They did by about .1 percent, and the Yellows by about .4 percent. Because this is updated for the most recent resultspost.Damn. A lot of Red zone but on the plus side the blue zone and green zones have expanded since last map showcase IIRC.
Nah.
It's not that bad.
See, the thing is, I'm trying to close a general hole in our Logistics. It's not "we're gonna run out of Logistics next turn" the way we sometimes realize we're gonna run out of Energy and have to freak out and complete a whole phase of power plants in a single turn. It's "at some point in the near future, our Logistics will come under heavy strain."
ICS doesn't have immediate payoff, but it pays off very very well in 2-3 quarters' time. Good. It leaves us theoretically vulnerable to the warlords deciding to dogpile us before the system is finished, but there's no certainty that they will dogpile us that fast. They might wait rather longer. And once the system finishes, we have a huge Logistics buffer, no problem. Even in the worst case, it's not like GDI suddenly blinks out of the universe and ceases to exist at negative Logistics. We can grit our teeth and hang on for a turn or two while completing the system. It's not great but it's not bad and the payout from ICS is really sweet.
Shuttles and rails both have quicker, shorter-term payoff, which is nice. But in different ways they also have greater costs per point of Logistics they deliver. More Resources in the first case, more dice in the second case.
The thing to understand is that this is all about medium-term planning. We don't actually know when the warlords are gonna dogpile us. It might be next turn. It might be next year, three or more turns from now. What we do know is that we need to have our shit together when they do, and insofar as we don't have our shit together, it's gonna cost us something.
Again, don't think in terms of us needing a fixed small amount of Logistics from a single project to survive a specific challenge. Think in terms of "our Logistics situation is gonna get kicked in the ass soon, at an undetermined moment and with an undetermined force. When that happens, we need to be able to quickly recover and power through, how best to do that?"
Third option: Have SCED funded to make research station over Venus, and analyze it there, comparing analysis results with a control sample being studied at the same time on Earth.The problem is that the only way to test the hypothesis would be to either:
1) Launch Earth-based tiberium into space, which is an instant "HATE HATE HATE" idea for just about any GDI citizen. Or,
2) Return Venus-based tiberium to Earth, which is an extremely bad idea if it turns out that Venus-based tiberium cannot be contained using our existing technology, or spreads much more rapidly than existing Earth-based tiberium. Since if either of those things happens and the Venus-based tiberium gets loose on Earth, we're screwed.
To chime in to the Logistics woe as someone who has seen some of the cards Ithillid shuffles into Nod's decks and ours, I am of the heavily biased opinion that the Parliament should well blame the Treasury for not doing any form of Logistics hardening in the past eight+ years of reconstruction. As per usual, I am only going to look at the narrative side of things and on that side, ICS' description explicitly mentions that GDI, the global hegemon/superpower, works entirely off of patchwork logistical systems. One that has been jury-rigged since the days of TW3 and the near-extinction of humanity.
And sure, we've persisted in this state of affairs for the past eight+ years. Rebuild some of the systems and alleviated the others. Good enough. Except that it's not tenable. Any logistical disruption is a deathkneel to GDI and thus us as Questers. When Ithillid remarked that Bintang is capable of surging us for -20 Logistics or any such numbers, people seemed to have focused more on the fact he mentions later that it'd all be just temporary. That it'd be something done and gone in one turn.
Except of course, Nod has always thrived in the 'temporary' disruptions. Ask the retrieved corpses abroad the Philadelphia I what momentary disruptions resulted in. Any surge from Bintang likely would not be something she does on her own. She likely knows more than GDI does what sort of supply chains she could hit, and if she could convince just one Major Warlord to surge alongside her then well–
–Well, Seo on the verge of losing his posting would be the least of our concerns.
There's nothing for it. A good part of Ithillid's difficulty loop is the fact that he is making it hard to prioritize due to pressures IC or OOC despite what any one Quester wants as their pet project. Or as you say, obscuring the priority list on what he considers necessary for us to counter Nod with. I am, much like my gripe with the Macrospinner way back, not going to cast much light on what the planmakers have made and what plans have won– because I would lie if I didn't say the present state of affairs is a bugger– but we are at the position of being able to do ICS properly.I agree that lots of this should have been done awhile ago, but it does seem to me that recently in-quest politics have been playing more and more of a role in the decisions being made by the treasury. Too many representatives tugging the funds in a dozen different directions, most of which low-priority, and obscuring the things that really should be done immediately or else we're liable to eat the consequences tomorrow.
Nothing for it but to grit and hope that Nod doesn't attempt to gank us now in the short term while we try to surge both Philly and ICS
I'm now thinking of a Quest with material like Tiberium but with no other external enemies. But with a World Government. Oh god the mess... Withing 10 rounds it would be "and then the Questers overthrew the actual government".Real World governments and societies have internal political aims and disputes all the time.
The priority is in the eye of the beholder. Ask 5 people what's important and you'll get 5 different answers. Lamenting people having different priorities then you is weak sauce. Make your case as best you can and move on.
![]()
A further update on the map situation. Still likely to tweak some bits around, but here it is.
Well, here's what I've done.I'll take what I can get, and it depends on military prioritization.
The big problem is that Heavy Industrial Sectors is going to need -8 Energy right out of the gate. If we're still doing other energy-burning things, we can't complete it without also completing the Phase 3 fusion plants. As such, there's a real danger that we'll need to spend significant Free dice on Heavy Industry next turn just to make things work out... We're effectively committed to finishing both projects regardless of what happens, though the immediate consequences of Blue Zone Heavy Industrial Sectors rolling badly and not finishing in Q3 would not, in and of themselves, be that bad.
It's not really about snipping away at one or two points of Energy here or there, it's the overall cumulative. In particular, doing three "-2 Energy" military factories in the same turn. There are times when doing that is valid, but it's important to at least do a quick check and know you're doing that, y'know?
Well, here's what I've done.
[]Plan A Census in Philadelphia
-[]Infrastructure 5/5 75R
--[] Integrated Cargo System 0/800 5 dice 75R (median 5/11)
-[]Heavy Industry 4/4 90R
--[] Continuous Cycle Fusion Plant (Phase 3) 199/300 2 dice 40R 92%
--[] Blue Zone Heavy Industrial Sectors 146/500 2 dice 50R (2/5)
-[]Light & Chemical Industry 4/4 70R
--[] Reykjavik Myomer Macrospinner (Phase 3) 260/320 3 dice 60R 100% (Reyk 4 median 3/11)
--[] Civilian Glider Development (New) 0/40 1 die 10R 92%
-[]Agriculture 3/3 30R
--[] Yellow Zone Purification Facilities (Phase 2) 12/160 2 dice 20R 51%
--[] Perennial Aquaponics Bays (Stage 3) 163/350 1 die 10R (median 1/3)
-[]Tiberium 6/6 130R
--[] Tiberium Processing Refits (Phase 2) 20/100 1 die 20R 66%
--[] Offshore Tiberium Harvester Stations 148/200 1 die 20R 94%
--[] Super MARVS
----RZ-7s 0/210 2 dice 40R 97%
--[] Containment Facilities Deployment??? ???/??? 2 dice 50?R ??%
-[]Orbital Industry 5/5 + 4 180R
--[] GDSS Philadelphia II (Phase 5) 475/1425 9 dice 180R (median 9/13)
-[]Services 3/4 60R
--[] Tissue Replacement Therapy Development 0/60 1 die 20R 100%
--[] Advanced Electronic Video Assistant Development 0/60 1 die 20R 100%
--[] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 89%
-[]Military 6/6 + 2 115R
--[] Super MARVs
---RZ-7s 0/210 2 dice + 2 T die 40R 97%
--[] Orca Refit Deployment 0/200 3 dice 45R 67%
--[] Shell Plants (Phase 4) 3/300 2 dice 20R 37% (median 2/3)
--[] Havoc Scout Mech Deployments
---[] Brest 77/110 1 die 10R 100%
-[]Bureaucracy 3/3 + 1
--[] Conduct Population Census DC 90/120/150/180 4 dice 96%
750/755R, 7/7 Free Dice
I shifted an HI dice back to CCF. On the one hand, this is going to make next quarter fairly expensive--we'll have to spend 3-4 dice on HIS. On the other hand, since we can't reasonably expect to get HIS this turn whatever we do, we might as well optimize for fulfilling power needs.
I also cut back on some of the Energy-intensive projects--Freeze-Dried Food Plants got the axe, Porto, and Seoul, and I took a die off Shell Plants to put on Philedephia. I'm tempted to swap that out for Ablatives, which would leave enough of an Energy surplus to accomodate Brest and HIS without CCF 3--that would let me switch that HI die back to HIS--but, again, unfinished business.
One thing--no MARV hub. I don't know if that's a dealbreaker or not--I'm mostly thinking that the last thing we need is to end up chasing MARV overflow across the Americas.
In a bit, sure.Would you mind putting loss/gain math of your plan at the bottom in regards to things like Energy based on what you expect to complete? I know it's not the most useful, considering rng, but I'd still like to see.
@Dmol8 We have 80 PS; we don't need to do the Sports Programs right now. (And even then I'd rather do the Domestic Animal Programs first since we can afford Food far more than Health.) I'd much rather we do a single die to finish another Services research project even if that leaves one or two Services dice unused.
With that many dice on the MARV fleet, you might as well put in the 1 Military die needed to complete the next Hub, as there will be a 36% chance of the overflow completing a second fleet. And even without completion, it'd make that second hub's fleet easy to finish the turn after.
[ ] Communal Housing Experiments
Building communal housing units, designed around a common professionally operated kitchen and grounds should provide for a combination of privacy, high quality supplies, and a sense of communal living, all at a cost significantly cheaper than even the apartment complexes. This form of living should create community and camaraderie among a population, even if it is disrupted at times due to people moving in or out.
(Progress 72/140: 10 resources per die) (+8 Housing) (-5 PS)
Perennial Aquaponics Bays (Stage 2) 291+174+48=513/350 ->163/350
[ ] Perennial Aquaponics Bays (Stage 2)
A further phase of major perennial bay aquaponics development will focus on producing various forms of mass luxuries for global consumption. While it will take well into next plan to reach full production, it will be an investment into the future and a generally popular decision.
(Progress 291/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) (+10 Political Support)
[ ] Offshore Tiberium Harvester Stations
While the first attempt at offshore Tiberium harvesting was a spectacular failure, a more dedicated system may well have significantly better results. Built on floats, these stations are likely to be little more than Tiberium Spikes on the end of long poles running down towards the sea floor.
(Progress 0/200: 20 resources per die) (-5 PS per die) (+20-30 resources per turn)
--[X] Offshore Tiberium Harvester Stations 0/200 2 dice 40R 10PS 28%
Oops, had missed that somehow. Corrected my resultspost. Thanks!