- Location
- Australia
[X] Plan: On Task, On Time, and On Target... To Bring In a Tad More Dough
[X] Plan: There Is Power In A Union
[X] Plan: There Is Power In A Union
One good effortpost deserves another. I agree with you the T&D works and SCV plant are both powerful projects. However, despite my love of doing things efficiently, I am still going to vote for Laurent's plan over yours, and not just because of Simon Jester's point about how little we know about the economy we're in charge of running (although that's quite a point indeed).Seriously; the benefit we get from these two projects in terms of Resource- and dice-savings is absolutely insane, and people really should focus on them a lot more than it currently seems to be the case.
Would it be possible to have a personal action to remove the High school drop out trait? maybe spend some time to get that high school diploma?
Also are we going to get actions related to the Kel-Morian Combine and Umojan Protectorate maybe opening up trade or something else?
Oh, was not paying attention to that part.We literally roll for it every turn. If above 50 we lose 2 of the Dice Malus until it is gone. So we just need two more over 50 rolls and it is gone.
Oh, was not paying attention to that part.
I just thought it would be an amusing action to take, maybe someone could write an omake for it.
My main points of discontent with "to undermine Mengsk," which by now has bandwagoned far past the point where I consider it worthwhile to promote an alternative plan...
1) I really wanted Supply Bunkers this turn. It's relevant for many of the same humanitarian reasons as other factors, and the Tyrador IX reconstruction isn't so super-urgent that we have a burning need to complete it this turn, so far as I know.
2) I think that starting three new Environmental projects while letting the Tyrador IX homestead project stall is a mistake. Neither the yum-yum bars nor the Vardona hydroponics are this kind of urgent, even though I agree that the latter project is long-term important.
This ignores that we have a short-term alternative in the Military category, which allows us to increase the strength of the Dominion navy via salvaging, which both benefits from, and doesn't compete with, investment into the SCV Plant.The main issue is that both projects make heavy use of our limited HI dice. Dice that we need to work on Dylarian Shipyards. Remember, the Dominion Navy is shrinking in power every turn. That's a major problem in a space as filled with threats as the Koprulu Sector. Those threats may take a while to arrive, but shipbuilding and maintenance is also time intensive, naval strategy is built strategy and all that.
You're looking at this from the entirely wrong angle. We'll always be aiming to use as many of our dice as possible, and in the process spend as many R as needed to keep those dice active, so looking at "how many dice/R do they save us per turn" is flawed and will obviously lead to the wrong conclusion, because we'll always be aiming to use as many of our dice as possible, and in the process spend as many R as needed to keep those dice active. "How many dice/R would they have saved us on the projects we've already completed" is somehow even *more* flawed than that, because it completely ignores the far more relevant part of the amount of dice they can save us going forward.I also have issues with your argument for T&D works and SCV. I don't think we can rely on T&D, or any progress reduction project, saving us resources. Dice, sure, but any resources that we save by using less dice on a project will probably be used on another on the same turn. We'll save R on some turns, sure, but we'll likely lose them on others. There's no real way to tell if we'll make or lose R in the long run.
I have a problem with your dice savings analysis as well. It assumes that investing in T&D (and SCV) is an all-or-nothing, now or never affair. I don't think that anyone in this thread would push for ignoring either of those projects for the entire duration of the quest.
I think it's better to look at this in terms of opportunity costs. Since the potential benefits aren't actualized until we hit those last few points of progress, every turn we don't complete T&D costs us on average one die for every applicable project we complete. That averages to about 3/turn judging by past history.
Of course, our dice pool has expanded since turn 1, and four turns isn't the best sample size in any event, so it's probably a good idea to find a rough maximum. Assuming that we complete one applicable project in each category with potential projects each turn (fairly unlikely to happen on a regular basis imo, since we tend to only focus one project in each category, but I'm aiming for an approximate maximum here) , we save five dice per turn. So, since we have 50 dice, T&D will save us about 10% of our current dice each turn at most. That's a fair amount, but I'd much rather have our shipyards turning out warships sooner.
Now, it's time to look at the SCV plant. It has the same benefits as T&D, plus orbital benefits. Now, the opportunity costs for not having SCV in orbital projects are greater than their terrestrial counterparts on a per-project basis. We lose out on one die for every orbital project we complete, and another everytime we get within 50 points of completion on an applicable project. Unfortunately, we do a whole lot less orbital projects compared to their terrestrial counterparts. In fact, we've only completed one applicable project, for two dice lost in four turns. Even doing some napkin forecasting, I can't see us losing out on more than six dice in as many turns. This is partly because they are less common, and also they tend to be more expensive. Their prices aren't reduced by Neotextiles, and that gap will only widen once phase 2 autocompletes next turn. Of course, the situation can and will change in the long-term, but, fortunately for my sanity, that's beyond the scope of this analysis.