They have been pessimistic lately and I hope it hasn't killed offshore harvesting because I don't know what they would want us to do with out makeing every other Branch suffer with more glacier mining now that I think about it if the partys push us to much without leaving enough stuff to let us start doing it then I don't know what they want from us except going full on income for too long yet again?
...Use commas and periods in your sentences please?
But the main thing everyone wants from us is increased Resource income. Or at least, that's the main thing people want that's relevant to the idea of offshore tiberium harvesting.
We can get a lot of Resource income done by doing vein mining, which costs Capital Goods but not
that much Capital Goods, plus we needed to do a huge amount of Capital Goods projects anyway.
The valid argument here is that mining tiberium underwater is hard and dangerous compared to mining it on land, and tiberium on land presents a much greater immediate threat.
Considering our energy woes and the big flashing warnings about nod targeting our processing, I'd like it if we slung a die towards tib containment.
With institutional experience in mind, I think doing the containment project now would also benefit us when it comes time to develop the next generation harvester.
I could see putting a die on containment, and accepting that our first vein mine probably won't complete in 2059Q4. Given that we're trying to stay in the positives on Capital Goods, that might not be a bad thing...
The problem is that doing this won't actually give us containment
right away; we'd have to build the silos physically first. Since building the new round of refineries means that the need for the silos goes down a LOT and we were planning to do that anyway, I'm not sure that silo research is urgent
except insofar as it helps us develop future harvesting. Not a bad idea, but not as urgent.
There was a glaring warning sign that the GM was basically going to start adding more infrastructure targets to his NOD attack pools. So hardening our infra sounds like a good idea in general.
Housing: (+16)
Energy: (+1) (+3 in reserve)
Logistics: (+7)
Food: (+21) (+8 in reserve)
Health: (+11) (3 consumed by emergency refugee healthcare)
Capital Goods: (+3)
Consumer Goods: (+28) (+5 from private industry)
Labor: (+30) (+4 per turn)
Tiberium Processing Capacity (1645/1720)
Yellow Zone
Water: (+6)
The crunch points are the energy and Cap goods, but such is life in GDI.
Nitpick: You have to allow for which indicators are the easiest to attack.
Capital Goods are mostly produced at heavily secured facilities in Blue Zones.
Logistics involves shipping large amounts of material along railroad lines, which can be disrupted at any point and many of which run outside the Blue/Green Zones themselves. Or sailing ships around on the high seas, where they can be attacked by Nod raiders at many points.
...
Causing GDI to lose -2 Capital Goods is relatively
hard for Nod. Causing GDI to lose -2 Logistics is relatively
easy for Nod.
Causing GDI to lose -2 Energy is probably somewhere in between- there are more power plants to target and they're individually less secure, but they
are secure, and we don't have to travel outside GDI territory just to
have Energy the way we have to for Logistics.
...
Our weakest area, factoring in
both how close we are to our limit
and how easy it would be for Nod to give us a push, is refining capacity. This is why I put three dice on tiberium refineries in my plan draft.
Energy is also a huge priority, but would need to be anyway because we can't build much of anything else without more power plants. That's getting enough dice to give us a 98% chance of completing the current stage of fusion power.
Logistics is next on the list, I think, but our buffer is big enough that
in peacetime operations it should hold. Getting it up to a level that will be resilient during wartime is another matter... it's why I favor working on the ICS, but the ICS is problematic if we're not assured having having two points of Capital Goods free at the time it becomes ready.
After
that is Capital Goods, but we have a LOT of options for that, none of which can be easily completed in this single turn...
It also means 3 turns vs 2 turns. In addition we have been told that small surpluses mean we still have issues so trying to claw out of that sooner than latter is good. And getting the 2nd location up and running sooner gives us some protection against sabotage.
Getting Reykjavik Phase 2 is still "up and running," it's just not running fast enough to ensure that we can have the pre-Reykjavik level of myomer production
immediately if Sabotage Guy manages to completely wipe out the Johannesburg plant.
But reality check, the odds of Sabotage Guy actually wrecking the Johannesburg plant
in any single turn are low, and the impact of temporarily having a myomer shortage while we throw dice at finishing Reykjavik is relatively limited. At some point, we're insuring against problems that are neither big enough nor probable enough that they should be governing our actions.
Especially if the consequence is that we are neglecting to close a weakness elsewhere, such as in refining capacity, that has been
explicitly called out to us as a weak spot.
I'd rather have the "weakness" of a one-turn delay in getting Reykjavik Phase 2 or 3 done than the weakness of a one-turn delay in getting some reserve tiberium refining capacity finally.
Progress wise yes, but at 30R per die for the 1st phase is not something we want to pursue until our income is higher or we are pursuing cheaper projects in other areas.
We could shake loose a little R for it if we really wanted to, and the first phase is probably only going to be 2-3 dice long.
I'm not saying we should do it right now, but we're getting to the point where it's just honestly a better idea all around. And it's a project that gets
MUCH more attractive after the initial investment is over.
For example, Phase 2 of
Suborbital Shuttles is frankly quite competitive with Phase 2 of
Rail Networks; it costs 60% more per die, but requires only 72% as much progress and returns 25% more logistics, so in practice, you're paying (1.6*0.72) = 1.15 times as much in exchange for 1.25 times more payoff.
The problem, of course, is getting there- the initial phase is
not attractive. But if we're willing to keep slamming out rail phases past this one, we should be willing to get past Phase 1 of the shuttle project to unlock the
better and weirdly cheaper shuttle phases past
that one.
It means if one of our planned cities is isolated for a turn or two we still have the processing capacity to handle our income. We really should be looking at hardening our infrastructure instead of this just eking by
If one of our planned cities is isolated or damaged
AND we have Stage 1 of the tiberium refinery project, we can get by,
at least for now. That
is hardening our infrastructure.
Doing Stage 2, here and now in the immediate next few turns, is just overkill. And if you're opposed to spending 30 R/die on an Infrastructure project to add redundancy to the Logistics buffer, you should probably be opposing spending 30 R/die on a Tiberium project to harden add redundancy to the refinery cap further beyond what is already a generous allotment.
That first stage of refineries gives us +600 refining capacity, as I recall. At which point we can talk about doing the
second stage of refineries when we've added another +250 RpT or so of tiberium income... that is, when we're making 1000 RpT or so, at which point paying for the refineries will be a lot easier.
The idea that we are "just barely scraping by" and "need" the second stage of refineries, when
even the first one raises the cap by 600 points, seems unreasonable to me.