I'm kinda firmly in the 'we need to be ready to conquer the world/throw down with ambitions to conquer the world' camp. The last time we got into a major shooting war, it literally ended with alien invaders trying to conquer the world. It probably won't escalate that badly this time around- but considering we got to the point we were on the brink of industrial collapse by the end of the third war- we owe it to ourselves and the world as a whole to make sure it never even comes close to that.
On the other hand, we kinda can't keep that pace up without feeding more CapGoods into the system, and we're kinda way behind on our CapGoods Plan Goal.
I think one last turn of 15 dice into the military is in order just to ram through as much R-cheap but dice-expensive consumables production as we can before the shit hits the fan. But starting Q1 we're not even going to have the electricity/capital goods to sustain 15 dice of worthwhile military investment anyways once we get into new Air Force factories or Navy shipyards. So going down to like.... 2 Free dice for the MIlitary (making it 10 dice total) and then 3-4 for HI and 1-2 for Orbital starting Q1 2060 is probably not just possible but necessary to avoid the MIC growing so big it outruns our economy.
NOD: Well, the war is over. Now it is time to build up our forces for the return of Kane.
GDI: I don't think so.
NOD: Oh ya? What are you going to do this time? Build another space station for us to blow up?
GDI: Your going to love this. Now is my normal militant state.
*Builds up economy, abatement increases, and anti-mutation satellite*
Granger GDI: This is what you would call my economic state.
NOD: What a useless transformation. You've built some Tiberium mines. So what?
Seo GDI: This is what it looks like to go further beyond! Haaaaaaaaaa!
*Puts over 10 Dice into military and keeps building economy*
NOD: Impossible! *Screams incoherently*
NoD is in one corner trying to endure long enough for their partner (Kane) to get back. He is a champion at doing one kit TKO and keeps lead plates in his boxing gloves. It is a difficult fight for GDI because the judge is real lazy, so almost every trick is allowed.
In the other corner, the GDI wants to beat NoD down fast while buying time for their partner (space colonization) to build up. If they can do either of those, than NoD losses. One in a KO, they get knocked out without a partner, or are taken out by technicality, NoD is stuck on earth and GDI in space.
Elsewhere preparations have been ongoing, including what seems to be a first test run of Project Varyag. While InOps has so far been unable to get close enough to get a proper look, it seems to be a flying ship, one somewhat resembling an inverted Star Trek Federation ship. A high saucer section to the stern, with a lower tubular forward section, and a pair of large pods hanging off the bow. While Krukov has made no public statement, it is likely to be a portent of things to come.
Maybe we should push the push into Karachi back, and plow our military dice into a glorious Ace Combat bossfight prep. It sounds like this is an anti-gravity warship of the skies, floating high above GDI armies to....what's that sound?
Which is the same. It's fucking stupid. You shouldn't talk about your children online, because those are their own lives, not yours. And going so far as to mention how hold they are and their names? Yeah no shot, this one deserves a Darwin.
And really, posting online where you go to the hair stylist and then be upset when people know that you're there and can use it as an avenue to threaten you. That's Darwin number 2.
Because as we all know, no parent ever talks online about their children. Especially if they post in some sort of parenting thread which GDIOnline probably has.
As for the whole hair stylist thing? I'd assume that was exaggeration on the noddies behalf, after all he never actually *said* where she was, just claimed he knew where she was.
Thirdly, she's a random blue zoner posting online from the middle of a random blue zone. You're saying these threats are dangerous, they're not. Nod wouldn't put in the effort because why the fuck would they.
Finally, have you ever heard of Facebook? Instagram? People post this shit all the time and quite often they forget to change their privacy settings.
Not really, it also probably changed the political priorities of the Welfare Department because there is another leader in charge. For all we know they might be more focused on hardening our medical sector for the next war on Nod than on educating refugees in the future. As a totally random example.
While true, in the end, the Welfare Department is going to do Welfare Department things. Just because the agenda of the previous Secretary of Welfare is no longer being pursued and the new one has a different agenda doesn't mean that old agenda will be neglected, or that the new one was neglected. Those are things the Welfare Department was already going to be doing anyway, because that's it's job. It is simply not possible for the Welfare Department to drop either of those tasks without the Secretary getting fired by either the Director or Parliament, because it's the department's job to do those things. Only question is which has the greater attention.
Yeah running the numbers we can just barely afford to build the ICS, the t-glass foundries, and a stage each of shells/URLS without needing any more power. Those things leave us at +1 power, and we can't afford any expenditures outside of it, but the absolute core military/economic needs for next turn don't necessitate completing Tib power - it just wipes out our entire buffer without Tib power. And we should have +16 from fusion coming no later than Q1, so there'll be more to spend in 2060. We can get away with not finishing the Tib power, barely, and coast on fusion through 2060/61 as long as we're willing to feed HI free dice.
Elsewhere preparations have been ongoing, including what seems to be a first test run of Project Varyag. While InOps has so far been unable to get close enough to get a proper look, it seems to be a flying ship, one somewhat resembling an inverted Star Trek Federation ship. A high saucer section to the stern, with a lower tubular forward section, and a pair of large pods hanging off the bow. While Krukov has made no public statement, it is likely to be a portent of things to come.
Breakthrough: Mind Shields
Another breakthrough has occurred this quarter, with one of the research groups searching for a means to defeat the Scrin's mind control systems. Survivors of the events have termed it a compulsion. Rather than directly forcing muscles to twitch, it is more akin to forcibly rewriting parts of the brain to serve the Scrin's aims and mitigate (although not completely overwhelm) all human instincts. Scientists believe that this is some short range quantum tunneling effect, using precision instruments to manipulate neural activations. While much of the mechanics are still unknown, they have managed to arrive at something akin to a faraday cage for the brain. Although it will likely take many more years, and several rounds of testing to produce something that is both effective and safe, this is likely to be a niche but very effective breakthrough in the cases where mind control is on the table, assuming that it follows the same quantum tunneling effects that the Scrin typically use
In the wake of the Northern Campaign and the proving of the Home Guards, the APCs are more necessary to provide commensurate protection to the less experienced yet no less motivated formations. For that, over twenty factories are retrofitted to take as much advantage of a Tiberium-based world as possible, where metal is a thousand fold cheaper than any single soul within. And as the result, a tidal wave of Guardians now rolls out of the factories, with plenty to spare, stocked all around Fortress Cities and Green Zone choke points, ready to replace combat attrition in a pace comparable to the worst fighting of the Third Tiberium War, at least for a time. Some commanders have in fact used the opportunity to use the surplus for evacuation exercises, stress testing the vehicles in ways that normally couldn't be done.
That's a big deal. We've motorized our militia and more then that we've got commanders running exercises. Dry runs will hopefully mean there are less issues when the balloon goes up.
Longer term as the number of aircraft increasesthe bombers are likely to become harassing and deep penetration raiders, hitting logistical junctions and other point targets deep behind enemy lines, and conducting speculative antisubmarine warfare outside of known Brotherhood ports.
Unrelated to the current discussion on heavy investing in Military vs Heavy Industry, I noticed something in the update, and realized that I've been mistaken with regards to how much Food reserve we need to produce. I originally thought the goal was to have a total of 20 Food in reserve, it is actually have 20 additional Food in reserve. Now 18 additional Food in Reserve. This is a problem, though not an insurmountable one, as it represents a significant increase in our Agricultural Obligations.
For Agriculture in addition to the Wadmalaw Kudzu Plantation and the Perennials, we require 18 additional Food in Reserve. This means we need Extra Large Food Stockpiles (8 reserve) and 5 phases of Strategic Food Stockpile Construction (2 reserve each). However such a Food reserve would currently require a total of 36 Food, and we only have 17 currently (and are projected to gain only 4 more if we complete Perennials phase 3 next turn, we would need to produce an additional 15 Food, or we could take Freeze Dried Food Plants, and only require 1 Food to break even.
Last turn Freeze Dried Food Plants gave +4 Food, while our Food reserve was 8. I am assuming that this coming turn it will give +5 with our food reserve now at 10. In other words Freeze Dried Food Plants decreases the Food required to produce one Food Reserve from 2 to 1.5. If this is the case then it follows that we would need 27 Food to complete the Plan Goal. With 17 current, 5 from Freeze Dried Food Plants, and 4 more from Perennials (assuming Phase 3 next turn), we are still in the red for Food by 1.
In short, we need at least one phase of Food production. This could come from Fertilizer in LCI, Yellow Zone Aquaponics, or Vertical Farms.
Required Projects:
-Complete at least two phases of Wadmalaw Kudzu Plantations: 0/450 Progress ~6 dice
--Provides 6 Consumer Goods
-Complete Perennials Phase 3: 207/350 Progress ~2 dice median
--Provides 4 Food over 16 Turns
--Provides 16 Consumer Goods over 16 Turns
-Food: 18 additional points in reserve:
--Strategic Food Stockpile Construction Phase 2-6: 38/750 ~10 dice median
---Requires 20 Food
---Provides 10 Food in reserve
--Extra Large Food Stockpiles: 1 die 100%
---Requires 16 Food
---Provides 8 Food in reserve
Semi Required Projects:
-Freeze Dried Food Plants: 0/200 ~3 dice median (Increases efficiency of Strategic Food Stockpile Construction and Extra Large Food Stockpiles)
--Requires 1 Energy
--Currently Provides 5 Food
--Note: Currently we have 17 Food and will be getting 2 more from Perennials minimum before the end of the plan, and potentially another 2 more if we finish Perennials Phase 3 next turn. This means we will have 21 Food min by the end of the plan, if we committed to producing an additional 15 Food we would not require Freeze Dried Food Plants. However, if we completed Freeze Dried Food Plants we would receive an additional 5 Food, and only require a total of 27 Food, ie requiring an additional 1 Food to break even.
Because we require at least 1 Food for the Plan to not run a deficit even if we complete Freeze Dried Food Plants, there are three options only one of which must be completed if Freeze Dried Food Plants is completed, otherwise all must be completed along with an extra set of either Vertical Farming Projects or Yellow Zone Aquaponics and Water Purification:
-LCI Chemical Fertilizer Plants: 94/300 ~3 dice median
--Requires 1 Energy
--Provides 4 Food
--Provides 4 Consumer Goods
--Note: This uses LCI dice
-Yellow Zone Aquaponics Phase 5 and Water Purification Phase 2: 22/200 ~2 dice median, 12/160 ~2 dice median
--Requires 1 Energy
--Net Requires 0 Water
--Provides 4 Consumer Goods
--Provides 4 Food
--Note: Currently we have 6 Water and require 8 for Yellow Zone Aquaponics Phase 5, thus necessitating Water production
-Vertical Farming Projects Stage 2: 64/240 ~2 dice median
--Requires 2 Energy
--Provides 4 Consumer Goods
--Provides 4 Food
Note: This analysis will assume Freeze Dried Food Plants and Vertical Farming Projects Stage 2 will be completed for minimal dice usage as this requires 4 dice, not completing Freeze Dried Food Plants would require 13-14 dice.
Agricultural Total = 24
36 Agricultural Dice for the rest of the Plan, 12 dice available, no free dice required.
36 Agricultural Dice for the rest of the Plan, 24 dice required, 12 dice available, no free dice required.
In summary we have a slightly less flexible Agricultural investment sector than previously anticipated. We still have 3 turns worth of agriculture dice that isn't earmarked for something in the Plan, but this does put a damper on my enthusiasm for the Cotton and Berry investments.
We do have the PS to spend on the Liquid T Power Cell Deployment, right? Might as well use it and not fall into the trap of hoarding it and not use it like how those people save Health Potions in those old RPG games.
Objection. Ten dice is enough to conquer the world if we actually knew what we're doing. Given our spotty track record with the Military bureau, we clearly don't.
Objection. Ten dice is enough to conquer the world if we actually knew what we're doing. Given our spotty track record with the Military bureau, we clearly don't.
Incidentally it would be nice if we minimized the expected amount of incomplete actions in the next plan. This one has an expected incomplete 6ish actions, for example.
I know right? Never before has an update made me feel so guilty, we created artificial intelligent life and made them faulty enough to actually leave them depressed.
I know right? Never before has an update made me feel so guilty, we created artificial intelligent life and made them faulty enough to actually leave them depressed.
I loved how this turn showed, yet again, tiberium changing the perception of our scientists.
Discovering Element Zero:
ME races: wow, this is a miraculous ore! It will change so much!
Our scientists: well, this is clearly another artificially created element by some advanced race. It at least seems to be less aggressive than tiberium. It probably offers another take on antigravity and invalidates nearly as much of our advanced physics theories as tiberium did. Well, back to the drawing board. By the way, we need more samples.
Well, note here that the Mass Effect species were mostly discovering the utility of the stuff long before they had mastered electricity, let alone made thinking rocks.
I loved how this turn showed, yet again, tiberium changing the perception of our scientists.
Discovering Element Zero:
All ME races: wow, this is a miraculous ore! It will change so much!
Our scientists: well, this is clearly an artificially created element by some advanced race. It at least seems to be less aggressive than tiberium. It probably offers another take on antigravity and invalidates nearly as much of our advanced physics theories as tiberium did. Well, back to the drawing board. By the way, we need more samples.
I loved how this turn showed, yet again, how tiberium changed the perception of our scientists.
Discovering Element Zero:
All ME races: wow, this is a miraculous ore! It will change so much!
Our scientists: well, this is clearly an artificially created element by some advanced race. It at least seems to be less aggressive than tiberium. It probably offers another take on antigravity and invalidates nearly as much of our advanced physics theories as tiberium did. Well, back to the drawing board. By the way, we need more samples.
Back in my day you had to get your science the hard way! We had to get invaded by aliens and steal their stuff, twice, uphill both ways! It built character! You kids are spoiled with your Beacons and your space rocks that don't try to eat you, grumble grumble grumble...
I loved how this turn showed, yet again, tiberium changing the perception of our scientists.
Discovering Element Zero:
All ME races: wow, this is a miraculous ore! It will change so much!
Our scientists: well, this is clearly another artificially created element by some advanced race. It at least seems to be less aggressive than tiberium. It probably offers another take on antigravity and invalidates nearly as much of our advanced physics theories as tiberium did. Well, back to the drawing board. By the way, we need more samples.
I wonder what the ME races first thoughts on discovering Tiberium (regardless of our influence) may be when it comes to studying it, especially considering that Ezo is nowhere near as... aggressive as Tiberium?