Now that I've finally got enough time to sit down and do this all properly, and had a chance to read through everyone's comments and see some of the really obvious stuff I missed, lets try again.
Construction:
Right now we have 40 surface and orbital slots for Mindoir while everywhere else has 30 surface and 15 orbital slots. This is assuming our three new expansion sites (most notably Bekenstein) count as Human Colony Worlds but I don't think that is unreasonable.
One of the things I'm aiming for is to maintain a reserve of free slots in case something pops up in the future that we want to mass construct.
The first thing I decided to do was bring all our planets, new and old, up to 40 Factory IIIs which at 0.5 slots each (thanks to Partial Factory Automation) takes up 20 slots. That leaves 10 surface slots on the colonies free and 20 on Mindoir. Well not free since some of those slots are already being used by other things (like Labs) but free from Factories. I could absolutely squeeze in more Factory IIIs here but at 198 Factory IIIs we are already trebling our number of surface factories for an increase of almost six million Production due in just three quarters.
Orbital slots were more difficult hence the notice that they may change in following revisions. Currently our planets sit at:
So instead I'm going for a simpler more uniform solution. As things currently stand Large Shipyards are basically pointless and highly provocative. One is enough to produce 2 Dreadnoughts per year while the Alliance is only allowed 6. We might want to invest in a second one for repair capacity but having one in every system is wasteful at this point.
At the battle of Mindoir the Alliance had 2 Heavy Cruisers and 8 Frigates. Assuming that is a normal distribution of Cruisers to Frigates then for every three Medium Shipyards (+6 Cruisers/qtr) we want four Small Shipyards (+24 Frigates/qtr). Each Small Shipyard requires ~300k Production to keep running at full output while Medium Shipyards vary wildly from 1,100k for Light Cruisers to 11,000k for Heavy Cruisers. So worst case scenario to keep all seven Shipyards operational would require ~36,000 Production or 12 Space Factory IIs. Combined that takes up 13/15 orbital slots for our colony worlds leaving 2 slots free for unknowns.
Given the quick construction time for Shipyards (2qtrs for Small and 3qtrs for Medium) I'm thinking we start constructing those Space Factory IIs ASAP while temporarily filling in the Shipyard spaces with Space Factory Is.
Something along the lines of:
That ends up 26 Small Shipyards, 36 Heavily Armed Space Factory IIs, and 26 temporary Space Factory Is which later become 13 Medium Shipyards which combined with the 5 pre-existing Medium Shipyards becomes 18.
The 26 Small Shipyards are dirt cheap (13 billion credits) and the 26 Space Factory Is aren't too expensive (260 billion credits). It is the Heavily Armed Space Factory IIs that are a problem costing a total of (7,200 billion credits) which we obviously don't have.
If we up the lobbying costs for the treaty to 1 trillion like some people have asked that leaves 2,840 billion for construction. If we leave a cushion of 500 billion, in case of emergencies before the next turn, we can manage all the cheaper construction plus 10 Heavily Armed Space Factory IIs. Looking at future earnings that is probably around what we can manage going forwards so we'll probably finish ordering the shipyards by the end of the year (2175-Q4).
For now I'm leaving Mindoir orbit alone. We already have 4.5 million Production in orbit with another 30 million under construction. That is comparable to the 36 million Production all our colony worlds will have once the expansion plan I've laid out here is fully complete. So for now I don't see an urgent need to try and fill Mindoir orbit with more Space Factories and make it even more of a target.
For the person who mentioned building Heavily Armed Space Stations; as you can see from above orbital space is tight. Heavily Armed Space Factories are great because we can squeeze twice as many per orbital slot and they provide a clear functionality on top of their defensive capabilities. Space Stations don't. Personally I'd not support building any more Space Stations until our first is online (2176-Q4) when we find out how they actually work in practice.
Aside from updating the construction allocations I've upped the Lobbying value to "Up to 1 trillion credits" since it was asked for and I do remember pointing out that Lobbying could be more expensive then expected. I've also added in asking the Hanar for acces to their Shipyards; it is late enough it probably won't be too helpful but better late then never. Finally I also added in similar defensive measures as we have on all our other colony sites; 500 MA towers, 2500 GARDIAN towers, and a Bombardment Grade City Shield. The extra 150 billion Credits from the shields leave us with less margin then I'd like (~200 Billion) but it should be enough for most emergencies.
[X] [PIA] Proposed Plan All The Factories
Research Plans
Research wise plans and suggestions are all over the place. Looking over people's comments and proposed plans (a lot of which are invalid because of things like Labs from Elysium working with heroes on Mindoir or heroes getting their Lab Bonus without actually having an attached lab) I think the key things people are interested in altering from my base plan were Turian Gene Treatment, Plug n Play skills, and Batarian Cryptography.
So with that in mind I present the following plans:
[X] [PIRA] Proposed Plan Plugged Swarms
This is a minimal modification to the original The Swarm plan swapping out the battery tech for Plug and Play Skills. This is the perfect example of why I posted the plan as a draft; because I honestly completely forgot about the skill crunch and how we needed Plug and Play Skills to continue expanding. As a bonus this improved the efficiency of the plan freeing up more RP for upgrading Cortana.
[X] [PIRA] Proposed Plan Crypto Plugged Swarm
This plan drops the MkII and upgrading Cortana in favor of dumping that RP into the Hegemony Cryptography. There sadly isn't a way to free up RP for us to hit the 500RP mark so we probably won't see significant results here.
In terms of time devoted to Crypto, which I'm still again, I definitely favor this plan over the next. ParSec makes heavy use of drones to help balance our far smaller personnel count and this is a doctrine the Alliance shares. Swarm Networking makes our drones significantly more effective in combat since they are very large swarms. It also synergizes well with our Construction Drones options since presumably large swarms of them are utilized in building projects.
[X] [PIRA] Proposed Plan All In Crypto
In exchange for dropping Swarm Networking this plan brings Hegemony Cryptography to over 1,000RP and is almost certain to see significant results. The loss of Swarm Networking though is a fairly hefty cost though I feel.
[X] [PIRA] Proposed Plan Plugged Swarms - Turian Bribe
Given how things with the Batarians are going I honestly think Mind Shield is far more important then another attempt at bribing the Council. That said people are interested in it so I've provided a variation of Plugged Swarm with Peak Turian. You can fairly easily further modify this into the various Crypto variations above but I strongly reccomend against that. Risking cognitohazards like Indoctrination while simultaniously developing the Brain Shield, rather then having it operational, isn't great but doing so without even working on improving the tech is just reckless.
Oh since people wanted some more detailed explanations on why UV Lasers and Construction Drones:
UV Lasers:
Right now the biggest weakness of the LLPs is range. Our lasers are only effective out at under 1,000km and while that isn't knife range it is still fairly close for starship combat in what is probably considered Medium range (Extremen is 10,000+ and Close is <10 so the ranges are probably 10,000+ (Extreme), 1,000+ (Long), 10+ (Medium), <10 (Close). UV lasers meanwhile explictly provide a minimum 6x range increase with Revy aiming for a 300x range increase. At that point our lasers are effective from Dreadnought ranges, and possibly beyond, which would be a massive boon for the Alliance. Like to the point it would be effective to stop producing LLPs for a quarter to upgrade (Hyper-Modular FTW!) the existing fleet to UV Low Gigawatt Lasers.
Construction Drones:
We are spending ~2.4 trillion credits on new construction this quarter and I plan for us to remain at ~2.0 trillion credits per quarter construction for at least the next year. Hundreds of factories and dozens of space stations (IE: Space Factories) are going up this year. If Construction Drones can make that cheaper then hot damn they will very much pay for themselves. If they can make that construction faster it will have been one of the best techs we could possibly invest in (because our biggest limiting factor is construction time not cost). If they do nothing but simply ensure we can continue building at this rate without running out of craftsmen they will still be more then worthwhile.
This is before getting into the sociological and economic effects of effective large scale automated construction. That is a massive revolution that will shake up so many aspects of life.
My Vote:
[X] [PIA] Plan All The Factories
[X] [ST] Plan BioTech + Biotics + Liara Date
[X] [PSD] Plan All in Colony Defense
[X] [PIRA] Plan Plugged Swarms
As a reminder when voting remove "Proposed" from your plan of choice. That is only there so that I can make plans that will show up properly in tallies without also counting as me voting for those plans. Generally I think the tally is pretty good at catching that so it shouldn't be a problem but it is a good habit nonetheless.
Construction:
Right now we have 40 surface and orbital slots for Mindoir while everywhere else has 30 surface and 15 orbital slots. This is assuming our three new expansion sites (most notably Bekenstein) count as Human Colony Worlds but I don't think that is unreasonable.
One of the things I'm aiming for is to maintain a reserve of free slots in case something pops up in the future that we want to mass construct.
The first thing I decided to do was bring all our planets, new and old, up to 40 Factory IIIs which at 0.5 slots each (thanks to Partial Factory Automation) takes up 20 slots. That leaves 10 surface slots on the colonies free and 20 on Mindoir. Well not free since some of those slots are already being used by other things (like Labs) but free from Factories. I could absolutely squeeze in more Factory IIIs here but at 198 Factory IIIs we are already trebling our number of surface factories for an increase of almost six million Production due in just three quarters.
Orbital slots were more difficult hence the notice that they may change in following revisions. Currently our planets sit at:
Mindoir: 18.5/40
Elysium: 2.5/15
Benning: 8/15
Demeter: 8/15
Bekenstein: 0/15
Terra Nova: 0/15
Eden Prime: 0/15
that gives a total of 93 slots. I originally planned on filling half theses with a complicated rolling mixture of Space Factory Is, Heavily Armed Space Factory Is, and finally Heavily Armed Space Factory IIs. However now that I've got time to actually sit down and plot out of the various timelines for the probable permutations the numbers just don't really work out the way I'd like.So instead I'm going for a simpler more uniform solution. As things currently stand Large Shipyards are basically pointless and highly provocative. One is enough to produce 2 Dreadnoughts per year while the Alliance is only allowed 6. We might want to invest in a second one for repair capacity but having one in every system is wasteful at this point.
At the battle of Mindoir the Alliance had 2 Heavy Cruisers and 8 Frigates. Assuming that is a normal distribution of Cruisers to Frigates then for every three Medium Shipyards (+6 Cruisers/qtr) we want four Small Shipyards (+24 Frigates/qtr). Each Small Shipyard requires ~300k Production to keep running at full output while Medium Shipyards vary wildly from 1,100k for Light Cruisers to 11,000k for Heavy Cruisers. So worst case scenario to keep all seven Shipyards operational would require ~36,000 Production or 12 Space Factory IIs. Combined that takes up 13/15 orbital slots for our colony worlds leaving 2 slots free for unknowns.
Given the quick construction time for Shipyards (2qtrs for Small and 3qtrs for Medium) I'm thinking we start constructing those Space Factory IIs ASAP while temporarily filling in the Shipyard spaces with Space Factory Is.
Something along the lines of:
Elysium:
1) Small Shipyard [Pre-Existing]
2) Small Shipyard
3) Small Shipyard
4) Small Shipyard
5) Medium Shipyard [Pre-Existing]
6) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
7) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
8) 2 x Heavily Armed Space Factory II [1 Pre-Existing]
9) 2 x Heavily Armed Space Factory II
10) 2 x Heavily Armed Space Factory II
11) 2 x Heavily Armed Space Factory II
12) 2 x Heavily Armed Space Factory II
13) 2 x Heavily Armed Space Factory II
14)
15)
Benning:
1) Small Shipyard [Pre-Existing]
2) Small Shipyard [Pre-Existing]
3) Small Shipyard [Pre-Existing]
4) Small Shipyard [Pre-Existing]
5) Small Shipyard [Pre-Existing]
6) Medium Shipyard [Pre-Existing]
7) Medium Shipyard [Pre-Existing]
8) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
9) 2 x Heavily Armed Space Factory II [Pre-Existing]
10) 2 x Heavily Armed Space Factory II
11) 2 x Heavily Armed Space Factory II
12) 2 x Heavily Armed Space Factory II
13) 2 x Heavily Armed Space Factory II
14) 2 x Heavily Armed Space Factory II
15)
Demeter:
1) Small Shipyard [Pre-Existing]
2) Small Shipyard [Pre-Existing]
3) Small Shipyard [Pre-Existing]
4) Small Shipyard [Pre-Existing]
5) Small Shipyard [Pre-Existing]
6) Medium Shipyard [Pre-Existing]
7) Medium Shipyard [Pre-Existing]
8) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
9) 2 x Heavily Armed Space Factory II [Pre-Existing]
10) 2 x Heavily Armed Space Factory II
11) 2 x Heavily Armed Space Factory II
12) 2 x Heavily Armed Space Factory II
13) 2 x Heavily Armed Space Factory II
14) 2 x Heavily Armed Space Factory II
15)
Bekenstein:
1) Small Shipyard
2) Small Shipyard
3) Small Shipyard
4) Small Shipyard
5) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
6) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
7) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
8) 2 x Heavily Armed Space Factory II
9) 2 x Heavily Armed Space Factory II
10) 2 x Heavily Armed Space Factory II
11) 2 x Heavily Armed Space Factory II
12) 2 x Heavily Armed Space Factory II
13) 2 x Heavily Armed Space Factory II
14)
15)
Terra Nova:
1) Small Shipyard
2) Small Shipyard
3) Small Shipyard
4) Small Shipyard
5) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
6) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
7) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
8) 2 x Heavily Armed Space Factory II
9) 2 x Heavily Armed Space Factory II
10) 2 x Heavily Armed Space Factory II
11) 2 x Heavily Armed Space Factory II
12) 2 x Heavily Armed Space Factory II
13) 2 x Heavily Armed Space Factory II
14)
15)
Eden Prime:
1) Small Shipyard
2) Small Shipyard
3) Small Shipyard
4) Small Shipyard
5) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
6) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
7) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
8) 2 x Heavily Armed Space Factory II
9) 2 x Heavily Armed Space Factory II
10) 2 x Heavily Armed Space Factory II
11) 2 x Heavily Armed Space Factory II
12) 2 x Heavily Armed Space Factory II
13) 2 x Heavily Armed Space Factory II
14)
15)
1) Small Shipyard [Pre-Existing]
2) Small Shipyard
3) Small Shipyard
4) Small Shipyard
5) Medium Shipyard [Pre-Existing]
6) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
7) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
8) 2 x Heavily Armed Space Factory II [1 Pre-Existing]
9) 2 x Heavily Armed Space Factory II
10) 2 x Heavily Armed Space Factory II
11) 2 x Heavily Armed Space Factory II
12) 2 x Heavily Armed Space Factory II
13) 2 x Heavily Armed Space Factory II
14)
15)
Benning:
1) Small Shipyard [Pre-Existing]
2) Small Shipyard [Pre-Existing]
3) Small Shipyard [Pre-Existing]
4) Small Shipyard [Pre-Existing]
5) Small Shipyard [Pre-Existing]
6) Medium Shipyard [Pre-Existing]
7) Medium Shipyard [Pre-Existing]
8) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
9) 2 x Heavily Armed Space Factory II [Pre-Existing]
10) 2 x Heavily Armed Space Factory II
11) 2 x Heavily Armed Space Factory II
12) 2 x Heavily Armed Space Factory II
13) 2 x Heavily Armed Space Factory II
14) 2 x Heavily Armed Space Factory II
15)
Demeter:
1) Small Shipyard [Pre-Existing]
2) Small Shipyard [Pre-Existing]
3) Small Shipyard [Pre-Existing]
4) Small Shipyard [Pre-Existing]
5) Small Shipyard [Pre-Existing]
6) Medium Shipyard [Pre-Existing]
7) Medium Shipyard [Pre-Existing]
8) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
9) 2 x Heavily Armed Space Factory II [Pre-Existing]
10) 2 x Heavily Armed Space Factory II
11) 2 x Heavily Armed Space Factory II
12) 2 x Heavily Armed Space Factory II
13) 2 x Heavily Armed Space Factory II
14) 2 x Heavily Armed Space Factory II
15)
Bekenstein:
1) Small Shipyard
2) Small Shipyard
3) Small Shipyard
4) Small Shipyard
5) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
6) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
7) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
8) 2 x Heavily Armed Space Factory II
9) 2 x Heavily Armed Space Factory II
10) 2 x Heavily Armed Space Factory II
11) 2 x Heavily Armed Space Factory II
12) 2 x Heavily Armed Space Factory II
13) 2 x Heavily Armed Space Factory II
14)
15)
Terra Nova:
1) Small Shipyard
2) Small Shipyard
3) Small Shipyard
4) Small Shipyard
5) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
6) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
7) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
8) 2 x Heavily Armed Space Factory II
9) 2 x Heavily Armed Space Factory II
10) 2 x Heavily Armed Space Factory II
11) 2 x Heavily Armed Space Factory II
12) 2 x Heavily Armed Space Factory II
13) 2 x Heavily Armed Space Factory II
14)
15)
Eden Prime:
1) Small Shipyard
2) Small Shipyard
3) Small Shipyard
4) Small Shipyard
5) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
6) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
7) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
8) 2 x Heavily Armed Space Factory II
9) 2 x Heavily Armed Space Factory II
10) 2 x Heavily Armed Space Factory II
11) 2 x Heavily Armed Space Factory II
12) 2 x Heavily Armed Space Factory II
13) 2 x Heavily Armed Space Factory II
14)
15)
The 26 Small Shipyards are dirt cheap (13 billion credits) and the 26 Space Factory Is aren't too expensive (260 billion credits). It is the Heavily Armed Space Factory IIs that are a problem costing a total of (7,200 billion credits) which we obviously don't have.
If we up the lobbying costs for the treaty to 1 trillion like some people have asked that leaves 2,840 billion for construction. If we leave a cushion of 500 billion, in case of emergencies before the next turn, we can manage all the cheaper construction plus 10 Heavily Armed Space Factory IIs. Looking at future earnings that is probably around what we can manage going forwards so we'll probably finish ordering the shipyards by the end of the year (2175-Q4).
For now I'm leaving Mindoir orbit alone. We already have 4.5 million Production in orbit with another 30 million under construction. That is comparable to the 36 million Production all our colony worlds will have once the expansion plan I've laid out here is fully complete. So for now I don't see an urgent need to try and fill Mindoir orbit with more Space Factories and make it even more of a target.
For the person who mentioned building Heavily Armed Space Stations; as you can see from above orbital space is tight. Heavily Armed Space Factories are great because we can squeeze twice as many per orbital slot and they provide a clear functionality on top of their defensive capabilities. Space Stations don't. Personally I'd not support building any more Space Stations until our first is online (2176-Q4) when we find out how they actually work in practice.
Aside from updating the construction allocations I've upped the Lobbying value to "Up to 1 trillion credits" since it was asked for and I do remember pointing out that Lobbying could be more expensive then expected. I've also added in asking the Hanar for acces to their Shipyards; it is late enough it probably won't be too helpful but better late then never. Finally I also added in similar defensive measures as we have on all our other colony sites; 500 MA towers, 2500 GARDIAN towers, and a Bombardment Grade City Shield. The extra 150 billion Credits from the shields leave us with less margin then I'd like (~200 Billion) but it should be enough for most emergencies.
[X] [PIA] Proposed Plan All The Factories
-[X] License Things
--[X] License out Geneva Class Cruiser Block 4 Upgrade to Cord-Hislop Aerospace
-[X] Hire Things
--[X] Contact the Hanar about their suggestion of using their shipyards to accelerate production of their order for Zamas. Given the impact the war is having on your productive capabilities it looks like you'll need it.
-[X] Sell Things
--[X] 9 Lite Laser Pyndas for the Alliance Navy.
--[X] 79 Hammerhead Tanks for the Alliance Army
-[X] Build Things (-2,630.5 Billion)
--[X] 21 x Factory IIIs (-21 Billion) on Mindoir
--[X] 18 x Factory IIIs (-18 Billion) on Elysium
--[X] 21 x Factory IIIs (-21 Billion) on Benning
--[X] 18 x Factory IIIs (-18 Billion) on Demeter
--[X] 40 x Factory IIIs (-40 Billion) on Bekenstein
--[X] 40 x Factory IIIs (-40 Billion) on Terra Nova
--[X] 40 x Factory IIIs (-40 Billion) on Eden Prime
--[X] 3 x Small Shipyards (-1.5 Billion) in orbit of Elysium
--[X] 4 x Small Shipyards (-2 Billion) in orbit of Bekenstein
--[X] 4 x Small Shipyards (-2 Billion) in orbit of Terra Nova
--[X] 4 x Small Shipyards (-2 Billion) in orbit of Eden Prime
--[X] 4 x Space Factory I (-40 Billion) in orbit of Elysium
--[X] 2 x Space Factory I (-20 Billion) in orbit of Benning
--[X] 2 x Space Factory I (-20 Billion) in orbit of Demeter
--[X] 6 x Space Factory I (-60 Billion) in orbit of Bekenstein
--[X] 6 x Space Factory I (-60 Billion) in orbit of Terra Nova
--[X] 6 x Space Factory I (-60 Billion) in orbit of Eden Prime
--[X] 2 x Heavily Armed Space Factory II (-400 Billion) in orbit of Elysium
--[X] 1 x Heavily Armed Space Factory II (-200 Billion) in orbit of Benning
--[X] 1 x Heavily Armed Space Factory II (-200 Billion) in orbit of Demeter
--[X] 2 x Heavily Armed Space Factory II (-400 Billion) in orbit of Bekenstein
--[X] 2 x Heavily Armed Space Factory II (-400 Billion) in orbit of Terra Nova
--[X] 2 x Heavily Armed Space Factory II (-400 Billion) in orbit of Eden Prime
--[X] 500 x Large Ground MA Turret (-2.5 Billion) on Bekenstein
--[X] 500 x Large Ground MA Turret (-2.5 Billion) on Terra Nova
--[X] 500 x Large Ground MA Turret (-2.5 Billion) on Eden Prime
--[X] 2,500 x Large Ground GARDIAN Turret (-2.5 Billion) on Bekenstein
--[X] 2,500 x Large Ground GARDIAN Turret (-2.5 Billion) on Terra Nova
--[X] 2,500 x Large Ground GARDIAN Turret (-2.5 Billion) on Eden Prime
--[X] 1 x Bombardment Grade City Shield (-50 Billion) on Bekenstein
--[X] 1 x Bombardment Grade City Shield (-50 Billion) on Terra Nova
--[X] 1 x Bombardment Grade City Shield (-50 Billion) on Eden Prime
-[X] Lobbying (Spend money and try to convince politicians to do something)
--[X] Up to 1,000 Billion credits towards the ongoing Treaty of Farixen negotiations.
---[X] Double check that extra funding at this point won't hurt our negotiating position with Laurence Freeman.
--[X] License out Geneva Class Cruiser Block 4 Upgrade to Cord-Hislop Aerospace
-[X] Hire Things
--[X] Contact the Hanar about their suggestion of using their shipyards to accelerate production of their order for Zamas. Given the impact the war is having on your productive capabilities it looks like you'll need it.
-[X] Sell Things
--[X] 9 Lite Laser Pyndas for the Alliance Navy.
--[X] 79 Hammerhead Tanks for the Alliance Army
-[X] Build Things (-2,630.5 Billion)
--[X] 21 x Factory IIIs (-21 Billion) on Mindoir
--[X] 18 x Factory IIIs (-18 Billion) on Elysium
--[X] 21 x Factory IIIs (-21 Billion) on Benning
--[X] 18 x Factory IIIs (-18 Billion) on Demeter
--[X] 40 x Factory IIIs (-40 Billion) on Bekenstein
--[X] 40 x Factory IIIs (-40 Billion) on Terra Nova
--[X] 40 x Factory IIIs (-40 Billion) on Eden Prime
--[X] 3 x Small Shipyards (-1.5 Billion) in orbit of Elysium
--[X] 4 x Small Shipyards (-2 Billion) in orbit of Bekenstein
--[X] 4 x Small Shipyards (-2 Billion) in orbit of Terra Nova
--[X] 4 x Small Shipyards (-2 Billion) in orbit of Eden Prime
--[X] 4 x Space Factory I (-40 Billion) in orbit of Elysium
--[X] 2 x Space Factory I (-20 Billion) in orbit of Benning
--[X] 2 x Space Factory I (-20 Billion) in orbit of Demeter
--[X] 6 x Space Factory I (-60 Billion) in orbit of Bekenstein
--[X] 6 x Space Factory I (-60 Billion) in orbit of Terra Nova
--[X] 6 x Space Factory I (-60 Billion) in orbit of Eden Prime
--[X] 2 x Heavily Armed Space Factory II (-400 Billion) in orbit of Elysium
--[X] 1 x Heavily Armed Space Factory II (-200 Billion) in orbit of Benning
--[X] 1 x Heavily Armed Space Factory II (-200 Billion) in orbit of Demeter
--[X] 2 x Heavily Armed Space Factory II (-400 Billion) in orbit of Bekenstein
--[X] 2 x Heavily Armed Space Factory II (-400 Billion) in orbit of Terra Nova
--[X] 2 x Heavily Armed Space Factory II (-400 Billion) in orbit of Eden Prime
--[X] 500 x Large Ground MA Turret (-2.5 Billion) on Bekenstein
--[X] 500 x Large Ground MA Turret (-2.5 Billion) on Terra Nova
--[X] 500 x Large Ground MA Turret (-2.5 Billion) on Eden Prime
--[X] 2,500 x Large Ground GARDIAN Turret (-2.5 Billion) on Bekenstein
--[X] 2,500 x Large Ground GARDIAN Turret (-2.5 Billion) on Terra Nova
--[X] 2,500 x Large Ground GARDIAN Turret (-2.5 Billion) on Eden Prime
--[X] 1 x Bombardment Grade City Shield (-50 Billion) on Bekenstein
--[X] 1 x Bombardment Grade City Shield (-50 Billion) on Terra Nova
--[X] 1 x Bombardment Grade City Shield (-50 Billion) on Eden Prime
-[X] Lobbying (Spend money and try to convince politicians to do something)
--[X] Up to 1,000 Billion credits towards the ongoing Treaty of Farixen negotiations.
---[X] Double check that extra funding at this point won't hurt our negotiating position with Laurence Freeman.
Research Plans
Research wise plans and suggestions are all over the place. Looking over people's comments and proposed plans (a lot of which are invalid because of things like Labs from Elysium working with heroes on Mindoir or heroes getting their Lab Bonus without actually having an attached lab) I think the key things people are interested in altering from my base plan were Turian Gene Treatment, Plug n Play skills, and Batarian Cryptography.
So with that in mind I present the following plans:
[X] [PIRA] Proposed Plan Plugged Swarms
-[X] Conrad (300RP + 300*0.85 = 555) + Lab II (185) = Quantum Entanglement Communications [121/1600 -> 1713.5/1600]
-[X] Gaven Dor (150RP + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Construction Drones (Basic construction VI required) [0/600 -> 600/600]
-[X] Mordin (300 + 300*0.85 = 555) + Lab II (277.5) = Brain Shield MKII [0/600 -> 832.5/600]
-[X] Shatom (150 + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Heavy Cruisers [600/1200 -> 1200/1200]
-[X] Hwan (150 + 150*0.85 = 277.5) + Lab I (92.5) + Revy (30) = UV Lasers [0/400 -> 400/400]
-[X] Lab III (277.5) + Revy (22.5) = Basic Construction VI [0/300 -> 300/300]
-[X] Revy (100) = Mk II Suit [50/150 -> 150/150]
-[X] Revy (600) = Swarm Networking [0/600 -> 600/600]
-[X] Revy (750) + Litinana Deal(50) = Plug and Play Skills [0/800 -> 800/800]
-[X] Revy (100) = Cortana Update [0/150 -> 100/150]
-[X] Lab I (92.5) + Revy (207.5) = Basic Hacking VI [0/300 -> 300/300]
-[X] Gaven Dor (150RP + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Construction Drones (Basic construction VI required) [0/600 -> 600/600]
-[X] Mordin (300 + 300*0.85 = 555) + Lab II (277.5) = Brain Shield MKII [0/600 -> 832.5/600]
-[X] Shatom (150 + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Heavy Cruisers [600/1200 -> 1200/1200]
-[X] Hwan (150 + 150*0.85 = 277.5) + Lab I (92.5) + Revy (30) = UV Lasers [0/400 -> 400/400]
-[X] Lab III (277.5) + Revy (22.5) = Basic Construction VI [0/300 -> 300/300]
-[X] Revy (100) = Mk II Suit [50/150 -> 150/150]
-[X] Revy (600) = Swarm Networking [0/600 -> 600/600]
-[X] Revy (750) + Litinana Deal(50) = Plug and Play Skills [0/800 -> 800/800]
-[X] Revy (100) = Cortana Update [0/150 -> 100/150]
-[X] Lab I (92.5) + Revy (207.5) = Basic Hacking VI [0/300 -> 300/300]
[X] [PIRA] Proposed Plan Crypto Plugged Swarm
-[X] Conrad (300RP + 300*0.85 = 555) + Lab II (185) = Quantum Entanglement Communications [121/1600 -> 1713.5/1600]
-[X] Gaven Dor (150RP + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Construction Drones (Basic construction VI required) [0/600 -> 600/600]
-[X] Mordin (300 + 300*0.85 = 555) + Lab II (277.5) = Brain Shield MKII [0/600 -> 832.5/600]
-[X] Shatom (150 + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Heavy Cruisers [600/1200 -> 1200/1200]
-[X] Hwan (150 + 150*0.85 = 277.5) + Lab I (92.5) + Revy (30) = UV Lasers [0/400 -> 400/400]
-[X] Lab III (277.5) + Revy (22.5) = Basic Construction VI [0/300 -> 300/300]
-[X] Revy (600) = Swarm Networking [0/600 -> 600/600]
-[X] Revy (750) + Litinana Deal(50) = Plug and Play Skills [0/800 -> 800/800]
-[X] Revy (400) = Hegemony Cryptography [250/? -> 650/?]
-[X] Lab I (92.5) + Revy (7.5) = Mk II Suit [50/150 -> 150/150]
-[X] Gaven Dor (150RP + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Construction Drones (Basic construction VI required) [0/600 -> 600/600]
-[X] Mordin (300 + 300*0.85 = 555) + Lab II (277.5) = Brain Shield MKII [0/600 -> 832.5/600]
-[X] Shatom (150 + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Heavy Cruisers [600/1200 -> 1200/1200]
-[X] Hwan (150 + 150*0.85 = 277.5) + Lab I (92.5) + Revy (30) = UV Lasers [0/400 -> 400/400]
-[X] Lab III (277.5) + Revy (22.5) = Basic Construction VI [0/300 -> 300/300]
-[X] Revy (600) = Swarm Networking [0/600 -> 600/600]
-[X] Revy (750) + Litinana Deal(50) = Plug and Play Skills [0/800 -> 800/800]
-[X] Revy (400) = Hegemony Cryptography [250/? -> 650/?]
-[X] Lab I (92.5) + Revy (7.5) = Mk II Suit [50/150 -> 150/150]
In terms of time devoted to Crypto, which I'm still again, I definitely favor this plan over the next. ParSec makes heavy use of drones to help balance our far smaller personnel count and this is a doctrine the Alliance shares. Swarm Networking makes our drones significantly more effective in combat since they are very large swarms. It also synergizes well with our Construction Drones options since presumably large swarms of them are utilized in building projects.
[X] [PIRA] Proposed Plan All In Crypto
-[X] Conrad (300RP + 300*0.85 = 555) + Lab II (185) = Quantum Entanglement Communications [121/1600 -> 1713.5/1600]
-[X] Gaven Dor (150RP + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Construction Drones (Basic construction VI required) [0/600 -> 600/600]
-[X] Mordin (300 + 300*0.85 = 555) + Lab II (277.5) = Brain Shield MKII [0/600 -> 832.5/600]
-[X] Shatom (150 + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Heavy Cruisers [600/1200 -> 1200/1200]
-[X] Hwan (150 + 150*0.85 = 277.5) + Lab I (92.5) + Revy (30) = UV Lasers [0/400 -> 400/400]
-[X] Lab I (92.5) + Lab III (277.5) = Basic Construction VI [0/300 -> 370/300]
-[X] Revy (750) + Litinana Deal(50) = Plug and Play Skills [0/800 -> 800/800]
-[X] Revy (822.5) = Hegemony Cryptography [250/? -> 1280/?]
-[X] Gaven Dor (150RP + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Construction Drones (Basic construction VI required) [0/600 -> 600/600]
-[X] Mordin (300 + 300*0.85 = 555) + Lab II (277.5) = Brain Shield MKII [0/600 -> 832.5/600]
-[X] Shatom (150 + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Heavy Cruisers [600/1200 -> 1200/1200]
-[X] Hwan (150 + 150*0.85 = 277.5) + Lab I (92.5) + Revy (30) = UV Lasers [0/400 -> 400/400]
-[X] Lab I (92.5) + Lab III (277.5) = Basic Construction VI [0/300 -> 370/300]
-[X] Revy (750) + Litinana Deal(50) = Plug and Play Skills [0/800 -> 800/800]
-[X] Revy (822.5) = Hegemony Cryptography [250/? -> 1280/?]
[X] [PIRA] Proposed Plan Plugged Swarms - Turian Bribe
-[X] Conrad (300RP + 300*0.85 = 555) + Lab II (185) = Quantum Entanglement Communications [121/1600 -> 1713.5/1600]
-[X] Gaven Dor (150RP + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Construction Drones (Basic construction VI required) [0/600 -> 600/600]
-[X] Mordin (300 + 300*0.85 = 555) + Lab II (277.5) = Human Converted Gene Treatments (Input race) [0/800 -> 832.5/800]
-[X] Shatom (150 + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Heavy Cruisers [600/1200 -> 1200/1200]
-[X] Hwan (150 + 150*0.85 = 277.5) + Lab I (92.5) + Revy (30) = UV Lasers [400/400]
-[X] Lab III (277.5) + Revy (22.5) = Basic Construction VI [0/300 -> 300/300]
-[X] Revy (100) = Mk II Suit [50/150 -> 150/150]
-[X] Revy (600) = Swarm Networking [0/600 -> 600/600]
-[X] Revy (750) + Litinana Deal(50) = Plug and Play Skills [0/800 -> 800/800]
-[X] Revy (100) = Cortana Update [0/150 -> 100/150]
-[X] Lab I (92.5) + Revy (207.5) = Basic Hacking VI [0/300 -> 300/300]
-[X] Gaven Dor (150RP + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Construction Drones (Basic construction VI required) [0/600 -> 600/600]
-[X] Mordin (300 + 300*0.85 = 555) + Lab II (277.5) = Human Converted Gene Treatments (Input race) [0/800 -> 832.5/800]
-[X] Shatom (150 + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Heavy Cruisers [600/1200 -> 1200/1200]
-[X] Hwan (150 + 150*0.85 = 277.5) + Lab I (92.5) + Revy (30) = UV Lasers [400/400]
-[X] Lab III (277.5) + Revy (22.5) = Basic Construction VI [0/300 -> 300/300]
-[X] Revy (100) = Mk II Suit [50/150 -> 150/150]
-[X] Revy (600) = Swarm Networking [0/600 -> 600/600]
-[X] Revy (750) + Litinana Deal(50) = Plug and Play Skills [0/800 -> 800/800]
-[X] Revy (100) = Cortana Update [0/150 -> 100/150]
-[X] Lab I (92.5) + Revy (207.5) = Basic Hacking VI [0/300 -> 300/300]
Oh since people wanted some more detailed explanations on why UV Lasers and Construction Drones:
UV Lasers:
Right now the biggest weakness of the LLPs is range. Our lasers are only effective out at under 1,000km and while that isn't knife range it is still fairly close for starship combat in what is probably considered Medium range (Extremen is 10,000+ and Close is <10 so the ranges are probably 10,000+ (Extreme), 1,000+ (Long), 10+ (Medium), <10 (Close). UV lasers meanwhile explictly provide a minimum 6x range increase with Revy aiming for a 300x range increase. At that point our lasers are effective from Dreadnought ranges, and possibly beyond, which would be a massive boon for the Alliance. Like to the point it would be effective to stop producing LLPs for a quarter to upgrade (Hyper-Modular FTW!) the existing fleet to UV Low Gigawatt Lasers.
Construction Drones:
We are spending ~2.4 trillion credits on new construction this quarter and I plan for us to remain at ~2.0 trillion credits per quarter construction for at least the next year. Hundreds of factories and dozens of space stations (IE: Space Factories) are going up this year. If Construction Drones can make that cheaper then hot damn they will very much pay for themselves. If they can make that construction faster it will have been one of the best techs we could possibly invest in (because our biggest limiting factor is construction time not cost). If they do nothing but simply ensure we can continue building at this rate without running out of craftsmen they will still be more then worthwhile.
This is before getting into the sociological and economic effects of effective large scale automated construction. That is a massive revolution that will shake up so many aspects of life.
My Vote:
[X] [PIA] Plan All The Factories
[X] [ST] Plan BioTech + Biotics + Liara Date
[X] [PSD] Plan All in Colony Defense
[X] [PIRA] Plan Plugged Swarms
As a reminder when voting remove "Proposed" from your plan of choice. That is only there so that I can make plans that will show up properly in tallies without also counting as me voting for those plans. Generally I think the tally is pretty good at catching that so it shouldn't be a problem but it is a good habit nonetheless.
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