Note, how important electric motors are narratively: necessary for building up GDI economy. I feel like people tend to ignore narrative effects in favor of mechanical.
Note, how important electric motors are narratively: necessary for building up GDI economy. I feel like people tend to ignore narrative effects in favor of mechanical.
Hey guys not sure if someone mentioned/asked this in the thread before or not but what is the current state of the oceans and other bodies of water in earth(reminder infection will be quick since tiberium will spread among fishes that move from one ocean to another)and do we even have ways of removing them and the mutated wildlife(imagine a mutated tiberium whale that has the agression of a tiberium fiend, a water based visceroid or something worse)
Hey guys not sure if someone mentioned/asked this in the thread before or not but what is the current state of the oceans and other bodies of water in earth(reminder infection will be quick since tiberium will spread among fishes that move from one ocean to another)and do we even have ways of removing them and the mutated wildlife(imagine a mutated tiberium whale that has the agression of a tiberium fiend, a water based visceroid or something worse)
The short version is fucked. The longer version is very fucked.
Mother nature has had a rough century and a half. Anthropocene extinction, Tiberium, five world wars, the high point of industrial human society. One of the long term problems is total biosphere collapse. The thing is that it is a problem where you have a lot of more immediate issues to deal with, and to make matters worse, one of the things that is getting in the way of people being able to live on the rock is Tiberium.
Gamblers' friend is 'get Cap Goods Now, Consumer Goods are Later, power is only for industry.'
Living the Good Life is "Cap goods can wait a turn, I want Consumer Goods (and some Zone suits)"
It's not even that capital goods need to wait a turn, all 3 HI dice are active on a major capital goods project and I plan to keep them that way for the remainder of the Plan. It's just that I think the situation is under control enough that it doesn't need even more attention than dedicating the entire Heavy Industry sector to it and we can do schools/QoL instead now that people have been in crisis mode for half a decade and are getting just a little tired of it.
It's not even that capital goods need to wait a turn, all 3 HI dice are active on a major capital goods project and I plan to keep them that way for the remainder of the Plan. It's just that I think the situation is under control enough that it doesn't need even more attention than dedicating the entire Heavy Industry sector to it and we can do schools/QoL instead now that people have been in crisis mode for half a decade and are getting just a little tired of it.
It is that capital goods and the bonuses they provide is not as important though. We have been told capital goods will reduce progression required and a plan investing only HI dice is pushing off when that kicks in so that is an important difference in the plans right now.
Living the Good Life is looking for extra consumer good production this turn and letting the abilities we get from cap good projects finishing kick in at a later date. It also runs into problems of HI dice for doing cap goods are also needed for doing energy projects and we have a lot of energy expenses.
Living a Good Life, if the dice are favorable, will give the Free Market Party a bad time, and can potentially get you more than halfway out of your serious consumer goods hole. On the other hand a more capital goods emphasizing plan has the potential to avert Capital Goods Collapse entirely, although that is highly unlikely.
Additionally, with these results, I will start giving you some insights into the ongoing political feeling. Give you an idea whether the parties are likely to gain, lose, or stay roughly the same in the polls.
The thing is none of the Cap good plans are putting consumer goods on hold (mine has a +2 that should finish under services and a +1 that is getting started). It is cap good focused this turn though so we can swap over to other focuses for the remaining 3 quarters before we have to cut things a lot and getting stuff like Lithium (less R and progression for mil projects needed) and Cap goods (less progression on some projects needed) set before our big budget cut is vital for how quickly we can claw back up next plan.
Living a Good Life, if the dice are favorable, will give the Free Market Party a bad time, and can potentially get you more than halfway out of your serious consumer goods hole. On the other hand a more capital goods emphasizing plan has the potential to avert Capital Goods Collapse entirely, although that is highly unlikely.
Additionally, with these results, I will start giving you some insights into the ongoing political feeling. Give you an idea whether the parties are likely to gain, lose, or stay roughly the same in the polls.
Can we get some political insights on Gambler and Cap Goods and Tiberium Fires. So far there are differences on which consumer goods get down this turn and as well as which cap goods which should have different impacts on the various factions. Though I imagine something like Cap Goods this turn pivoting to Consumer goods next turn would still have a chance to undercut Free Market
* Yellow Zone Reconstruction to improve Logistics
* Yellow Zone Fortress Towns to start improving Housing, especially in the Yellow Zones. With NOD cyborgs running around attacking GDI forces it makes sense that people in the Yellow Zones would want to live in communities that are more defensible.
* North Boston to complete Phase 3 and really kick chip production into high gear, and help with the Consumer Goods shortage
* Yellow Zone Power Grid Extension (Phase 2) to keep improving our Energy supply which can really take a hit from all the factories we're looking to build for Military production
* Lithium Battery Plants to reduce cost of Military projects and improve Logistics a bit
* Blue Zone Perimeter Redoubts because it's relatively cheap to improve mitigation and get a few more resources. Starting with 138 pts and +28 from a single Tiberium dice gives a total of 166 pts, so a single dice only needs to get 32 or more to complete it, and that's without the omake bonuses.
Blue Zone Perimeter Outposts because it's the final stage and offers more mitigation
* Tiberium Glacier Mining for more resources - 68 pts at start +56 from two Tiberium dice takes us to 124 pts, leaving 2 dice to get 76 pts to complete it.
* Red Zone Perimeter Enclosures to start improving mitigation in the Red Zone.
* Alternate Education Program to start training people in vocational skills and it's more likely to be comnpleted this turn
* Finish developing the doctrine for the Orbital Strike RCTs - that will let us determine how much effort it will take to actually get them operations, especially as getting them in operation counts as an objective set by our political masters
* Wolverine Mark 3 deployment to get the Wolverines into the field and support the ground forces, and take advantage of the railgun refits we completed earlier. Reduced to 3 dice because some people have been insisting that the most recent military campaign has finished with Kane seizing the Tacitus, although I'm going to be snarky as fuck if that doesn't happen.
* Shell Plants because the artillery was vital for the success of Operation Dawn Star and we want to keep a steady ammo supply for the guns. While it won't finish this turn a decent roll will mean that we will only need a single dice to finish it next turn, leaving our other military dice to complete Orbital Strike RCTs.
* Security Review on Agriculture because that was our biggest security failure before, and most of the more urgent sectors don't have spare operational dice.
@Ithillid Yellow Zone Reconstruction should be 82/200, not 74/200
Orbital Strike RCT should be 53/75, not 51/75
Gambler is highly unpredictable. If you get lucky, it will very nearly wipe out your Tib Abatement goals for this plan, and give you a lot of freedom going forward, along with a fair amount of income. Politically, it is hard to tell, because it depends on where you get lucky and unlucky.
Capital Goods and Fires is hitting a fair number of political buttons. Would push the Hawks towards the extremes and the Free Market Party would still dislike you a lot, butit could well end the cap goods crisis.
While all of these plans have good outcomes why is no one addressing the refugee camps and or housing? It seems that by leaving them open we are giving both Nod and Extreme Free Market forces a huge stick to beat us with.