C&C doesn't go full Battletech, but it's a setting conceit that you are incorrect about the degree to which mechs are impractical.Mechs are mostly stupid and overengineered mess for cpmbat (mechs for logistics are another entirely different matter)
The sheer maintainance costs makes them awful
Im fine with letting the talons starve in funding amd instead get tanks or better infantry
Why not drop the Fashion House (which has no chance of completing anyway), and invest the resources into 2 dice for Childcare and Preschool? Between the additional dice and the cost being reduced to 200, this would give it an 82% chance of completing, and strike one of our plan-goals off our list.-[X] Childcare and Preschool programs 0/230 1 dice 5 R 0%
-[X] Fashion development houses 0/225 1 dice 10 R 0%
I think that number should be 105 and not 125, but otherwise it's a good plan.
Fair enough that was there from when i had 2 dice before i swapped to rz containmentWhy not drop the Fashion House (which has no chance of completing anyway), and invest the resources into 2 dice for Childcare and Preschool? Between the additional dice and the cost being reduced to 200, this would give it an 82% chance of completing, and strike one of our plan-goals off our list.
You need to remove the extra space inside the brackets.
I have no idea how this keeps happening to me. I keep updating the hubs to 0/105, then I turn around and find I've copy-pasted the old 0/125 from somewhere. >_< Fixed, thank you.I think that number should be 105 and not 125, but otherwise it's a good plan.
Please wait for the next InOps agent to become available for your detainment. Someone will be breaking down your door shortly.
To be fair, the Steel Talons had this problem before the Third Tiberium War. The need to abate tiberium all over the world like mad bastards in a desperate attempt to keep the planet vaguely habitable-ish-ish has been keeping GDI far too busy to maintain bleeding-edge military hardware, including the Steel Talons' mechs, since, oh... well, not long after the Firestorm Crisis, and that was what, 2030?
The problem is that if they both succeed (and there's a respectable chance of that happening), then the resulting Energy demand is pretty overwhelming. While we're reasonably confident that we can finish the next round of power plants next turn, given that we're already committed to a vast effort to build Shell Plants, it's probably for the best if we don't spend even more dice on energy-hog factories using energy we don't actually have linked up to the grid yet and can't budget for.Can someone good at probability math confirm, I think if we do two dice split over the two factories it's an 82% chance of at least one succeeding?
Fortunately I think they're still stuck in Australia, so we should be okay unless they figure out how to equip a mech with a very, very long snorkel attachment.In all honesty we should see in the near future if we can find some funding to send their way before a giant mech steps on our office. Likely with us inside it.
GDI seems to manage pretty well and have resolved a lot of the problems with mechs.Mechs are mostly stupid and overengineered mess for cpmbat (mechs for logistics are another entirely different matter)
The sheer maintainance costs makes them awful
Im fine with letting the talons starve in funding amd instead get tanks or better infantry
Why this project? It's likely to take three or four turns to get the Purification up and the YZ Aquaponics after it; while we want this in the long term, it's gotten more expensive than other Agriculture projects, like the Perennial Aquaponics that we've been told we should start soon for more food variety.[X] Plan Mil, YZ and Research
-[X] Yellow Zone Purification Facilities 0/320 2 dice 20 R 0%
This should be 15 R, not 5 R.
Your plan only spends 435 resources, out of our current budget of 455.