No.
The man literally told them to reverse the polarity and it actually worked.Which consists of the galaxy-brained idea of "what if we take the Scrin machines for enhancing the growth of tiberium and... plug them in... upside-down?" The good news is, it actually works to slow growing tiberium.
I added in a line for Stage 2+3 in this update:Agriculture 3/3 Dice 30 R
-[] Perennial Aquaponics Bays (Stage 2) 291/350 (3 Dice, 30 R) (99% chance, median 140/??? Stage 3)
This is incorrect. 4 dice on Arcologies only has a 33% chance, while 5 dice has a 78% chance. So the median-ish dice needed should be 4.5.-[] Blue Zone Arcologies (Stage 3) 302/650 (2 Dice, 30 R) (2/3.5 median)
As it was noted in quest that railgun harvesters might soon be obsolete we can reasonably expect it to be done soon-ish I think. And if the expected cost to implement was too high for them to be worth replacing all the Harvesters with that would be noted too I would expect.We don't know how long that technology will take to become available. We don't know what it will cost to implement. (But we will be paying that Energy cost eventually.) And it is entirely possible that it will be a refit project, rather than a whole new set of factories, if we have already built these new factories.
I am rather strongly against, we need a lot of CapGs fast and Tokyo is a lot more expensive and slower source of them. It needs Phase 4 for the same output as Nuuk Phase 3, and we don't need the Consumer Goods right now (nice as they would be). We definitely need to do some phases of Tokyo at some point for chip production redundancy, but now with how stretched we are CapG wise is not the time I believe.I'm currently leaning away from Nuuk. What I'm pondering is that we push out the Industrial Zones, then build more Fusion Plants. Then just go for Tokyo Phase 4.
It would take a bit longer than going for Nuuk Phase 3, but Tokyo Phase 4 is a bit cheaper (per die) and uses less Energy, while still giving 20 Capitol Goods. So we wouldn't need to go for another round of Fusion Plants to keep up with the Military stuff. Plus we get a backup chip factory running and a large pile of Consumer Goods.
I wanted that too, but that -1 CapG of Vein Mines is a killer and we need those Resources. Total cost should be about -15 PS which is blegh but than again PS seems quite easy to get, and we are on track to get a lot while fulfilling the plan.I'd prefer to do some more Vein Mining over the Offshore Tiberium Harvester Stations. 5PS per die is a lot, and I think that we should wait for the memory of the Tidal Plants failure to fade a bit before we try this.
Wartime Factory Refits give +2 Energy and Reykjavik gives +1 at Phase 2 and +2 at Phase 3. If we avoid harvesters and wait a bit with rockets we should be able to manage, and in return we military dice and considerably higher production of warmachines quite a bit sooner. I expect us spend -6 Energy before starting the next fusion plants if we are frugal, and there is that +3 reserve in case of emergency. If Nod blows up some power plants we could disable the industrial zones and some of the war factories for a while or something until we finish another power plant or repair some, it might still result in the same amount of tanks produced than if we did power plants first in the time before the next round of fusion is finished.But that +12 energy isn't a sufficient buffer at all because projects other than industrial sectors (-8) will effectively leave us with only +4. We will definitely spend more than +4 energy on other projects while sectors get worked on, like shells, rockets, sensors, harvesters, arcologies, Havocs, and other things. I'm certain that we will consume more than +4 energy during the two turns on industrial sectors or Nuuk. If we leave doing energy later we'll end up being blocked from other projects. Not to mention that we won't have much of a buffer in case of Nod disruptions either.
That -2 Energy add 5.8 Resources to the project if my math is right if supplied by fusion not to mention the dice to build those plants. Its not actually all that cheap compared to our other 20R options. We also should not be skimping Rs on mining of all things I don't think.The compensating factor is that Railgun Harvester Plants also cost fewer Resources, while still providing enough return on investment to pay for themselves in a reasonable timeframe. Building one or two more isn't a bad idea, especially since they also reduce overall strain on ZOCOM.
Right now we're trying to avoid overstraining ZOCOM and our Logistics/Capital Goods arrangements by pushing out more tiberium mines beyond our capacity to sustain and to defend well. Doing one or two railgun harvester factories on tiberium dice that would otherwise be unoccupied is not an unreasonable choice; the alternative is either to leave those dice unrolled, or to drop other projects people value more (like the arcology construction, the macrospinner, and so on) in order to fund tiberium harvesting projects that would risk using up the last of our resources.
By the time levitating tentacle Scrin harvesters become widely available, it'll be at least a few years from now, and the railgun harvester factories will already have paid for themselves within the first year or so of operation (2-3 quarters to refund the construction cost, and 2-3 quarters to refund their share of the Resource cost of a phase of fusion plants).
By the time ISC will be done we would have more CapGs from Reykjavik if not from Nuuk, that action takes a long time. My plan does Industrial Zones and Wartime Refits as well as ISC and I don't foresee any problems. And for all that some new military deployment actions might need CapGs that +3 (+2 the turn after this one from Reykjavik) seems enough while keeping 1-2 CapGs in reserve. Also, its not like we don't have plenty of high priority CapG-less actions to do if it was a problem.It's not that you're wrong about the war factory refits being good, it's that spending ourselves down to +0 or +1 Capital Goods for any reason is a bad idea. And we have a great many projects that consume Capital Goods, many of which are also themselves valuable. For instance, Phase 3 of the war factory refits, at -4 Capital Goods, is good. But is it really twice as the Integrated Cargo System project, which costs -2 Capital Goods? Are the benefits for our military of having a streamlined global supply train to move military and civilian equipment all over the world quickly really that much less than the advantages of streamlining a specific set of factories?
It's hard to say.
So I don't think we should be so desperate to complete the war factory refits that we scrape the bottom of the barrel trying to provide them with Capital Goods. We're already seeing Nod get smart about attacking major facilities that make Capital Goods (chip fabricators, macrospinners, and so on). Let's act like we've seen that danger, rather than ignoring it and plowing ahead trying to run the economy with no margin of error.
Low quality housing is part of that +Housing too though? So basically we have 16 (current +Housing) + 23 (current low quality housing) = 39 Low Quality Housing, 16 of them empty. Is as I understand it. And what we need to do is not build more +Housing, but high quality homes like Arcologies, pure +Housing numbers don't do anything alone now that everyone has some kind of a home. If we magicked up 23 High Quality Housing right now we have +39 Housing, all of it empty low quality buildings.That's not true. If our Housing buffer is larger than the population we have in low quality housing, we won't have very many people in low quality housing. Probably none at all except people who don't care, and people who are willing to live in low quality housing for the sake of some other goal, like being close to a place that they love. The low quality housing becomes our buffer.
Right now, there are a lot of people living in low quality housing because we don't have enough medium or high quality housing for everyone to have a roof over their heads in that housing alone. Refugees were getting told to live in a Yellow Zone fortress town under Nod bombardment because there was just no place to put them in a Blue Zone housing development. We're trying to change that by getting out in front of the housing crisis.
We could go through that surplus if we wanted to, but we don't have to. I took a look at the likely actions in those Quarters and so long as we avoid Harvesters and wait a bit with building more missiles and Zone until after the new power plant which seems like no great burden we can do it just fine looks like. And we could still afford those missiles, it would just leave us with just a few +Energy again.I do. Building Blue Zone Heavy Industrial Sectors nonstop and nothing else will take two turns of full-effort Heavy Industry rolls, barring massive and frankly wasteful Free dice investment. Completing Phase 3 of the fusion plants will then take a third turn. And you had better believe that we can- and have- gone through a +11 Energy surplus in two turns.
So we don't do that. We mix our investment, and accept that it'll take three turns to finish the Capital Goods project, in exchange for being able to keep up a high Energy surplus that doesn't force us to scrimp, save, and ration.
We still have both projects done by 2059Q3 or so, we just don't treat the Capital Goods project like it's suddenly become more important than Energy when it hasn't.
They seem like a very low hanging fruit from the text we got when we completed previous phases, it's refitting rush build and badly refit old factories which is a lot, lot easier than building new ones as we have seen with previous factory refits. It's the best action we have for reinforcing our military, it just does not involve new technology. Also the MilDice are nice given our massive focus there right now.I think you're overestimating how decisive the war factory refits will be. They'll matter, but a lot of other stuff we can do matters too.
[ ] Interdepartmental Favors (New)
By reaching out to the other departments and providing aid to them, the Treasury can improve its overall position within the broader Initiative. While this will require resource allocation to their projects, that is a small price to pay in exchange for political favor
(Initiates Subvote)
No, because Energy is one of your subdepartments. This is doing something for the military or similar.Could we ask Energy Department (or whoever's responsible for energy) to find new cheap projects via performing in-depth review of existing Power grid and Energy sources?
I mean there has to be some cheap upgrades to existing grid to increase energy output, right?
We've spent years working constantly to increase Energy availability. Why do there 'have to' be 'cheap upgrades' that would improve the situation meaningfully? If there were cheap upgrades, why wouldn't we have already taken them?Could we ask Energy Department (or whoever's responsible for energy) to find new cheap projects via performing in-depth review of existing Power grid and Energy sources?
I mean there has to be some cheap upgrades to existing grid to increase energy output, right?
I hadn't wanted to treat that as confirmed until I actually saw it in a turn update, but it's good to know.I added in a line for Stage 2+3 in this update:
-[] Perennial Aquaponics Bays (Stage 2+3) 291/700 5 dice 50R 18%, 6 dice 60R 53%, 7 dice 70R 82%, 8 dice 80R 95%
(For anyone who doesn't know, Staged projects always have the same progress cost for each Stage. So Stage 3 of Perennials will be 0/350 as well.)
Huh. Must have gotten a bit jumbled up on which numbers corresponded to what. Since that could actively mislead someone, I'll go back and edit it.This is incorrect. 4 dice on Arcologies only has a 33% chance, while 5 dice has a 78% chance. So the median-ish dice needed should be 4.5.
We don't yet know if there are going to be multiple phases for the Offshore Harvesters or not. It could be a one-off project, or it could be we'll face a delay before we can build more.The big question is whether we're going to have to keep paying Political Support for each phase of offshore mining, or whether the cost disappears or decreases greatly after the first phase of the project. We can't know the answer until we've actually done a phase, at which point we can decide whether to press forward.
I mean yeah, but my point is basically "we don't know whether pursuing this project is a good idea or a bad idea, wait and see" combined with "we don't want to overspend dice on a project that explicitly costs -5 PS per die." I'd love for this thing to complete with only two dice, though admittedly that'd require some luck.We don't yet know if there are going to be multiple phases for the Offshore Harvesters or not. It could be a one-off project, or it could be we'll face a delay before we can build more.
It could (I'm hoping not, but it could) turn out to be like real life nuclear power, in that a high-profile disaster or two causes so much bad public relations that even subsequent stages cost -5 PS per phase or something. It'd be consistent with the general pattern where the really good income-increasing Tib options all come at a price, be it in Logistics costs and military overstretch, or Capital Goods, or something to keep us from just exponentially piling up income boosts to the sky.Either way, the PS cost is because we're doing this following the double-nat 1 on Tidal Power, so it's seen as us risking another disaster similar to the first. If we prove we can do this without the platforms getting eaten by Tib, (mostly by avoiding more nat 1s) any further PS cost would need a new narrative justification.
The thing is, range isn't as pressing a concern for tanks as it is for, say, ships or aircraft.They give the vehicles more range. For a given quantity of volume and mass allocated to energy, an LT-equipped vehicle can/will be able to move significantly further. Given that the vehicles are generally railgun equipped by now, this also means that the maximum number of rounds a vehicle can fire before returning to base to refuel is increased.
Thats a fair argument.Forgive me for picking this argument but we were just reminded of the following:
[SNIP]
So, allow me to reframe the Catalyst Missile as something similar real world has.
EMP.
It's similar in that EMP fucks over anything and everything electronic that isn't specifically hardened against it, and Catalyst fucks over anything and everything Tiberium (except maybe anything specifically hardened against it).
And as someone working in space industry I can assure you that people don't bother with shielding against EMP or cosmic radiation unless they have reason to think they need to. That limits the use of such technology to military and yes, spacecraft - because they have the need to worry about it.
The invading aliens were supposed to come to a nice Tiberiformed planet complete with Liquid Tiberium, and more importantly, devoid of native life.
A glorified PMC at best, on a supposed milk run. And I expect that like humans, they would not harden their hardware against Catalyst because it's an unwarranted expense and isn't expected besides.
(Nobody expects Kane and Tacitus data cache).
In summary - I believe that Catalyst missiles working against these particular Scrin does not mean it is impossible to defend against Catalyst missiles. It only means that this particular group of Scrin didn't have hardened hardware to protect against it.
And that in turn means that it might be possible for GDI to develop this technology.
I would even go so far as to say that this kind of technology, something that prevents Tiberium from going critical and exploding even in the presence of a catalyst, may be a possible puzzle piece for bootleg TCN.
It wasnt that long ago that we lost 20% of our military dice to an assassination.It's kind of frustrating, narratively speaking. Bland winning forever gets boring.
Given as the project hasnt finished, I dont see how you came to this conclusion....Communal Housing was a mistake. Should have just concentrated on Apartments.
IIRC, InOps forecast was for a two to four year period between 2059 and 2062
QUESTIONDidn't really see anything about politics for last turn so I'll do a post.
Free Market Party: No Change
Market Socialist Party: -20 Strong Support, +20 Weak Opposition
Militarist: -10 Weak Support, +10 Weak Opposition
Initiative First: -30 Weak Opposition, +30 Strong Opposition
United Yellow List: -10 Strong Support, +10 Weak Support
Starbound Party: -15 Strong Support, +10 Weak Support, +5 Weak Opposition
Socialist Party: -10 Strong Support, +10 Weak Support
Developmentalists: -60 Strong Support, +40 Weak Support, +20 Weak Opposition
Independents: No Change
Most movement was probably from the disaster with the Tidal power plants. Though some movement may have been from deciding maybe Yellow Zoners deserve an education and maybe we can negotiate with some elements of NOD. But chunks of Tiberium washing up on Blue Zone shores because of us is a very bad look.
In all, the situation last turn was a bad blow. This is probably the largest amount of representative approval we've lost in the whole game.
Our overall approval rating dropped 3.06% from 75.22% to 72.16%. And a bit more devastating since that number isn't taking into account losing 115 Strong Supporters.
Our support last turn was made up of 55.98% Strong Support and 44.02% Weak Support.
It changed by 6.48% to 49.50% Strong Support and 50.5% Weak Support.
Makeup of opposition didn't really change much despite an increase in numbers.
Our opposition last turn was made up of 42.38% Weak Opposition and 57.62% Strong Opposition.
It changed this turn to 42.71% Weak Opposition and 57.29% Strong Opposition.
No, but we kinda want to if we want to do the Karachi Sprint this year.
Here's the max Cap Goods I expect to get this year, even with sprinting:
Current: +3
Reyv 3: +2
HIS: +8
TOTAL:+13
And here's what I want to do with those goods.
ICS: -2
Orca Refits: -1
6 Vein Mines: -6
2 Ground Force Zone Armor Factories:-2
Total:-11
Six vein mines to have the income to use all the Philadelphia 5 dice--and to throw 14 Tiberium dice per turn, 280RpT, at Karachi, without unduly sacrificing in other areas. ICS for the logistics buffer--we could pound out the next two phases of railroads instead, but that's not quite enough to offset a worst case -20 malus--on the gripping hand Karachi provides logistics as more-or-less a side benefit--pick your poison, really. Orca Refits and Zone Armor factories instead of Wartime Factory Refits 3 because while Factory Refits improves our position generally, Orcas and Zone Armor specifically improve the ability of the Ground Forces to operate in Yellow and Red Zones, which we'll need for Karachi and the Pakistan Logistics Corridor.
Point of order:HIS can be done in two quarters without a significant investment in dice.
Realistically we're only going to be able to spend at most three free dice a quarter on HI, so a median of three quarters for Nuuks. Probably more like 4, including this quarter, because we need three dice for CCF 3.
Put another way: HIS is how we do the Karachi sprint Q4 this year, where we might or might not get dogpiled, as opposed to Q4 next year, whereby we almost certainly will be.
The thing is? Aside from the welcome increase in cash, Railgun Harvesters harden our ability to harvest Tiberium. They raise the threshold required to successfully raid GDI harvesting activities from just a couple militants, bikes and buggies to a seriousface incursion. Something that requires a serious commitment.Many things reduce the strain on military though, such as Wartime Factory Refits which give them lots more tanks and such.
I had assumed that Scrin tech harvesting would require a new platform instead of a refit, seemed like advanced technology and there was a mention of hovering and tentacles I believe which... would be one hell of a refit indeed.
It is always a bad time to push for Liquid T Power Cells.Is it a bad time push for Liquid T Power cells research? Because developing and deploying those seem to be something that will help with our power needs, despite the cost to our PS.
1)Where are you going to process and store the Liquid T if you cannot do so in Blue or Yellow Zones?I think a general rule of no liquid tiberium in blue or yellow zones would suffice. Nod already uses it so the red zones and large bits of yellow are already at risk right? I don't see why we couldn't use it in areas where exposure isn't a issue anymore.
Not saying to pursue it at all. Just that I'm sure we could find something to do with them.
Not to mention the proliferation risk from putting liquid T out where lowlevel warlords can get at it.
The type of warlord who lacks the industrial base to build their own WMD but would really, really like the opportunity to loot the components to juryrig one.
The first and second tier warlords have this stuff yes. They can already build their own nukes just fine too.Didn't we get the liquid tib power research from the nod research gatcha?
They already have this tech. Or am I remembering wrong?
That makes things worse for Nuuks, actually. We can technically complete Nuuks 3 in that timeframe, but for all intents and purposes we'll only get the benefits of Nuuks 2.TLDR
Plan around Karachi Sprint to start Q1 2060 and finish Q2 2060.
For situational bonuses due to the season and to avoid maluses due to bad weather and flooding.
Looking at the Scrin from the perspective that they are miners, I think that the Tiberium Agitation ability could be like mining explosives. Your going to use it far away from your actual machinery to loosen the material you want to get out. It is just that in this instance the Scrin are converting something used for mining to be used for warfare, so they don't have defenses for it.The main issue with it that I can think of is that we know the Scrin brought along Catalyst weapons of their own.
Not the big flashy support powers of Nod, but as the Ravagers Tiberium Agitation ability. An infantry ability.
Something that can be done at range to blow up anything that comtains Tib or is heavily Tib based.
Good point on the monsoons. I just wonder how much the global weather has changed from the massive Tiberium glaciers and other geographical changes. I wouldn't think it would be enough to effect the monsoons, but it is still a thought.Plan around Karachi Sprint to start Q1 2060 and finish Q2 2060.
For situational bonuses due to the season and to avoid maluses due to bad weather and flooding.
Yes. I, personally, constructed the Tiberium Stabilizer network. With my own bare hands.Its only been in the last year that we've had a breather, and that was because @Derpmind got us that break from Tiberium, allowing us to focus on other things for a bit. Its been a long, painful grind otherwise.
A quick read of the turn in question shows we didn't lose any PS from the event itself.QUESTION
Didnt Granger suffer proportionately worse loss of political support back during the fiasco with the tainted fungus bars?
Im honestly curious.
I'm not sure, but hasn't the world's weather been severely affected by Tiberium? All I recall are that we get Ion Storms now. Or maybe we still get monsoon seasons, IDK.Point of order:
After some consideration, and staring at a couple maps, I'm proposing that we delay the start of the Karachi Sprint to Q1 2060.
Why? Two words: Monsoon season.
Yeah, IIRC Nod Powerplants all run off of liquid Tibierum. It's ubiquitous for them:Didn't we get the liquid tib power research from the nod research gatcha?
They already have this tech. Or am I remembering wrong?
The other is a better understanding of their energy generation technologies, specifically their Liquid Tiberium Generators. While unacceptably toxic for GDI's purposes, the potential is extraordinary. The unit is an addition to existing power generation systems using small amounts of liquid Tiberium. These systems offer a multiplicative effect, enough to bring an obsolete gas turbine to parity with even the most modern of GDI prefabricated nuclear reactors.
The exact wording this this:"As it was noted in quest that railgun harvesters might soon be obsolete we can reasonably expect it to be done soon-ish I think. And if the expected cost to implement was too high for them to be worth replacing all the Harvesters with that would be noted too I would expect..."
I don't know exactly what you're trying to argue here. What's going to happen, at some point, is that we get a chance to develop a next-generation Scrintech-inspired harvester. This will presumably be followed by an ambitious and expensive project to actually deploy that harvester. There may be an upgunned railgun version of the same design, to fill the role of the current railgun harvesters.
However, the language we've been given does not strongly suggest that this development will be ready soon. It is often a matter of years before the kind of tech we get from the gachas actually reaches deployment. Given that a railgun harvester factory can pay for itself in 4-6 quarters of operation, it's not that bad of a choice. In the short term it has a minor impact. Waiting for a superior version of the technology is not necessarily a good idea when we're trying to find constructive things to do now and are a bit hard up for options because we don't want to overextend ZOCOM or burn our last points of Capital Goods.
Which really does not leave me optimistic. I acknowledge that Harvesters are certainly not a net negative, but consider them to be a very low priority.However, the program is already facing cuts, as the development of novel hover systems and harvesting methods is casting doubts on the viability of the overall program. However, even with these new methods, a more heavily armed and better protected harvester now, is worth almost as much as a superior option later. However, it is something that the Treasury has to strongly consider, not only in terms of immediate investment, but long term allocations.
While true I would be very surprised if the PS cost remained, for multiple reasons including that it would make the action pretty much useless. But yes we cant be certain and will see after we do it. That said I don't foresee any issues if we it does turn out to cost PS, as we could always just pivot from Industrial Zones to Fusion Plants without an issue with our large Power buffer, or just rely on non-Vein non-offshore mining actions.The big question is whether we're going to have to keep paying Political Support for each phase of offshore mining, or whether the cost disappears or decreases greatly after the first phase of the project. We can't know the answer until we've actually done a phase, at which point we can decide whether to press forward.
Said scraping by includes a decent buffer so grid collapse is very unlikely, even if Nod rolled well on sabotage they are more likely to target Boston or something as losing CapGs would hurt us more.See, I'm seeing a lot of "we can scrape by" and "if we are frugal."
That is what I am trying to avoid. I don't want to rush Capital Goods so hard that we have to barely scrape by on Energy and avoid projects that cost meaningful Energy. I want to maintain a solid surplus and stop running on the ragged edge of electrical grid collapse, so that we are free to pursue attractive projects without fear, and so that we don't have to frantically declare a screeching halt to our work on Capital Goods projects in any one turn to focus on Energy. In the long run, lurching back and forth between the two priorities like a drunken sailor isn't doing us any favors.
Well I am a fan of pushing into the Red actually given the text on that action, and that our military should get a boost from Wartime Factory Refits. But assuming that Offshore does not work out and expanding into Red or Yellow is truly a bad idea currently than yes, Harvesters would be the best choice.The 20+ R/die options in Tiberium that grant Resource income are:
Vein Mines (on hold; we don't have the Capital Goods to do this on a large scale)
Yellow Zone Tiberium Harvesting (on hold; we aren't in the mood to launch the major military offensive this would entail)
Red Zone Tiberium Harvesting (on hold; we aren't in the mood to stretch ZOCOM further on the eve of war)
Red Zone Containment Lines (actively underway, but 25 R/die, and RpT return on investment may drop after Stage 5)
Glacier Mining (locked behind Red Zone harvesting)
Offshore Harvester Stations (actively being pursued)
Right now, in this moment, we're taking a breather. That doesn't mean we always will, but right now we are. We'll have a better idea of what to do next after we've seen what's behind a few existing projects or scraped together a few points of Capital Goods. Until then, we are, yes, looking for cheap ways to make our tiberium dice useful for something rather than just leaving them idle.
ZOCOM uses a lot of older tech too, we are far, far from replacing all of their stuff with the new. If ZOCOM would not be boosted by this because manpower issues though we can still expand into the Yellow."Wartime Factory Refits would reduce the strain too though, and doing those soon is not compatible with doing Harvesters soon."
The first half of your statement is doubtful because ZOCOM's main stressors are limited manpower and lack of heavy equipment that hasn't been developed yet and isn't manufactured in the war factories we're refitting.
The second half is doubtful because there's no real contradiction between doing war factory refits and doing various Harvester factories soon. The main obstacle to the war factory refits is finding the Capital Goods, which requires Heavy Industry dice. The harvester factories are rolled for with Tiberium dice.
And I believe that people are overstating the problems and going negative on Power or CapG income. A couple factories could be closed temporarily to free up CapG production for example, as CapG is what tanks are build out of. It would be annoying but it would also be annoying to not have all those extra tanks that could be produced if we take Wartime Factory Refits asap.You don't foresee any problems because you're being very optimistic about the size of Capital Goods and Energy reserves we'll need in order to avoid problems, and see the war factory refits as so essential that you're willing to cut our margin of error quite finely to get that result. Honestly, I think it would be better to just do our best to increase Capital Goods, following a steady, reasonable program of investment, and take the war factory refit stages when and as we feel that we can afford them individually.
It takes CapG to retool or build a factory, but if an action ties down a part of our CapG income as opposed to a one time hit than it should logically at least mostly be consumed by maintenance and as material to turn into Orcas and tanks."And if CapG demand goes up or Nod does sabotage or something, well, we can just turn off some of those Wartime Refit factories and still would have all the tanks they build in the meantime without lowering overall production below what it was before those refits."
Capital Goods do not work that way. We can't just switch off a factory and recover the Capital Goods that went into making it, and a factory that's been extensively retooled to work with more Capital Goods can't just flip a switch and go back to operating on older principles.
Sabotage to the Capital Goods supply impacts our economy and makes it difficult for us to do new military deployment projects. We should maintain a broader surplus of this item, at least most of the time when we have no specific project holding a gun to our head and demanding that we burn through our surplus.
The tiberium stabilizer was worth that kind of gun-to-head urgency. The war factory refits aren't, because they are merely quite useful, not a gigantic step forward in saving the entire planet.
Yes but that's not what you said... ah nevermind, we seem to agree on this turns out so lets close this thread.All the +Housing projects we're seriously contemplating are high or at least acceptably medium quality, unless the communal housing project turns out to suck and turns out after the fact to be low quality.
The point here is that we are trying to build up enough of a Housing surplus that all the low-quality housing is "surplus" housing we don't require people to live in if we can help it.
Scrin were not expecting to fight anyone with anything remotely like EMP, they were a mining group. So I really don't see a problem with them lacking EMP hardening so to say, so long as their own EMPs do not have a large indiscriminate area of effect.Thats a fair argument.
The main issue with it that I can think of is that we know the Scrin brought along Catalyst weapons of their own.
Not the big flashy support powers of Nod, but as the Ravagers Tiberium Agitation ability. An infantry ability.
Something that can be done at range to blow up anything that comtains Tib or is heavily Tib based.
And works on Scrin units.
Its a little like bringing nerve gas to a battlefield and not equipping your troops with gas masks.
They could be so incompetent as to simply have dropped antiCatalyst hardening as a costcutting measure; no idea what kind of chickenshit outfit was fronting the Mining Expedition. But its also possible that there simply is no defense.
And as there was at least one Scrin in the Mining Fleet, I would suspect dude would not skimp on personal safety.
But we are just speculating.
They could also be escorted by by one of the extra tanks from Wartime Factory Refit or something, and provides more patrols and quick reaction forces. I get that it hardens our mining, but other things do that too.The thing is? Aside from the welcome increase in cash, Railgun Harvesters harden our ability to harvest Tiberium. They raise the threshold required to successfully raid GDI harvesting activities from just a couple militants, bikes and buggies to a seriousface incursion. Something that requires a serious commitment.
This both reduces the potential for interruptions to our money supply, and it reduces our casualty rate from any such attacks.
AND it reduces the number of guards needed for Harvesting ops, allowing the military to send those troops elsewhere.
Trained human personnel are increasingly an issue for GDI operations going forward, and unlike equipment, we cant just build a new soldier or worker off an assembly line in a couple days.
Conserving our people is critical. If we have to spend more cash to do so, c'est la vie.
Btw are the stabilizers really such a huge deal? For their cost and how major they are considered in universe +20% time to mutation does not seem that important to me when an average mutation seems counterable by like two actions.
To be fair, I doubt the Scrin were expecting to come under fire from their own weaponry. My working hypothesis is that Scrin catalyst weapons are designed as a cheap and easy way to blow up any offending leftover organisms from the "tiberium biosphere with mutants" phase that they expect to have largely ended by the time they arrive.Thats a fair argument.
The main issue with it that I can think of is that we know the Scrin brought along Catalyst weapons of their own.
Not the big flashy support powers of Nod, but as the Ravagers Tiberium Agitation ability. An infantry ability.
Something that can be done at range to blow up anything that comtains Tib or is heavily Tib based.
And works on Scrin units.
Its a little like bringing nerve gas to a battlefield and not equipping your troops with gas masks.
Probably just as well if we postpone a bit, although frankly tiberium has probably fucked up the Earth's climate to the point where the monsoon cycle no longer exists in recognizable form.Point of order:
After some consideration, and staring at a couple maps, I'm proposing that we delay the start of the Karachi Sprint to Q1 2060.
Why? Two words: Monsoon season.
As per Wikipedia, Pakistan has four seasons:
Cool dry winter from December to February
Hot dry spring from March through May
Southwest monsoon period/summer rainy season, from June to September
Retreating monsoon period of October and November
Karachi itself is apparently anomalously dry for most of the year outside July and September, but the rest of central Pakistan along the Indus gets tropical rains. And flooding. A lot of flooding.
We really dont want to be doing an invasion and major construction work along the floodplains of the Indus River in the rainy season after around half a century of neglect of the water works that mitigate its effects. Especially since GDI doesnt have much institutional knowledge of working under those conditions.
TLDR
Plan around Karachi Sprint to start Q1 2060 and finish Q2 2060.
For situational bonuses due to the season and to avoid maluses due to bad weather and flooding.
The Karachi Sprint is, broadly speaking, compatible with Nuuk. With Philadelphia Phase 5 completed in 2059... Even without Free dice we can throw 13 Tiberium and Infrastructure dice at Karachi per turn, rolling roughly as I recall (by 2060, counting the Philly Phase 5 bonus)...That makes things worse for Nuuks, actually. We can technically complete Nuuks 3 in that timeframe, but for all intents and purposes we'll only get the benefits of Nuuks 2.
And if we delay for the goodies we can buy with Nuuks 3, we'd have to delay until Q1 2061--by which point the war will almost certainly be underway in earnest.
It's a lot more than that. Every time we roll for mutation, we roll a 1d4 to determine how long till the next mutation happens. But the Stabilizers add a +1 to that number, meaning we actually roll 1d4+1. That makes the fastest mutation can happen from 1 to 2 quarters, and the slowest from 4 to 5 quarters. It's a boost of between 100% to 25% in the time between mutations; on average (or median, IDK statistics) I believe it should be around a +40% boost. (Since the average d4 is 2.5, 1/2.5 is 0.4 or 40%.)Btw are the stabilizers really such a huge deal? For their cost and how major they are considered in universe +20% time to mutation does not seem that important to me when an average mutation seems counterable by like two actions.