I hate it because we really need the Energy, but we may not have a choice if we're up against this level of public pissiness. Most of the time we pay Political Support, we don't get quite this level of hostility and protest from the public as a whole, is my impression.
Political support is AFAIK support in parliament and the bueraucracy. The problem here is we're currying public outrage. Worst case we'll generate political parties directly opposed to Seo. Especially with elections upcoming that seems very unwise.
 
I can totally see the design team making a choice that's great from their point of view ("the carrier is more badass"), but bad from our point of view ("can we actually afford to make enough of these things?")

Ideally, it's the senior admirals' job to make sure that realistic cost assessments are sent to the design team and that the ship is set up in such a way that it can be built in the required numbers. But given how weird our naval funding situation is, it's entirely possible for that to break down and the admirals to approve an impractically large and expensive ship.
Not to sound like a broken record, but GM already clarified situation with carriers and what Navy want (albeit on discord).

1) CVL will be somewhat more expensive than CVE but not significantly.
2) Navy have enough resources and discretionary funding to meet hull numbers goal no matter which we chose.
3) CVL shipyards will be considerably more expensive than CVE's.

I also suspect that Navy actually would slightly prefer CVLs but are worried about Treasury doing Orca again, however this is probably me reading too much into things.
 
Lets be honest, the military as a whole has probably figured out that the treasury is a fickle beast that only does what it thinks is right and has strange priorities. I doubt any of the branches trust us to provide anything except concessions we agreed upon during the 4YP negotiations and what they outright force us to do with PS modifiers.
 
Additionally, OSRCT units are likely to need orbital supply solutions as they have to be able to hold until relieved by ground forces, unlike regular units where pass through is a common maneuver for relief, where a fresh unit pushes forward to cover one that has expended its ammunition and is in need of resupply. At this time however, the line rests silent, as there is no unit actually formed to make use of it.
Sounds like we want Low Orbit Support Satellites, which are locked behind 2 phases of Orbital Cleanup. We should throw some Orbital/free dice at that this coming turn.
 
Sounds like we want Low Orbit Support Satellites, which are locked behind 2 phases of Orbital Cleanup. We should throw some Orbital/free dice at that this coming turn.

Problem with that is the other requirements on Orbital we have this Plan, without free dice we would be hard pressed to finish our obligations and complete multiple phases of Low Orbit Support Sats. Not that I don't want to at least find out what their cost/benefits are, its just not currently viable without Free Dice investment, which we are already kind of looking at for Enterprise and the Lunar mines we have to do.
 
[X] Plan Days of Christmas
-[X] A Partridge in a Pear Tree 1 die, +1 Housing 🍐
-[X] Turtle Doves 2 dice, +2 Logistics 🕊️
-[X] French Hens 3 dice, +3 Food 🐔
-[X] Calling Birds 4 dice, +4 PS 🐤
-[X] Golden Rings! 5 dice, +5 RpT 🥇
-[X] Geese a Layin' 6 dice, +6 Consumer Goods 🥚
-[X] Swans a Swimmin' 7 dice, +7 Logistics 🦢
-[X] Maids a Milkin' 8 dice, +8 Health 🥛
-[X] Ladies Dancin' 9 dice, +9 Labor 💃
-[X] Lords a Leapin' 10 dice, +10 Logistics 🕺
-[X] Pipers Pipin' 11 dice, +11 Energy 🎶
-[X] Drummers Drummin' 12 dice, +12 Capital Goods 🥁
 
[X] Plan Days of Christmas
-[X] A Partridge in a Pear Tree 1 die, +1 Housing 🍐
-[X] Turtle Doves 2 dice, +2 Logistics 🕊️
-[X] French Hens 3 dice, +3 Food 🐔
-[X] Calling Birds 4 dice, +4 PS 🐤
-[X] Golden Rings! 5 dice, +5 RpT 🥇
-[X] Geese a Layin' 6 dice, +6 Consumer Goods 🥚
-[X] Swans a Swimmin' 7 dice, +7 Logistics 🦢
-[X] Maids a Milkin' 8 dice, +8 Health 🥛
-[X] Ladies Dancin' 9 dice, +9 Labor 💃
-[X] Lords a Leapin' 10 dice, +10 Logistics 🕺
-[X] Pipers Pipin' 11 dice, +11 Energy 🎶
-[X] Drummers Drummin' 12 dice, +12 Capital Goods 🥁
Slightly more efficient than ICS. Why are we throwing so much into that?
 
Eh. I'm predicating that on wanting to hammer Nuuk harder. Four dice on fusion power makes me flinch pretty hard, especially if it only means three dice on Nuuk.
I did a rough draft for Q4 and Q1, it had 3 and 4 on Nuuk and 4 and 3 on Fusion, that should get 2 phases of fusion and the 2nd stage of Nuuk done. And free dice should be more able to shift to HI in Q2 so we can accelerate from there while still getting energy on line to do stuff like the Apollo factories. Also I anticipate starting to squeeze in superconductors and myomer in Q1 and forward for a bit more cap good and energy trickle, enough to hopefully get the HI assist from service online Q2 or Q3.
 
Also I anticipate starting to squeeze in superconductors and myomer in Q1 and forward for a bit more cap good and energy trickle, enough to hopefully get the HI assist from service online Q2 or Q3.
Bergen would be a decent source of energy, and the Capital Goods are very welcome. It also doesn't require HI dice, and could cover all but 2 points of Nuuk's total energy requirement (for a higher total cost). I think we should do at least one phase of Reykjavik before we start rolling out Ground Forces Zone Armor.

Edit: It might also have narrative implications.
 
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Bergen would be a decent source of energy, and the Capital Goods are very welcome. It also doesn't require HI dice, and could cover all but 2 points of Nuuk's total energy requirement (for a higher total cost). I think we should do at least one phase of Reykjavik before we start rolling out Ground Forces Zone Armor.

Edit: It might also have narrative implications.
We kind of have to do both at the same time since superconductors are expensive at 30R per dice, so easier to mix in with myomer (20R per dice). Also yes if we finish another phase of Reykjavik we discount power armor and mechs a bit.
 
Yeah we haven't touched Bergen yet because it is 30R/die. We don't have that sort of budget yet.
It will also take a lot of input to produce a decent Energy return.
We will want it later for uncertain bonuses with high energy and computation projects. But it isn't good for power generation.
 
Yeah we haven't touched Bergen yet because it is 30R/die. We don't have that sort of budget yet.
It will also take a lot of input to produce a decent Energy return.
We will want it later for uncertain bonuses with high energy and computation projects. But it isn't good for power generation.
It helps trickle in a bit of energy and cap goods with LCI dice, so not as the main way of generating energy and cap goods but still useful to offset a small project here and there while still getting a bunch of energy and cap goods via HI dice.
 
It helps trickle in a bit of energy and cap goods with LCI dice, so not as the main way of generating energy and cap goods but still useful to offset a small project here and there while still getting a bunch of energy and cap goods via HI dice.
We can get +4 and then +8 Energy from finishing the Reykjavik Myomer Macrospinner. And we're much closer to finishing Reykjavik than we are to getting through Bergen. That's in addition to the dice being far cheaper at 20R/die and how we'll get discounts to mech and zone armor projects.

I don't see the advantage in working on Bergen before Reykjavik is finished.
 
We can get +4 and then +8 Energy from finishing the Reykjavik Myomer Macrospinner. And we're much closer to finishing Reykjavik than we are to getting through Bergen. That's in addition to the dice being far cheaper at 20R/die and how we'll get discounts to mech and zone armor projects.

I don't see the advantage in working on Bergen before Reykjavik is finished.
We have been told there is benefit for different sources and that enough of bergen opens new options, also Reykajiv is +2 and +4 Energy, it is +4 and +8 cap goods. Myomer is more cap good than energy, superconductor is more energy than cap goods.

More to the point we can knock out phase 1 and 2 for 3 energy and 1 cap good fairly quickly and by spreading superconductor out a little bit each turn we avoid having to front all the R cost on the same turn. Really at a certain point we should be trickling 1 or 2 dice a turn on superconductors to slowly bring that online while keeping resources for use in other categories.

Edit-
2 phases of superconductor also covers a phase of shells and urls as well with 1 cap good leftover. Leaving the power from HI for stuff like apollo factories.
 
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There is a possible synergistic benefit for having Bergen Superconductors and fusion power, however that's only a guess from what real life would give. Not any specific proof.
 
There is a possible synergistic benefit for having Bergen Superconductors and fusion power, however that's only a guess from what real life would give. Not any specific proof.
None that has been given in thread aside from being told there are benefits to bringing it online beyond what is printed- and for a recent example Tglass factories coming online will open up new actions, same with myomer opening up stuff that other cap goods does not, enough superconductor production also opens up options that are not gated just by X cap goods.

Basically consider that future actions have a set of conditions to meet and not all of them are X overarching good (stuff like cap good, consumer good) some also require certain progress in specific types (so X cap goods and Y cap goods from superconductors or myomer or robotics)

The other thing is that at no point is R not going to be a constraint so stuff like superconductors lends itself poor to being focused on and instead something to spread out over multiple turns. And with phase 1 and 2 requiring relatively low progress we can get some useful energy and cap goods to help pad out the main efforts in HI. I also recommend focusing on Tglass Q4 to both get the income it provides as well as allow in universe people to figure out what we can do with 2 stages of production which will open up actions in future turns.
 
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We could pair Bergen with BZLIS to offset the cost. But I can't see much progress being achieved this plan unless we consistently assign a Free Dice.
 
Right now, my own Light Industry priorities (aside from T-Glass) are to get Reykjavik Phase 4 done in the hope that it'll reduce costs before we start building a lot of zone armor factories for Ground Forces. That way we can have a partial first-wave Zone Armor rollout by end of Plan along with a partial (if not complete) rollout of the escort carrier yards.

We could pair Bergen with BZLIS to offset the cost. But I can't see much progress being achieved this plan unless we consistently assign a Free Dice.
Naah. Light Industry is a very wide-open category and we have like 40 dice to play with between now and the end of the Plan. That's something like 3000 Progress; we can easily afford to complete quite a number of things without Free dice.
 
We can still knock out the early phases this coming year for a small boost to cap goods and energy and I would rather pair with Reykjavik since we need all the cap goods for mil projects and the assistant deployment.

4 dice on superconductor to get phase 1 and 2 so quite doable to pair up with another project
 
[] Draft Plan Toss A Coin To Your HI Dice

BUDGET:
845/860 R
7/7 Free dice

Infrastructure 6/6 Dice 90 R
-[] Integrated Cargo System 695/800 (2 Dice, 30 R) (97% chance)
-[] Yellow Zone Fortress Towns (Phase 3) 25/200 (3 Dice, 60 R) (97% chance)
-[] Security Review

Heavy Industry 5/5 Dice + 2 Free Die 140 R
-[] Continuous Cycle Fusion Plant (Phase 4) 76/300 (3 Dice, 60 R) (70% chance)
-[] Hover Chassis Development 0/60 (1 Die, 20 R) (89% chance)
-[] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 (3 Dice, 60 R) (9? % chance)

Light and Chemical Industry 5/5 Dice 70 R
-[] T-Glass Foundries (Stage 2) 55/350 (4 Dice, 60 R) (60% chance)
-[] Civilian Glider Development 0/40 (1 Die, 10 R) (99% chance)

Agriculture 4/4 Dice 40 R
-[] Perennial Aquaponics Bays (Stage 3) 207/350 (2 Dice, 20 R) (68% chance)
-[] Wadmalaw Kudzu Plantations (Phase 1) 0/150 (2 Dice, 20 R) (62% chance)

Tiberium 7/7 Dice 120 R
-[] Security Review
-[] Tiberium Processing Refits (Phase 3) 3/100 (2 Dice, 40 R) (overwhelming chance)
-[] Offshore Tiberium Harvester Stations (Phase 3) 67/200 (2 Dice, 40 R) (90% chance)
-[] Improved Tiberium Containment Facilities Construction 0/120 (2 Dice, 40 R) (nearly sure to Phase 1)

Orbital 6/6 Dice + 1 Free Die 140 R
-[] Lunar Heavy Metals Mines (Phase 1) 0/395 (7 Dice, 140 R) (96% chance) (?/9.25 median to Phase 2)
OR
-[] Lunar Heavy Metals Mines (Phase 1) 0/395 (3 Dice, 60 R) (3/5.5 median)
-[] GDSS Columbia (Phase 1+2) (4 Dice, 80 R) (88% chance)

Services (3 or 4)/5 Dice 60 R
-[] Prosthetics Deployment Initiatives (Phase 4) 146/320 (2 Dice, 40 R) (49% chance)
AND EITHER
-[] Some Cool Science Shit (1 Die, 20 R)
OR
-[] Domestic Animal Programs 0/200 (2 Dice, 20 R) (26% chance)

Military 8/8 Dice + 4 Free Dice 185 R
-[] Orca Refit Deployment 151/200 (1 Die, 15 R) (92% chance)
-[] Reclamator Fleet YZ-10 South (S-MARVs) 184/210 (1 Die, 20R) (100% chance)
-[] LR Sensor System Deployment (Phase 2) 118/300 (2 Dice, 50 R) (36% chance)
-[] OSRCT Stations (Phase 1) 55/220 (2 Dice, 40 R) (11% chance to Phase 1)
-[] Shell Plants (Phase 5) 27/150 (2 Dice, 20 R) (84% chance)
-[] Ablative Plating Deployment (Stage 4) 45/200 (3 Dice, 30 R) (96% chance)
-[] Railgun Munitions Development 0/60 (1 Die, 10 R) (81% chance)

Bureaucracy 4/4 Dice
-[] Security Review (Infrastructure)
-[] Security Review (Tiberium)
 
Naah. Light Industry is a very wide-open category and we have like 40 dice to play with between now and the end of the Plan. That's something like 3000 Progress; we can easily afford to complete quite a number of things without Free dice.
But if we want to roll out more Zone Armor, we'd go with Reykjavik 5, which is 2000 progress used up already. (Assuming we finish the T-Glass, cos why wouldn't we.)
 
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