I'm hoping to get an apollo or zone suit factory done each turn until their all finished.
Personally I'm focusing on the Copenhagen yards since we
specifically have problems with piracy in the Atlantic and a lot of our Blue Zones interconnect via the Atlantic Ocean. After that, yeah, Apollo factories in my book. The remaining Zone Suit factory can be done when we're good and ready; we already built
five such factories and finishing the sixth isn't gonna make that much difference in the short term.
Whelp here's the plan now with completion probability percentages.
[] plan slight military focus
Um.
-[ ] Blue Zone Power Production Campaigns (Phase 2) 5 dice 50R 71%
(Progress 193/500: 10 Resources per die) (- Labor, +++++ Energy)
-[ ] Fusion Power Prototype 1 free die 20R 0% (Completion here is planed to be done in later turns)
(Progress 0/200: 20 Resources per Die) (+ Energy)
My main complaint here is that we still have a serious capital goods crunch, so I'd rather focus on an action like
Rolling Stock that gives capital goods if we're going to do anything
but monofocus on power plant construction in Heavy Industry this turn.
Agriculture
-[ ] Perennial Aquaponics Bays 2 dice 20R 8%
(Progress 0/200: 10 resources per die) (+++ food)
-[ ] Organic textiles farms 1 die 10R 88%
(Progress 80/100: 10 resources per die) (++ consumer goods, - Labor)
I have come to the view that water purification in the Yellow Zones is a better choice (it chains into the next round of Yellow Zone Aquaponics), but that's me.
Tiberium
-[ ]Blue Zone Perimeter Fencing (Phase 2) 4 dice 60R 33%
(Progress 36/400: 15 resources per die) (4 points of yellow zone mitigation)
-[ ] Intensification of Yellow Zone Harvesting (Phase 4) 1 die 15R 100%
(Progress 67/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation)
Personally I'd rather get the next bump of Yellow Zone mitigation from
Yellow Zone Tiberium Harvesting, because we
are trying to boost our income still...
Orbital
-[ ] GDSS Enterprise (Phase 3) 2 Fusion Dice 40R 0% (Completion here is planed to be done in later turns)
(Progress 68/390: 30 resources per die) (5 PS for completion)
I strongly suspect that we'd be doing ourselves a lot of favors by instead investing in
Orbital Cleanup or
Orbital Communications. The former is likely to make all kinds of space operations easier and safer (and it's self-funding so we have more resources for other things). The latter lends directly to support groundside and probably increases voter turnout in the Yellow Zones where we are, on average, relatively popular.
Services
-[ ] NOD Research Initiatives 1 die 30R 23%
(Progress 0/120 : 30 resources per die)
-[ ] Childcare and Preschool programs 2 dice 10R 25%
(Progress 0/200: 5 Resources per die) (--- Labor)
-[ ] Expand Local Public Media Operations 1 die 10R 13% (Note: Completion here requires an omake bonus)
(Progress 0/130: 10 resources per die) (Developmentalists)
As someone, I think it was
@Derpmind , pointed out to me... there are very few reasons
NOT to concentrate on just slamming out the preschool program this turn and starting
Expand Local Public Media Operations next turn. Although I suppose you may be wary of the possibility of overcompletion and willing to spend the extra +5 resources to avoid the risk of wasting a die.
Military
-[ ] Reclamator Hubs
(Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/105: 20 resources per die) (Contributes to plan goal)
--[ ] Reclaimator Hub Red Zone 6 North 1 die 20R 23%
(Progress 0/105)
-[ ] Apollo Fighter Factories
--[ ] Valparaiso 1 die 15R 58%
(Progress 0/70: 15 resources per die) (-- Labor, --- Energy)
-[ ] Remote Weapons System Development Predator 1 die 10R 88%
(Progress 0/40: 10 Resources Per die)
-[ ] Ablat Plating Development 1 die 10R 58%
(Progress 0/70: 10 resources per die)
-[ ] Shell Plants (Phase 2) 1 die + 4 free dice 50R 81%
(Progress 31/300: 10 Resources per die) (--- power)
I have some issues with this. First, one die on a Reclamator Hub project is kind of a "worst of both worlds" scenario, because the Hub won't finish next turn and there's no realistic way we'll be able to slam out another MARV fleet that turn. Better to do two at once, or zero and then two next turn, than one per turn.
The shell shortage is well past a little pirate crisis and into "our spearhead units in frontline areas are carrying 20% of what they should" levels of military-ruining apocalyptic crisis.
I essentially agree- my own plan also throws many dice at it in hopes of completing it this turn. We can hope that partial completion at least
mitigates the shell crisis by getting us
some production lines going.
On the civilian side, doing arcologies instead of fiber optics, not sure why everybody seems to be in love with fiber optics it's the same amount of consumer goods as arcologies but the arcologies are an explicit Plan target and get us housing to start emptying out the commieblocks/house refugees in. Just because the camps are closed doesn't mean the housing situation isn't still pretty bad, a lot of the BZ residents are living crammed into emergency commieblocks.
Because arcologies are much more expensive in dice and don't provide ++Logistics. I'm hoping to build up a Logistics surplus so that we're resistant to disruption by Nod attacks or random shit happening, personally. Arcologies stages are the kind of thing you do later in a plan when you've got your ducks mostly in a row already.
Furthermore, your plan is so Resource-starved that you can only afford to activate two Infrastructure dice at all, which means at this rate we're not gonna get much done on arcologies in a timely manner.
Also I think this is the only plan I've seen proposed with all the orbital dice active. It's really not that hard to get them all going and we should really start prospecting for resources now because the probe missions take months (or years) to do their jobs, and then we need to take more months/years to set up actual mining on site, and then again it takes months/years for the raw resources to arrive back in Earth orbit. There's a very long lead time on space is my point, so even though the Enterprise Stage 3 to use all those space resources won't be done for a while we need to start the mining process now if we want to have the raw materials ready to go when Enterprise is upgraded a year or two from now.
My problem with the long lead time reasoning is that with the present military-industrial crisis we're not in a good position to invest in it. Things are likely to look better a turn or three from now when we're not so massively in the hole on shell production and have at least a little more income stream going.
I'm not opposed to launching the probes, I guess, since they're relatively cheap, though.
Okay current thoughts- Spreading the dice around on mil to try and finish shell plants and 2 more factories along with reclamators hubs. With the energy use going 6 dice on BZ power to get that up to specs. Otherwise finishing 1 consumer good project and starting 3 more, 2 of which have a chance to finish though I don't have the resources to bump the chance to finish them higher. Childcare is there because I had 5R left over at the end. NOD research is worth throwing one dice at, also all of our services progression needed dropped thanks to that nat 100 so that helps. YZ Purification is going to help with the next level of YZ food production which should improve the YZ view of us.
Of note this is a major investment into mil this turn to get the factories we need to give us enough coverage to start swapping between factories and dev projects each turn. In addition more effort to shore up support in YZ (mitigation, starting the YZ light industrial sector and starting the YZ water facilities shows our continued support of the YZ)
I get you, but I really don't like how many Infrastructure and Services dice are being left unactivated.
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.
Probably a general-principles desire to start up more Yellow Zone agriculture. I know that's motivating me right now. I'm interested to hear if more people agree with your take, though, because Agriculture is one of the areas where I don't have strong capital-V Views.
Notably, having water purification plants in the Yellow Zones makes them support GDI more even if we
don't complete the next project.
I'm still not sold on the power concerns but if you want the logistics for Chicago I suppose that makes a bit more sense to me. I don't think we should be gunning for Chicago next turn either though, the military is deeply unsure of their ability to support any operations into the Yellow Zones and a big juicy target like Chicago sounds like it could be the bridge too far without a bunch more military production and some time to bulk out the OOB first. That's the same reason I'm doing the BZ fencing rather than YZ harvesting, bulking up the BZ perimeter doesn't require overextending into new positions just building up ones that already exist. Besides, we know that the BZ perimeter projects have synergistic effects, we should really get the remaining two phases of BZ fencing out of the way to get all the synergy bonuses and see if there's anything cool hiding behind the full set or a capstone reward or something.
Also an interesting point- I could be grudgingly talked into switching over myself... but I'd like to hear more.