Ooohf, that is another dodged bullet there, but it is still pretty bad. Good thing most of the stuff competed with those roll just wish the Pardus Mission on Luna went better.
and mathpost 2 by me:
New Johnson Training Center Stage 3 321+98+18+91 = 528/400 128/??? Stage 4
High Security Materials Laboratory Module (Requires Gagarin Stage 3) 5/5
Lunar Seismic Imaging Array 0+85+70+40 = 195/150 Tiberium Monitoring Satellite 0+31+10+40 = 81/100
He3-extraction Experiments 0+2+20 = 22/100 Venus: Tiberium Sampling 163+58+5 = 226/200
Mission: Research Base Mars 169+9+58+72+15 = 323/300
So it seems that some extra resources will have to be spent on the Tiberium Monitoring Satellite, but Venus Tiberium Monitoring mission are a go next quarter.
Given Tiberium can (somehow) communicate with itself over continental/global distances, we don't want Venus Tiberium anywhere near Earth orbit. We have to build Tartarus in Venus's orbit.
Here's the preliminary Array for next turn. As always, and again, repeating myself, please notify me of anything that might be in error, or that you think is missing, or that looks funny, etc. etc. Thank you!
P.S. Quick fun fact: The next stage of RZ Containment Lines has a 1% chance of finishing on one die. The full bonus is just enough that if we rolled a natural 100 it would go from 54/200 to 200/200 progress.
MARVs-In-Progress
-[] Super MARV Fleet Yellow Zone 6a 182/210 1 die 20R 100%
-[] Super MARV Fleet Yellow Zone 6a x2 182/420 2 dice 40R 2%, 3 dice 60R 42%, 4 dice 80R 84%, 5 dice 100R 98%
--Alt: 2 Mil 1 Tib dice 60R 50%, 2 Mil 2 Tib dice 80R 92%
-[] Reclaimator Hub Blue Zone 1 39/125 1 die 20R 50%, 2 dice 40R 96%
-[] Reclaimator Hub Yellow Zone 5b 20/125 1 die 20R 31%, 2 dice 40R 88%, 3 dice 60R 99%
-[] Reclaimator Hub BZ-2 58/125 1 die 20R 69%, 2 dice 40R 99%
-[] Reclaimator Hub BZ-2 x2 58/250 2 dice 40R 21%, 3 dice 60R 75%, 4 dice 80R 97%
--Alt: 2 Mil 1 Tib dice 60R 81%, 2 Mil 2 Tib dice 80R 99%
Zone Operations Command
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 91%, 2 dice 20R 100%
-[] Zone Defender Revision 1 die 15R 100%
Air Force
-[] Orca Refit Deployment 0/200 2 dice 30R 16%, 3 dice 45R 70%, 4 dice 60R 95%
-[] Wingman Drone Development 0/40 1 die 15R 100%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%
Space Force
-[] Orbital Strike Regimental Combat Team Station (Phase 1) 0/220 2 dice 40R 11%, 3 dice 60R 66%, 4 dice 80R 95%
-[] Orbital Strike Regimental Combat Team Station (Phase 1+2) 0/415 4 dice 80R 5%, 5 dice 100R 37%, 6 dice 120R 77%, 7 dice 140R 95%
-[] Orbital Strike Regimental Combat Team Stations (Phase 1+2+3) 0/710 8 dice 160R 14%, 9 dice 180R 43%, 10 dice 200R 74%, 11 dice 220R 92%
-[] Orbital Strike Regimental Combat Team Stations (Phase 1+2+3+4) 0/1105 12 dice 240R 3%, 13 dice 260R 15%, 14 dice 280R 38%, 15 dice 300R 65%, 16 dice 320R 85%, 17 dice 340R 95%
-[] Skywatch Telescope System 0/95 1 die 10R 41%, 2 dice 20R 93%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 42%, 3 dice 60R 90%
Ground Forces
-[] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 41%, 2 dice 30R 93%
-[] Universal Rocket Launch System Deployment (Phase 2+3) 105/400 3 dice 45R 9%, 4 dice 60R 52%, 5 dice 75R 87%, 6 dice 90R 98%
-[] Shell Plants (Phase 5) 27/150 1 die 10R 13%, 2 dice 20R 78%, 3 dice 30R 98%
-[] Shell Plants (Phase 5+6) 27/300 3 dice 30R 19%, 4 dice 40R 66%, 5 dice 50R 93%
-[] Railgun Munitions Development 0/60 1 die 10R 81%, 2 dice 20R 100%
-[] Ablat Plating Deployment (Stage 4) 45/200 2 dice 20R 51%, 3 dice 30R 92%
-[] Guardian Mark 2 Development 0/40 1 die 15R 100%
-[] Armadillo HAPC Development 0/40 1 die 15R 100%
-[] Mammoth Block Four Development 0/40 1 die 10R 100%
-[] MBT-7 Paladin Development 0/40 1 die 15R 100%
-[] Ground Forces Zone Armor (Set 1) 0/200 2 dice 40R 16%, 3 dice 60R 70%, 4 dice 80R 95%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
Navy
-[] Escort Carrier Development 0/40 1 die 15R 100%
-[] Island Class Assault Ships 0/40 1 die 15R 100%
-[] Victory Class Monitor Development 0/40 1 die 15R 100%
-[] Shark Class Frigate Development 0/40 1 die 15R 100%
Steel Talons
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Havoc Scout Mech Deployment Seol 92/110 1 die 10R 100% (Will complete Q1 2060)
-[] Tactical Plasma Weapon Development 0/40 1 die 30R 100%
-[] Neural Interface System Development 0/60 1 die 25R 81%, 2 dice 50R 100%
Bureaucracy 3 dice +18
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews: DC50 1 die 84%, 2 dice 100%
-[] Make Political Promises 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Conduct Economic Census DC 100/150/200/250, DC 250 3 dice 29%, 4 dice 75%, 5 dice 95%, 6 dice 99%
-[] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 2 dice 26%, 3 dice 78%, 4 dice 97%, 5 dice 99%
Last Security Review
Military 2 turns ago 2059 Q1
Agriculture 3 turns ago 2058 Q4
Light/Chem 4 turns ago 2058 Q3
Services 5 turns ago 2058 Q2
Orbital 7 turns ago 2057 Q4
Heavy Ind 8 turns ago 2057 Q3
Tiberium 9 turns ago 2057 Q2
Bureaucracy 10 turns ago 2057 Q1
Infrastructure 11 turns ago 2056 Q4
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, and +5 to station building.
--Note: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note: I am not modeling the affects of Administrative Assistance dice. You can use this calculator to track the effects of this die/dice on specific projects.
As a note: once Philly is complete, and we have full settling in bonuses, North Boston 5 will have a median of 30 dice. Sadly, it's still about double the progress of Nuuk 4, and gives much the same bonuses save for +16 Consumer Goods. (And unlocks/cheapens some heavy-computing options.)
"If you encounter a unit you can't identify, fire one round over their heads so it won't hit anyone.
"If the response is a fusillade of rapid, precise rifle fire, they're Turian.
"If the response is a general charge they're Krogan."
"If the response is getting a rock tossed at you, they're Asari"
"If the response is a hailstorm of plasma they're Initiative"
"And if you got shot first, they're Salarian." (edited)
and if it is Chimeraguard's quest
"If you have no fucking idea what they just responded with, they're NOD."
Except that factory refits is another 8 cap goods used and this is more than a turn we are keeping cap goods at +3. Doing that because a project fails to finish is one thing, doing it without that is just bad planning. The same way we should not be riding logistics or energy close the line either.
Logistics is close to the line, it just doesn't look like it because we never fight more than one warlord at once and none of them are really hitting us full-force.
In a global conflict, a +7 Logistics buffer is likely to evaporate pretty quick, under the combined pressure of raiding and sabotage and the need to supply large amounts of extra material and shuffle troops and equipment around the fighting front. And importantly, all of these except sabotage are almost inevitable. Even if we win every battle, we have good reason to expect Logistics penalties to start hitting us on a wide scale.
By contrast, our Capital Goods might take hits. I'm not saying they can't, but that is more of a 'might' than a 'will.'
Likewise, Logistics going negative is almost inevitably going to have immediate impact on the fighting front. Glacier mines cut off from the bulk of GDI territory, unable to receive reinforcements or fuel the war economy. Important items like combat aircraft torpedoed before they could reach their destination. Artillery batteries running out of ammunition at the front even as masses of shells pile up in rear-area depots, for want of the vehicles to move all that ammunition.
By contrast, Capital Goods, while important in a long-lasting war, does not have the same massive immediate impact, because what you're losing is tools to make and maintain tools. We saw the impact of a massive Capital Goods negative situation in the early game, and it was bad but it came in the aftermath of us successfully prosecuting a major war.
I'm not saying we shouldn't have a Capital Goods buffer in general, but I don't think the military, strategic, and economic benefits of having an extra +2 Capital Goods buffer on top of the admittedly thin buffer we'd already have anyway justify sacrificing a +18 Logistics buffer that we will very predictably be taking some hits to.
The fact that you consider keeping something above more than marginal a hoarding behavior is wrong- keeping it above marginal ensures that facet of the economy is working well in isolated situations instead of a general overall we are positive but have issues in some places (which is marginal).
It becomes hoarding behavior when we pass up very powerful opportunities to invest Capital Goods, purely for the sake of thickening the buffer, and feel compelled to start moving the goalposts as to when we will finally have "enough" Capital Goods in the buffer to actually complete projects.
Waiting for Nuuk Phase 2 or something before we can roll out the ICS isn't doing us any favors. Getting the ICS done solves or at least vastly mitigates any problems we may have in logistics, and I do not think it controversial to say that when waging a global war in the style GDI likes to fight, having good logistics is absolutely critical.
That's the cost of doing business efficiently. Even with the cost of 1.25 fusion reactor phases (the amount needed) thrown in, reaching Nuuk Phase 4 gives us +52 Capital Goods for 2850 Progress at 20 R/die.
Reaching Tokyo Phase 5, by contrast, consumes enough Energy to require 0.75 phases of fusion reactors. With this thrown in, it gives us +44 Capital Goods for 3875 Progress at (mostly) 15 R/die.
Tokyo comes out as being far less efficient on dice and actually less efficient even on Resources despite being a cheaper project per die, because the number of Heavy Industry dice required is just that much worse.
Infrastructure: +28
Heavy Industry: +23
Light and Chemical Industry: +18
Agriculture: +18
Tiberium: +31
Orbital Industry: +18
Services: +23
Military: +20
Bureaucracy: +18
+5 Development
+5 Technology Working Groups
+5 Station Building
Security Reviews:
Military 2 turns ago 2059 Q1
Agriculture 3 turn ago 2058 Q4
Light/Chem 4 turn ago 2058 Q3
Services 5 turns ago 2058 Q2
Orbital 7 turns ago 2057 Q4
Heavy Ind 8 turns ago 2057 Q3
Tiberium 9 turns ago 2057 Q2
Bureaucracy 10 turns ago 2057 Q1
Infrastructure 11 turns ago 2056 Q4
[ ] Plan Stocking the Piles 3.11: Infrastructure 5/5 Dice + 2 Free Die 105 Resources
-[ ] Integrated Cargo System 307/800 15 Resources per Die -2 Lab - 2 E -2 CapG on Completion, 7 Dice = 105 Resources Heavy Industry 4/4 Dice 95 Resources
-[ ] Continuous Cycle Fusion Plants (Phase 3) 258/300 20 Resources per Die, 1 Die = 20 Resources
-[ ] Blue Zone Heavy Industrial Sectors 336/500 25 Resources per Die -4 Lab -8 E on Completion, 3 Dice = 75 Resources Light and Chemical Industry 4/4 Dice 60 Resources
-[ ] T-Glass Foundries (Stage 1) (New) 117/350 15 Resources per Die -1 STU -2 Energy on Completion, 4 Dice = 60 Resources Agriculture 3/3 Dice 30 Resources
-[ ] Strategic Food Stockpile Construction (Phase 1) 0/150 10 Resources per Die -4 F on Completion, 3 Dice = 30 Resources Tiberium 6/6 Dice 145 Resources
-[ ] Red Zone Containment Lines (Stage 6) (Updated) 54/200 25 resources per Die, 5 Dice = 125 Resources
-[ ] Tiberium Processing Refits (Phase 2) (Updated) 20/100 20 Resources per Die -250 PC if not completed, 1 Die = 20 Resources Orbital 5/5 Dice 95 Resources
-[ ] GDSS Philadelphia II (Phase 5) 1227/1425 20 Resources per Die, 4 Dice = 80 Resources
-[ ] Asteroid Belt Survey Probes 16/45 15 Resources per Die, 1 Die = 15 Resources Services 4/4 Dice 70 Resources
-[ ] Tissue Replacement Therapy Deployment 0/??? 20? Resources per Die, 1 Die = 20 Resources
-[ ] Domestic Animal Programs 0/200 10 Resources per Die -3 F on Completion, 1 Die = 10 Resources
-[ ] Advanced Electronic Video Assistant Deployment 0/??? 20? Resources per Die, 1 Die = 20 Resources
-[ ] Early Prototype General Artificial Intelligence Development 66/120 20 Resources per Die, 1 Die = 20 Resources Military 6/6 Dice + 5 Free Dice 200 Resources:
-[ ] Wartime Factory Refits (Phase 3) (Updated) 3/100 20 Resources per Die -4 CapG on Completion, 3 Dice = 60 Resources
-[ ] Stealth Disruptor Development 0/40 15 Resources per Die, 1 Die = 15 Resources
-[ ] Reclamator Hub Blue Zone 2 Richmond 58/125 20 Resources per Die, 1 Die = 20 Resources
-[ ] Reclamator Fleet Yellow Zone 6a Savannah 182/210 20 Resources per Die, 1 Die = 20 Resources
-[ ] Orca Refit Deployment 0/200 15 Resources per Die -1 CapG on Completion, 2 Die + 1 Administrative Die = 45 Resources
-[ ] Aurora Strike Bomber Deployment 0/??? 15? Resources per Die, 2 Die = 30 Resources
-[ ] Orbital Strike Regimental Combat Team Stations (Phase 1) 0/220 20 Resources per Die, 1 Die = 20 Resources Bureaucracy 3/3 Dice:
-[ ] Administrative Assistance Wartime Factory Refits 2 Die
-[ ] Make Political Promises 1 Die
105+95+60+30+145+95+70+200 = 800/810
-2 Lab -2 E -2 CapG -4 Lab -8 E -1 STU -2 E -4 F -8 CapG -1 CapG means that the minimum for this plan is +36 Labor, -2 Energy, -6 Capital Goods, +12 Stable Transuranics and +17 Food. Let's hope we complete a round of Fusion and the Blue Zone Heavy Industrial Sectors this turn.
All aboard the Get All the Extra Dice Ready and Active in this Quarter Plan and here is what else it does:
- 7 Dice on Integrated Cargo System to patch one of our strategic weaknesses. 82% chance and an Average DC of 55 to complete.
- 1 Die on Continuous Cycle Fusion Plants for a 97% chance and a DC of 4 to complete Phase 3. We will need Phase 4 next turn.
- 3 Dice on Blue Zone Heavy Industry Sectors for a 92% chance and an Average DC of 27.
- 4 Dice on T-Glass Foundries for a 83% chance and an Average DC of 37.
- 3 Dice on Strategic Food Stockpile Construction (Phase 1) for a 92% chance and an Average DC of 27 to complete and roll over into the next Phase.
- 5 Dice on Red Zone Containment Lines because I want to do both a gain in Red Zone Mitigation and a gain in Resources per Turn so we have enough with Philadelphia II and Wartime Factory Refits finishing. 100% chance and an Average DC of 2 to complete Stage 6, an 88% chance and an Average DC of 36 to complete Stage 7 and an 3% chance and an Average DC of 76 to complete Stage 8.
- 1 Die on Tiberium Processing Refits for a 67% chance and a DC of 34 to complete another Phase of it.
- 4 Dice on GDSS Philadelphia II to get Phase 5 completed. 97% chance and an Average DC of 28 to complete.
- 1 Die on Asteroid Belt Survey Probes for a 100% chance and a DC of 2 to complete. SCED needs funding right now to be able to better expand their action economy. So this instead of Study Novel Materiel (which SCED can do too) as it can wait and as far as I am concerned SCED can not.
- 1 Die on Tissue Replacement Therapy Deployment to take up space for that option.
- 1 Die on Domestic Animal Programs since it doesn't spend Health. 1/3 Median and no DC that can succeed. Probably going to swap it for an extra Die on one of the Deployments or if both Deployments are not Services Projects then boost it to completion.
- 1 Die on Advanced Electronic Video Assistant Deployment if it happens to be needed.
- 1 Die on Early Prototype General Artificial Intelligence Development to complete it. Since it's an Early Prototype there probably won't be a follow up action for quite some time. 90% chance and a DC of 11 to complete.
- 3 Dice on Wartime Factory Refits to complete those this turn alongside completing Blue Zone Heavy Industrial Sectors. 72% chance and an Average DC of 42 to get at least 1 Extra Die in Military.
- 1 Die on Stealth Disruptor Development for a 100% chance and a DC of 2 to complete.
- 1 Die on the Blue Zone Marv Hub we overcompleted towards. 69% Chance and a DC of 32 to complete it and have it act as an investment break.
- 1 Die on Super MARV fleet in Savannah for a 100% chance and a DC of 2 to complete.
- 2 Die and 1 Administrative Die on Orca Refit. It's time it was done. 57% chance and an Average DC of 49 to complete. This is the action where the Administrative Die's lack of completion bonuses will do the least harm while giving the most gain for the risk of using it in the first place. Yes I know this risks not getting Orca done this plan while completing Wartime Factory Refits, but we need those Mil Di(c)e.
- 2 Die on Aurora Deployment so I can be sure we bomb Krukov next turn. No idea how much building an Aurora factory will take, but we can't slow roll the one that will supply the Russian battlefields.
- 1 Die on Orbital Strike Regimental Combat Stations to get started on that. 1/3 Median and no DC to complete it, but starting it will stop the political fallout from getting worse.
- 2 Bureaucracy Dice to get 1 Administrative Die on the Orca Refit.
- 1 Die on Making Political Promises to get a few things more into the Plan for both moral and political gain.
- Our Strategic Needs are to keep the confidence level of all our military branches High and to have enough Resources per Turn to activate all Dice while gaining more Dice.
- Our Strategic Weaknesses currently are a lack of full new generation Tiberium processing (which we can mitigate by building new processing plants, but isn't going away until we do both the retrofit and the new generation of Tiberium storage/silos), not enough consumables (which can be fixed by building up ammo, ablat and sensor stockpiles) and not enough slack in our Logistics system for fighting a war (which we can fix by building up more Logistics projects).
- Our Operational Needs are a better distribution of personnel (civilian and military), a better defensive envelope around the Earth so NOD can't use the orbits against us (so the completion of the ASAT system and the installment of new armaments for it), rapid expansion of space infrastructure and Tiberium abatement in all environments (we are currently not doing enough to mine it out of Blue Zones, we are maybe not cleaning enough of the ocean floor, the Red Zones don't have complete containment lines and we are not doing enough in Glacier Mining).
- Our Operational Weaknesses currently are a lack of completed Railways in Blue and Green Zones for better direct population transfer, a lack of Integrated Cargo System for better ablation of Logistics during a war, a lack of Zone Armor so that ZOCOM isn't doing the job of the regular military and a lack of enough quality Housing for our population.
- Our Tactical Needs are better education for all (Litvinov is going to be really helpful with this), Labor pool expansions, Mental Health treatment actions, more options in Orbital Supremacy (Orbital Lasers need the new Laser Tech, High Altitude Ion Cannons, Orbital Nuclear Stockpiles and Orbital Strike Regimental Team Combat Stations), deescalation of everyday life from the war footing and better preparation of our population for participation in military actions.
- Our Tactical Weaknesses currently are an insufficient amount of Yellow Zone Fortress Cities, lack of NOD anti-stealth deployment, the Himalayan (isolated, which can be fixed with a MARV Hub and Karachi), South African (too many eggs in one basket, can be mitigated with Reykjavik) and Arabian Blue Zones (ZOCOM HQ and the Blue Zone from which the Mecca complex is run, needs a MARV Hub and more Fortress Cities), Security Reviews (DC is still too high for 1 Die so we need Philadelphia II completed to be able to run two of them at the same time which will mitigate some problems), better local Food and Water supplies for the Green Zones and the lack of Plasma Shuttle Logistics which would enable better binding of the Blue Zones into a more coherent entity.
I'm okay with this Plan except for one bit. If we're hitting their Stealth, maybe we should finish rolling out the Sensors too? We could drop the Orbital Drop Satellite. While I feel like the golden goose
opportunities we could've gotten from the Long Range Sensors are probably gone, but they're very useful. They're both High Priority. And in the Narrative the supply chain for them is getting thin.
I'm okay with this. But if we're hitting their Stealth, maybe we should finish rolling out the Sensors too? We could drop the Orbital Drop Satellite. While I feel like the golden goose
opportunities we could've gotten from them are probably gone. They're both High Priority. And in the Narrative the supply chain for them is getting kinda thin too.
Except we are getting to the point where the Orbital Drop Satellites are going to cost us Political Support if we don't work on them so might as well get started on them now with 1 Die and then just surge the Sensors in Q4.
As for Stealth Disruptors? Developing them before building up our Infrastructure fortifications is a good idea.
Except we are getting to the point where the Orbital Drop Satellites are going to cost us Political Support if we don't work on them so might as well get started on them now with 1 Die and then just surge the Sensors in Q4.
I'm currently having a bit of a conniption because of Twitter so let's ask directly: @Ithillid are we getting Political Support loss for not doing OSRC Stations soon?
Also Stealth Sensors detect units under Stealth. Stealth Disruptors are pieces of infrastructure that destroy NOD Stealth Fields. Sensors are good for attacks, disruptors up our defenses to another level and maybe even decrease our Security Reviews DC.
Tokyo comes out as being far less efficient on dice and actually less efficient even on Resources despite being a cheaper project per die, because the number of Heavy Industry dice required is just that much worse.
Reaching Tokyo Phase 5, by contrast, consumes enough Energy to require 0.75 phases of fusion reactors. With this thrown in, it gives us +44 Capital Goods for 3875 Progress at (mostly) 15 R/die.
Tokyo comes out as being far less efficient on dice and actually less efficient even on Resources despite being a cheaper project per die, because the number of Heavy Industry dice required is just that much worse.
Counterpoint: Consumer Goods are not worthless. We may need the Consumer Goods from Tokyo to meet the plan goal.
There is only 70ish points of Consumer Goods visible in existing projects, and we need more than that.
On one hand, we are getting some from private enterprise. On the other hand, Shala phase 5 (and likely many other options) is not happening this plan.
If you were to say that Consumer Goods are half as valuable as Capitol Goods and include the Fusion plant costs, both options come out to about 62 progress per 'Good' delivered.
Tokyo does that cheaper per dice. Nuuk needs less dice.
The only real issue with the Tokyo route is that we'll need to spend 50 dice on it. Whereas, Nuuk 4 will only require ~35.
50 dice looks a bit too much to do for the rest of the plan, but when Philly 5 happens, we have more 'free' free dice to push around. Especially if Tokyo means we don't have to push too many other projects to reach the Consumer Goods goal.
Overall, I'm not feeling convinced that one option is strictly worse than another. The big concern is that we will need to decide which one we are doing and make sure not to get distracted.
We are in no realistic danger of failing the Consumer Goods target. Going by the count in the 2059Q2 turn post, our commitment is "99(18)" Consumer Goods, which means that while we promised an increase of 99 more than we've delivered so far, all but 18 of that is guaranteed delivered by existing trickle projects, much like Perennials.
So we need 18 Consumer Goods.
Just finishing the third phase of Blue Zone Arcologies, which we promised to do anyway, provides four. Perennials Phase 3 delivers +1/turn for the remaining turns of the plan; let's be pessimistic and call that eight more. Finishing Enterprise, which we promised to do anyway, delivers +2 for each phase, so that's four more.
So we need two more points.
I'll be surprised if Wadmalaw Kudzu Plantations don't count for +Consumer Goods. If they do, we're set, because we promised to do those anyway and we just developed the kudzu for them. Suppose they don't, though. Then what?
Well, then we can do a lot of things.
We could sling a few Light Industry dice at Blue Zone Light Industrial Sectors, which also provides a bit of +Health. Or we could sling those dice at Chemical Fertilizer Plants, which have no Capital Goods cost if we're worried about that, and also provide +Food. The action gated behind Civilian Glider Development may provide Consumer Goods.
We could do Yellow Zone Water Purification and Yellow Zone Aquaponics for added Food, Consumer Goods, and Yellow Zone economic autonomy. We could do Vertical Farming. We could do the very popular Ranching Domes project which we can now afford the food for.
We could do Professional Sports Programs or Domestic Animal Programs.
just about any of those options would cover the tiny tiny gap.
Counterpoint: Consumer Goods are not worthless. We may need the Consumer Goods from Tokyo to meet the plan goal.
There is only 70ish points of Consumer Goods visible in existing projects, and we need more than that.
You've forgotten that we get a substantial ongoing Consumer Goods trickle from grants. If I'm interpreting @Ithillid 's most recent post correctly, while we are still 99 points of Consumer Goods away from our plan target, if we factor in the stuff that automatically in the background will make Consumer Goods without our intervention being required... Well, by the end of the plan we'd only fall 18 points short of the target even if we did nothing whatsoever further to produce Consumer Goods.
And the stuff we've already committed to build anyway (see above) is good for +16.
So no, no we shouldn't be choosing deliberately inefficient ways to generate Capital Goods in Heavy Industry, just so we can meet the Consumer Goods target that will be two points short of completion even if we do literally nothing but build projects we've already promised to build and that we know will have the desired effect.
50 dice looks a bit too much to do for the rest of the plan, but when Philly 5 happens, we have more 'free' free dice to push around. Especially if Tokyo means we don't have to push too many other projects to reach the Consumer Goods goal.
Nuuk means we have more Heavy Industry dice to spend on projects in Heavy Industry, such as power plants, which other dice categories cannot really substitute for.
Thus, for example, we have more of an energy surplus to power tiberium inhibitors, military factories, and other power-hungry options.
-2 Lab -2 E -2 CapG -4 Lab -8 E -1 STU -2 E -4 F -8 CapG -1 CapG means that the minimum for this plan is +36 Labor, -2 Energy, -6 Capital Goods, +12 Stable Transuranics and +17 Food. Let's hope we complete a round of Fusion and the Blue Zone Heavy Industrial Sectors this turn.
Not actually true specifically for the Capital Goods because those we have kept in a minus the longest when we were rebuilding the economy. So a plan that gets us 2 Die and a small chance of getting negative Capital Goods can be voted on by the voters of this quest.
To be fair, I think Initiative convoy should be easy to spot because GDI like their thing big and arm with enough guns to ruin your day if you can't put them down fast. Ask Nod, they knew it better than anyone. XD
Not actually true specifically for the Capital Goods because those we have kept in a minus the longest when we were rebuilding the economy. So a plan that gets us 2 Die and a small chance of getting negative Capital Goods can be voted on by the voters of this quest.
We had negative Capital Goods forced on us against our will in the early quest, and bringing things up to 0 Capital Goods was a huge priority of the First Four Year Plan.
Voters do not want to go back there, as a rule.
Honestly, I think you should just cut the war factory refits and let them wait until we know we have the +8 from Blue Zone Heavy Industrial Zones. There's no shortage of other useful things to do.
Also, we really shouldn't prioritize the BZ-2 Richmond MARV hub. Those produce very little Resource value, and we have much more important places to put a MARV hub, strategically speaking (like the Middle East). It's wasteful for us to chug along investing one die apiece into two ongoing MARV projects, never being able to spend Tiberium dice on those projects, and putting MARVs in locations where they won't have much benefit.
We don't actually know that. I think it's reasonable to expect BZ MARVs will give +15 RpT just like YZ MARVs do. The borders around a BZ are a constant harvesting operations and a MARV fleet would have access to all that same Tiberium. There are plenty of good reasons to prioritize RZ and YZ Hubs over BZ Hubs, but I would be very surprised if the fleet of giant monster machines designed to harvest Tiberium only gave +5 RpT just because at its back was a Blue Zone.
I think at worst it might only give +10 RpT. But that's still twice as much income and half the time to pay for itself.
We had negative Capital Goods forced on us against our will in the early quest, and bringing things up to 0 Capital Goods was a huge priority of the First Four Year Plan.
Voters do not want to go back there, as a rule.
Honestly, I think you should just cut the war factory refits and let them wait until we know we have the +8 from Blue Zone Heavy Industrial Zones. There's no shortage of other useful things to do.
Also, we really shouldn't prioritize the BZ-2 Richmond MARV hub. Those produce very little Resource value, and we have much more important places to put a MARV hub, strategically speaking (like the Middle East). It's wasteful for us to chug along investing one die apiece into two ongoing MARV projects, never being able to spend Tiberium dice on those projects, and putting MARVs in locations where they won't have much benefit.
Yeah fair. But that doesn't change the fact that we have taken risks like this one before and as such taking such a risk again is viable, especially because it is only a 5% risk or a NAT 1 on a D20.
Also I'm building up the Blue Zone 2 Hub to act as a breaking point for the Yellow Zone Fleet because I don't feel like wasting a Die to complete the Yellow Zone Fleet. I'm not going to build up the Blue Zone Fleet for quite some time. I'm actually with you on switching our MARV build up to the Middle East Red Zones I'm just putting the brakes on the North American Hubs first while getting us 15 Resources per Turn more because we will need the resources next turn and that is a way to get some more.
Edit: Oh yeah there's also the fact that we won't know if the Stealth Disruptor is just incorporated into a MARV Hub without building one after we have developed it and the fact that we don't know what our options look like in a Blue Zone Hub. If we can develop Tiberium Power to know what it's deployment looks like we can do a Blue Zone Hub to see what options we get.
Question: what happens to Yellow zone abatement when the yellow zone is eliminated, either eaten up by the red or blue zones? Does said abatement switch to applying to the Red zones, or is said abatement rendered null and void?