Finishing the YZ hub will give us another naval staging point. Dropping a ton of MARV fleets will also secure the glacier mines in NA and give us more mitigation.
It sounds like completing the second MARV fleet in North America isn't necessarily a critical priority- just having the thing as a giant distraction meatshield for Gideon's forces can count as a win by trolling Giddyboy into attacking another giant-ass fortress defended by a wall of GDI guns and in convenient range of air and naval support from the nearby Blue Zone and its naval bases and whatnot.
Not that we don't
want that MARV fleet, but maybe we shouldn't risk overspending to get it. I'm going to push a relatively modest 35% chance of getting the second fleet this turn, which means no overspending in case we get lucky.
Also, we may just not be able to afford another wave of MARV fleet construction after this one until 2059Q4 or 2060Q1, because we need to do more actual military projects like URLS and ablatives and even more shells.
I am mostly in agreement. There are two adjustments I would consider:
We will need the CCF done in Q3. By only assigning one die this turn, it will be quite tempting to try another 1 die in Q3, which could still fail.
I suggest going for 2 dice in Q2.
Eh. If we truly need the fusion plants in Q3, we'll put two dice on them then. I'd rather slow-walk in hopes of getting lucky, because we
need the Capital Goods from
BZHIS and that's a tough project to complete even with all dice on deck.
I'm not sure about the Railgun Munitions. While they will be useful long term, in the short term we have NOD using us as target practise and also testing our capabilities. It might be useful to hold off on developing new capabilities for the moment and instead buffer up everything we already have.
As the update indicates that we have 5R more than expected, (and maybe 5R more from changing a die from BZHIS to CCF) perhaps replace Railgun Munitions and the Havoc Scout for 2 dice on a selection of 15R/die projects? URLS or Orca Refits would be good. I don't particular like delaying the Havoc Scouts, but HI will be taking more R in Q3 to finish the BZHIS, so having some 10R projects for then won't be bad.
I'm going to do my own rejiggering of military projects, but Railgun Munitions got swapped out for something else, yes. However, it should be noted that our current military posture
does have a weakness in that by adopting railguns as the standard for all heavy direct fire weapons, we've probably lost some effectiveness for tanks providing infantry support and so on.
In C&C you don't notice it in gameplay because it's normative for tanks to be largely ineffective against anything but enemy vehicles, but in real life the lack of HE rounds for the Predator's railgun and other similar armaments would be a problem.
So we should treat
Railgun Munitions as a high priority, even if maybe not an ultimate priority this turn.
So are the red zones hitting NOD hard or is it not a problem for them?
It seems to be affecting them, if only because while
Nod itself, as in the inner circle, may have the tech to survive in Red Zones, the great masses of Yellow Zone citizens and the low-end warlords who serve the Brotherhood as cannon fodder do not have such tech.
It's been theorized that one of the reasons we have an upcoming warlord dogpile about to hit us is that the warlords have realized that they need to either:
1) Stop obstructing our efforts to contain the Red Zones that are currently rolling over the warlords' respective backfields, or
2) Conquer enough Blue/Green Zone territory that they can resettle populations, seize industrial capacity, and in general adapt to the situation themselves.
It's unfortunate that the BLUE ZONE Heavy Industry centers probably are going to be stonewalled by popular sentiment or at least have PS cost going forward given the Blurb.
Nah, it's not like we crit-failed or anything.
I'm guessing it's just that this is part of the reason the project's more expensive. Doing a giant heavy robotics plant in Greenland costs 20 R/die because it's a virgin-field site in the middle of one of the most nowhere locations on Earth. Doing heavy industrial expansions in the suburbs of a Blue Zone city costs 25 R/die, not because the factory is objectively more expensive, but because you wind up spending a lot of money on various stuff to mitigate the undesired side effects of living near a factory, or just pork-bribing local populations into getting off your back and letting you
build the factory.
The new processors seem to hint that if we want ocean tib we are going to need to upgrade these more.
More precisely, ocean tiberium is coming in from places all over the world that don't necessarily line up with the locations where we have
new, modernized refineries that historically we set up to process
land-extracted tiberium.
Modernizing a tiberium refinery in Japan that was already there is a good way to handle tiberium mined off the coast of Japan. Building new refineries in Japan is uneconomical because it's far from where we mine most of our tiberium... but that would abruptly change if we were doing a lot of vein mining or offshore mining.
Except we are using tib dice to get the 2nd marv fleet in (and it provides income and mitigation as well) so it does not shift mil spending much while providing solid defenses for our glaciers and another barrier against a warlord.
I mean yeah, but I don't want to overspend on it this turn and we
do have other things we can do with Tiberium dice. I'm already budgeting three Tib dice for MARVs, but it takes a
LOT of dice investment to be assured of finishing two 210-Progress projects in a single turn, and I'm saying we don't need to rush that.
I don't want to waste the fourth Tib die if it turns out the third was all we needed.
Infra 5/5 75R +27
-[] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 41%
-[] Integrated Cargo System 0/800 2 dice 30R 0%
...
Agri 3/3 20R +17
-[] Perennial Aquaponics Bays (Stage 3) 163/350 2 dice 20R 20%
-[] Extra Large Food Stockpiles 1 die auto
Doing both rail networks and ICS is almost certainly a bad move. This plan is in some ways worst of both worlds. We may well get no new Logistics
in 2059Q2 from this plan, because railroads aren't likely to complete... and we ensure that it's unlikely for ICS to complete before 2059Q4 anyway.
Military 6/6+4 150R +19
-[] Ferro Aluminum Armor Refits 0/350 1 die 5R 0%
-[] Reclaimator Hub Yellow Zone ?? 84/105 1 die 20R 100%
-[] Super MARVsx2 0/210(420) 2 Mil dice+4 tib dice 40R 78%
-[] Aurora Strike Bomber Development 0/40 1 die 15R 100%
-[] Orbital Defense Laser Development 0/40 1 die 20R 100%
-[] Shell Plants (Phase 4) 128/300 3 dice 30R 84%
-[] Havoc Scout Mech Deployment Brest 77/110 1 die 10R 100%
-[] Havoc Scout Mech Deployment Seoul 92/110 1 die 10R 97%
My only real beef with this is that I think we could find a better use for the Bureaucracy dice assistance than the Seoul factory. Say, a fourth die on
Shell Plants. Or we could throw it at
URLS and bring the project into fairly likely completion with a single Military die next turn. Or we could put it on any of a number of other things. The Havoc production line just isn't urgent enough to deserve two dice in a single turn, if you ask me.