two down the road.
Tanegashima Space Center (Stage 3) 532/400 NAT 100
The continued work on the hull manufacturing plant gave SCED RnD an idea, in which they rapidly prototyped a system for a new hull material. By layering composite material sheets during the curing process with carbon nanotube netting, you get a material with vastly improved resistance to tear and twisting forces that is significantly lighter and also has improved thermal properties. As the new procedure requires only a moderate modification to the plating process, it was made while the plant was still in the process of being constructed. (+30 IP)
Surface Exploration EVA Development 388/500
Mars Landing Mission Addendum: Return sample of transuranics 55/50
Mission: Surface Exploration Ceres 83/100
Reusable Probes
The vast majority of the SCEDs industrial capacity was spent on assembling the modified Hermes II this quarter. Much more capable, but also more expensive. The probes were delivered to Pathfinder, while she was in maintenance after the successful Pluto mission.
Surface Scan Pluto
Impressed by Pathfinder and the G-drives capabilities, Sokolov ordered a probe delivery to one of the farthest away objects in the solar system: Pluto. After 25 days of constant ac- and de-celleration, the crew arrived at Pluto. A dead and frozen dwarf planet. With the sun only providing 1/160th of the light per square meter compared to earth, it is truly out in the deep dark ocean of the void, but even in darkness lies beauty, the frozen world below Pathfinder strangely beautiful.
Bringing the probes in the right orbits was a relatively short affair compared to the voyage it needed to get there and if the SCED wants to provide probes to Charon too, Pluto's moon, they will need to do the voyage again. And so, after merely 16 hours in orbit around it, they made the voyage back towards home, back towards the light and warmth of the sun.
SCEDQuest Q3 2058
This Side Quest was allowed by Ithillid and is supposed to be fun. Things happening in SCEDQuest will be affected by the main one, but unless Ithillid says otherwise it is only semi-canon.
Budget: 100 Capital + 35 Capital Reserve
Industry Points: 80 IP
Earth Orbit Launch Capacity: 80 per Turn
Pathfinder Time: 90 Days
Manned Missions: 2 / 4 slots used
Facilities:
[]Tanegashima Space Center (Stage 4)
With nearly all basic manufacturing needs of the SCED taken care of, it is time to think bigger. The next stage of manufacturing will generally expand manufacturing of common elements in the common part strategy, such as nuts, bolts, microcomputers and reaction control sensors.
(20 Capital per Die 132/500)(+40 IP)
[]New Johnson Training Center (Stage 3)
With the pool of qualified astronaut candidates thinning, SCED looks at more specialised personnel to bolster their ranks. Qualifications to become an Astrotech are still fairly high and require the right training and preparation facilities.
(25 Capital per Die 68/400)(Allows 1 additional Manned or Research Mission to be active at the same time)(Current Limit: 4)
[]Gagarin Station (Stage 3)
Stage III will cover the cage with paneling to protect the craft from interstellar radiation, micrometeorites and the sun's light as well as add more comfortable living quarters for the crew and for the first wave of SCED staff transferred to the station.
(0/5 Gagarin Station Parts; 10 Launch Cap, 5C and 10 IP per Part)(-1 Pathfinder maintenance time, +1 Mission planning die)
[]Harper Spaceport (Phase 1)
While many of SCED's missions are now solar system wide, they still require launching cargo and materials from Earth into space.
(15 Capital per Die 0/100)(+10 Launch Cap)
Planetary Bases:
[]Advanced Lunar Base Stage 1
Luna is now a barebones research outpost. It needs to be expanded massively in order to fully transform it into a proper research station, able to test the newest technologies in lunar colonisation and construction.
(0/5 Facilities; 5C, 5 Launch Cap and 5 IP per Facility)(-1 Capital per Turn)
Assembly
---
Development (5 Dice) +20
[ ]Surface Exploration EVA Development 388/500 (2C/Die)
Remote controlled rovers suffer from the, over interstellar and interplanetary distances, slow speed of light. It takes about 5 to 20 minutes for a message to travel between earth and mars. Surface missions even further out will require local rover autonomy to some extent. The EVA unit will need to navigate, take samples and recognize when a problem needs a solution from earth, on its own. General reluctance in regards to autonomous vehicles means that GDI has limited knowledge of such use cases compared to other AI applications, making the creation of such an EVA more difficult.
[]Small Scale Nuclear Reactor Development 52/100 5/5IP (5C/Die+2IP/Die)
GDI already has great experience in using small scale nuclear power for a variety of applications. To fit into SCED's modular part strategy they need to redesign some of the system however.
[]Advanced Lunar Base Stage 0/400(5C/Die+2IP/Die)
As a technological exercise and as a proof of concept, much of the lunar research outpost will be built from local resources. Doing so however will require researching the technologies required to do so: from winning metals and oxygen from regolith to generating oxygen and food from plants. (Required for Advanced Outpost Stage II)
[]Venus Rover Prototyping 216/250 (5C/Die+5IP/Die)
Venus is due to its high pressures and temperatures a bad place for conventional electronics, as such more niche and exotic options to explore its surface are required.
[]Radiation Shimmer Shield Development 0/250 (8C/Die+8IP/Die)
The Shimmer shield has opened up interesting new measures to protect against interstellar radiation, which mostly consists of high speed electrons and helium cores, for both spacecrafts, stations and stationary bases. Such a shield would very likely not protect against much else, but it would enable Pathfinder's crew to remain longer in Jupiters and Saturn's radiation belts.
Space Command Mission Planning (3 Dice) +5
[]Mission: Orbital Scan (Write-in) (for example: Luna, Mars, Ceres, Jupiter) (Requires one Die)(Gas Giants have the main planet, each major moon, and rings+minor moons as locations)
Luna
[]Pardus Mission-Luna
(Required for activation: 4IP per Location, 2 Capital per Location, 1 Manned Mission)
-[](Write-in Location)(max 2 per Turn)
Mars (14 Pathfinder days)
[]Rover Delivery-Mars
(Required for activation: 4IP per Location, 2 Capital per Location, 1 Launch Cap per Location)
-[](Write-in Location)
[]Manned Mars Landing
(Required for activation: 30IP, 15 Capital, 20 Launch Cap, 1 Manned Mission, 14 Pathfinder days)(Cannot do Rover deliveries at the same time as Rover Delivery)
Asteroid Belt (17 Pathfinder days)
[]Belt Probing (0/80 Objects probed)((6IP, 3Capital, 3 Launch Cap) or 5 Pathfinder days per Object probed)
Jupiter (24 Pathfinder days)
[]Surface Scan - Callisto
(Required for activation: (6IP, 3Capital, 3 Launch Cap) or 5 Pathfinder days)