F0lkL0re
Officially not an Inquisitor
- Location
- Shetland
Slight mistake here Bot redoubts are 20 per die not 40.
Could you somehow put a die towards the treatment lab?
Slight mistake here Bot redoubts are 20 per die not 40.
Sadly no, I shifted some dice around and forgot to adjust the price. Under that you can see I had Blue Zone Perimeter Outposts (Phase 2) priced too cheap. Its now fixed.Slight mistake here Bot redoubts are 20 per die not 40.
Could you somehow put a die towards the treatment lab?
Artillery supports our outposts and other such defensive tiberium projects even if we want both. Also I dont think we should take the next glacier mining until after the next plan starts to give us a big boost once we are down to 200 or so income a turn, that way we get back up to 240 to 260 instead of 210.I don't know why so many plans go for Field Artillery over Railgun Refits. Two dice on Railguns gives about the same completion chance as three dice on Field Artillery, while costing the same R and, you know, saves us a die to use on other military projects. Plus Railguns are a huge firepower increase across our entire force.
Also, we're going to need those rail lines up so we have the logistics to support our next Glacier Mining project.
You have to spend both a HI and Tib dice, I roll both and it would cost 20 resources.
If Artillery really is so important, maybe I should switch to it in my plan. Do Railguns really not give a comparable advantage to our military? Or is it that Artillery more directly supports our Tiberium efforts?Artillery supports our outposts and other such defensive tiberium projects even if we want both. Also I dont think we should take the next glacier mining until after the next plan starts to give us a big boost once we are down to 200 or so income a turn, that way we get back up to 240 to 260 instead of 210.
I want this. Let's screw over NOD attempts at expansion.[ ] Yellow Zone Fortress Towns (Phase 1)
Much of the Yellow Zones are contested by the Brotherhood of NOD. While previous GDI leadership often wrote off yellow zone outposts in the cases of pitched warfare, current policy is that forces expended to reduce positions like this one are forces not being used to invade blue zones. While the manpower to station a sizable guard force is generally not available, much can be done to allow them to hold with a bare handful of men and sizable defensive works. Ranging from earth and concrete walls to turret guarded choke points and multiple overlapping fields of fire, one of these towns should be about as hard to crack as a position of their size could be. While expensive compared to how much housing they provide, the defensive attributes and their ability to hold a piece of a yellow zone is invaluable to GDI's military.
(Progress 0/250: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification)
Hm. If we need the housing soon in YZ, this would be a good option.[ ] Yellow Zone Arcologies (Phase 1)
While GDI cannot at this time ensure that any of the Yellow Zone cities are secure, an arcology is a much easier problem. An all in one solution, offering housing, work, healthcare and shopping in a single building. Arcologies were first proposed in the late 20th century as an exercise in ideas. The 21st brought it into fruition as a way of living as the world outside turned hostile. The first wave is intended as housing for high value targets, a place to hold them, and if need be evacuate them in a single convoy. Highly popular among Yellow List, deeply unpopular among Hawks
(Progress 0/200: 15 resources per die) (+++ Housing)
I have a feeling that this may start being a useful option soon.[ ] Housing Enterprise Investment Grants
Housing is something that is often best handled under state direction, both to ensure that sufficient housing is built, and to prevent the growth of a "homeowner" class that is willing to create social harm in order to grow the value of their homes. However, with the Initiative's efforts proving insufficient to provide enough housing, one potential option is to open a series of investment grants into private construction cooperatives. While they will be more expensive than doing it ourselves, they are also substantially easier to administer. (15 resources per turn) (+ Housing per turn)
I would like to ge this if possible. It would help harden the system from NOD shenanigans in improve the quality of service.[ ] Blue Zone Microgeneration Program (Phase 1)
With existing power needs met, there are many teams of engineers not being used. While microgeneration is inefficient from a power grid standpoint, and the program is unlikely to ever amount to substantial power from the perspective of the grid as a whole, it can be extremely meaningful from a personal standpoint. When the grid breaks down, as happened in the Third Tiberium War, widespread microgeneration, such as rooftop photovoltaic arrays or wind turbines, can substantially harden the grid, allowing for power to be routed to important facilities, such as Tiberium Processing centres and factories.
(Progress 0/75: 5 resources per die)
Helps with the shortage.[ ] Kure Machine Works:
While most of the other proposed sites for capital goods production are focused on older, simpler tooling to replace lost equipment or supply the civilian market, Zone Blue-6 has presented a plan for replacing highly automated and ultra-high precision 3D printing methods like vapor deposition, laser sintering, and other techniques. While this will demand additional computing resources, the facility will replace some of the harder to make equipment.
(Progress 0/350: 15 resources per die) (++ Capital Goods, --Labor --- Energy
This is key for our conversion of refined tiberium into raw industrial stock. It is vital for us(can't run factories without raw materials).[ ] Saarland Heavy Industrial Plant:
While the New Eden project has been set back indefinitely, by Liquid Tiberium Bomb and Scrin attack, an effort has been proposed to reclaim and relocate certain industrial efforts in the region to the Saarland, with easy rail access to active tiberium harvesting operations and (if the appropriate links are built) to the ports of B-1. This project would be focused on the largest, most extreme elements of industrial capital, including superheavy presses, massive castings, and the ultra-resistant materials needed for Tiberium Refining Crucibles. While the last are still in production, there is little slack for expanding capacity at present.
(Progress 0/400: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) (Dice Allocation must be taken in HI/Tiberium dice pairs)
Hm. This may be something we may want to look at when the current crops do not generate enough food for us.[ ] Novel Crops Experimental Laboratories
While production methods have changed drastically in the last fifty years, the vast majority of the crops consumed by the Global Defense Initiative have been domesticated for millenia, and most of the rest have been domesticated for centuries. With the natural reservoirs that have provided most of the domesticated plant species destroyed by human exploitation or Tiberium, an ambitious genetic engineering program has been proposed to begin construction of a new generation of crops, ones that are cheaper and easier to grow, and more productive. While the program is likely to be expensive, and with uncertain results, growing for the future is likely to require truly novel crops, especially with the ongoing spread of Tiberium.
(Progress 0/200: 20 resources per die)
I want. This will help counter NOD efforts in our areas, recruitment or otherwise. It will also help to avoid the jackboot problem.[ ] Yellow Zone Security Services
With the Yellow Zones now hosting permanent GDI administered settlements, establishing a local security service will go a long way towards developing a trusting relationship with the regions. While it will mostly be equipped with surplus GDI equipment stenciled with police markings, these security services are going to be a significant shift from the military policing and mob justice now occurring due to a lack of local organization.
(Progress 0/200: 5 resources per die) (United Yellow Zone)
Only 75 progress? Uh ok....[ ] Orbital Strike Regimental Combat Team Development
Derived off of ZOCOM, the Orbital Strike regiment is intended to give Space Command a significant striking capability. Rather than relying exclusively on surface garrisons, Orbital Strike RCT will be able to deliver overwhelming force to any location on the planet in a matter of hours, depending on the relation between the target area and a stationed unit. (Progress 0/75: 15 resources per die)
We will want this. While rocket artillery is not that good at precision(missiles can be more precise but are even more expensive), it is great at creating high volumes of fire and area saturation(see steel rain). This is the sort of thing that can counter a massed NOD force. I would like to get this at some point.[ ] Universal Rocket Launch System Development
Rocket artillery is ancient. Going back to the dawn of the gunpowder age, rockets were used to frighten horses, and unleash massive swarms of arrows. They never really died out from the Congreve and Hale rockets of the Napoleonic wars, to the MLRS units of the First and Second Tiberium Wars. In the decades since the Second, the MLRS systems were allowed to lapse, an unfortunate oversight in capabilities. While rocket artillery has its flaws, there are two key advantages that keep it relevant. First is that it can be mounted nearly anywhere, on nearly anything, due to being recoilless. Second, and more importantly, rocket artillery has an unmatched shock advantage due to not needing to contain the blast of the propellant.
(Progress 0/40: 15 Resources per die)
This will be vital for our defenses soon. While rocket artillery is great and all, this will ensure that artillery support is available no matter what.[ ] Field Artillery Rollout
GDI's new field artillery pieces are ready to begin rollout. With most of the tubes being used in various equipment already, the primary problems are optics, mountings, and positions. A series of smaller factories are needed to turn the pieces into fieldable equipment, primarily giving them gun shields, optics mountings, mechanical fire control computers, and similar equipment before shipping to outposts around the world.
(Progress 0/150: 10 Resources per die)
I really want to do this soon. The longer we take to do this the worse things will be here.[ ] Forgotten Band Outreach
As Tiberium harvesting operations look to expand operations in the deep Yellow and Red Zones, one group that is likely to become important is the Forgotten. While they have become less of a unified nation and more of a collection of scattered tribes and bands after the Second Tiberium War. However, many of them are still capable of offering significant resistance, or substantial aid in our harvesting operations. By reaching out and offering aid, and support, the worst of any potential conflict can hopefully be avoided. (DC unknown, results unknown)
I think the issue for glacier though is that we only get the income boost for 4 turns(this turn is 6 before plan ends, glaciers can be done next turn which is 5 turns so only in the final year does that income come online) and then are down to 200-215 starting the next turn which really puts us in a bind. As is we are getting 5s and 5-10 R from most of the mitigation options (like the 3 tib options for this turn give us +20-30 income) and this way we do not stress our logistics. Plus it also means we are more likely to hit our mitigation target.If Artillery really is so important, maybe I should switch to it in my plan. Do Railguns really not give a comparable advantage to our military? Or is it that Artillery more directly supports our Tiberium efforts?
On Glacier Mining, I think you're outsmarting yourself here. We're still in Multiple Simultaneous Crises mode for these next six turns. If we want a strong staring position for the next plan, the best way to do it is by succeeding at the current plan as much as we can. (Plus the more total income we get, the more we'll get after it's divided up next Plan. It'll take many turns for the total R income in your idea to get past what we'd get by finishing Glacier Mining next turn.)
Railguns do damage to enemies in contact with our forces and generally only those forces. Artillery allows for arbitary range{kinda, we are still limited by the range of the guns} engagements. This is useful for defenses, attacks and all sorts of scenarios.Do Railguns really not give a comparable advantage to our military? Or is it that Artillery more directly supports our Tiberium efforts?
You were asking why people wanted artillery- personally I am finishing railguns and putting 1 dice on starting artillery (which only need 10 R to use that last dice so if you make any change it would be to free up the 10 R to use all 3 mil dice not just 2). Edit- also that we can use all 3 dice for the same cost as 2 in railguns makes it easier to use all our mil dice which I believe is vital as we cannot afford to use free dice on mil with the other fires but with the nod threat cannot afford to cutback on rolling out mil projects and railguns and artillery are both projects we want to rolloutIf Artillery really is so important, maybe I should switch to it in my plan. Do Railguns really not give a comparable advantage to our military? Or is it that Artillery more directly supports our Tiberium efforts?
For makeshift pieces maybe but we are not that desperate, at best they may get scrapped for resources that go into making the designed artillery pieces. Keeps the logistics simpler as well by having fewer calibers around and all outposts sharing the same types.Won't tubes we get off our tanks due Railgun Refits be funneled directly into Field Artillery?
Look, here's some simple estimate-math that no-one's gonna care about:I think the issue for glacier though is that we only get the income boost for 4 turns(this turn is 6 before plan ends, glaciers can be done next turn which is 5 turns so only in the final year does that income come online) and then are down to 200-215 starting the next turn which really puts us in a bind. As is we are getting 5s and 5-10 R from most of the mitigation options (like the 3 tib options for this turn give us +20-30 income) and this way we do not stress our logistics. Plus it also means we are more likely to hit our mitigation target.
And no it will not take many turns because 1) I am not planning on ignoring tiberium just focusing on the mitigation which we need to do and 2) doing glacier mining 1st turn of the next plan gets us the full 40-60 for the entire plan instead of 10-15
Yeah, I was just labeling the interesting new options that we have and their potential future roles.
If you want to include the income for the 4 turns on this plan you would need to include at least 20 on the other side since that is the likely value of using the resources and dice on a different tiberium project (+5 R) that increases if it is a bigger R payout.Look, here's some simple estimate-math that no-one's gonna care about:
Say we get Glacier Mining done next turn and get +50 R income. That means 4 turns with +50 R each, or 200 R total. Then during the next Plan, we take (as an example) a 30% cut of GDI's total income. In this case, our income from that Glacier Mine is down to +15 R per turn. So turn 1 of the next Plan, we have 200 R +15 R per turn. In your alternative, we wait and get that +50 R per turn starting next Plan. That means turn by turn, we have:
Turn 1: 215 R vs 50 R
Turn 2: 230 R vs 100 R
Turn 3: 245 R vs 150 R
Turn 4: 260 R vs 200 R
Turn 5: 275 R vs 250 R
Turn 6: 290 R vs 300 R
So 12 turns from now, we'll finally break even and start earning more resources. Meanwhile we desperately need more income now rather than later. (And it's still possible to pay enough PS to get more than a 30% cut of the income.)
Look. We need more R now desperately. (Especially for you, since in your plan you want to put a ton of our R into Philadelphia II.) And it just seems silly to try and "trick" our way into more R by not doing our job.So 1 turn sooner meaning and given that plans are 16 turns it means we are pulling ahead by 418 more R by plan end.
I am putting 1 into Philly 2 a turn using the fusion lift dice, so 20 R and once the com sats finish that is going to be the only orbital dice each turn which is not a big expense. And we are not going to stop doing our job- because instead of glacier mining I want to do more mitigation projects (which is a task assigned to us to hit that 96 or 98 number) and I would prefer to hit the mitigation goal before the final turn if at all possible. As except for fencing those mitigation projects also provide a trickle of R which means that there is going to be small income boosts that will also be redistributed upon current plan ending.If no one objects in the next, idk, hour or two, I'll switch my Military dice over to Field Artillery. We want military projects primarily to support our Tiberium projects, and if Artillery is the better way to do that then it should be done first.
Look. We need more R now desperately. (Especially for you, since in your plan you want to put a ton of our R into Philadelphia II.) And it just seems silly to try and "trick" our way into more R by not doing our job.