What kinda amuses me is that many of us were planning on pushing military spending now anyway, if not necessarily to this extent. But the extra effort... yeah, that's on them.I can just imagine the nega NOD questers patting themselves on the back for sticking it to the GDI only for the realization that they finally got Dr Granger fed up enough to to go in on the military.
I'd expect it also has a lot to do with the fact that there simply wasn't a point to pushing back on this; at best we might have been able to get back RZ/glacier mining in ~2 turns by basically dumping most of our dice and resources into crash-building the BZ power plants and the various factories available to us, but that would've cost 30 PS and would have required pretty much every plan-maker to be aboard with this and lay out their plans appropriately, which never would've happened. The -30 PS cost was then basically just the cherry on top of that.Yeah it's part of the reason why I think so many people are fine with zero pushback on the military. We were planning on greater military focus soon anyway, in fact we've actually been saying for a while, we should get more military. Just, it seemed more efficient to focus on civilian construction to grow economy so we can invest into military from there.
With our civilian econ in the red zones being targeted, well, if our most efficient redzone money machine is being made inefficient, then it's the perfect time to invest into our military.
And by that point smart investment of our Military dice into MARVs and our Tiberium dice into RZ containment, or if need be YZ Harvest/Intensification, should've solved our most pressing budget-needs already. Well, assuming plans like Probe Away don't win and waste most of our Tiberium dice on BZ Fencing.
I would say tied for strongest. We have 3 very good abatement options right now, 2 with YZ mit and 1 with RZ mit that have there own extras that each bring to the table. As for income I would like another 40 or so for full dice activation (though we get part or most of that this turn and the rest next turn with super marv and whatever tib projects we do)
I would say tied for strongest. We have 3 very good abatement options right now, 2 with YZ mit and 1 with RZ mit that have there own extras that each bring to the table.
But the problem is how your plan uses 2 dices for the orbital clean-up, which reduces potential profit and risks wasting dice and resources over an action that doesn't even indicate having another phase for any overflow to contribute usefully to.It's not a waste it's the strongest abatement option available, but besides that I disagree with the whole framing that the budget is even a problem anymore. It's the highest it has ever been all game, we can comfortably activate the vast majority of our dice, and it's only going to get higher as we work our way through 4 more SMARV fleets plus a phase or two of containment lines at a reasonable pace. The mad dash for maximizing every single penny of income as fast as we could was really over by Turn 2 of this Plan and conclusively got forcibly ended for us last turn. Freaking out over another +5 here and there is counterproductive and takes effort away from other sectors of the economy that desperately need more money.
Even granting the premise that income growth should be an overriding concern, Probe Away still gets +15-25 permanent income as well as probably a lump sum of 20-30 from the orbital cleanup. YZ harvesting is an unacceptable over-extension of the military, especially for a mere +5-10 income, and RZ containment lines are only about as efficient as SMARVs in terms of resources spent per income acquired. Using the Tiberium dice to start primarily getting YZ abatement while letting the SMARVs handle RZ (we're guaranteed at least +12 more Red abatement from our contractually obligated SMARVs after all) is a decision I stand by and an efficient use of the sector's dice. Military can get us Red abatement but probably won't get us any Yellow, if we want Yellow it has to come from Tib dice. I'm not even ignoring containment lines or anything, just aiming to get one phase per turn instead of two.
There's like 20 phases of orbital cleanup, that's why it says (Phase 1) openly and visibly from the start, because it's a phased project and repeatable.But the problem is how your plan uses two dices for the orbital clean-up, which reduces potential profit and risks wasting dice and resources over an action that doesn't even indicate having another phase for any overflow to contribute usefully to.
Three dice. Three dice are what I have to leave inactive, while actively spending on expensive things like research, space, and a giant military budget. A mere three dice idle is a goddamn miracle in a planquest, there have been very very few turns in this one where we've managed a number that low. The SMARVs we're contractually obligated to do are going to bring in +100 more income just on their own which is MORE than enough to keep us going, and a steady pace on RZ containment lines will bring in even more. There is zero need to drop everything and rush income at this point.That and even the current turn has shown that plenty of dices still cannot be used right now due to insufficient income, which is still needed in large amounts to fund the more expensive projects while keeping all other dices active.
That's why I'm giving it a die? I'm not blind I can see the thing that's guaranteed to complete and I'm doing it. That doesn't mean it's a good strategy to plow more dice into it beyond the one for completing the current phase, once the current phase ticks over to finished the numbers are back to breaking even with a SMARV fleet. So just let the SMARV fleet fill that niche and spend our Tib dice on a niche they can't fill.Lastly, while BZ fencing costs 15 R per dice and requires 400-36 = 364 progress from 36/400 current progress to complete to get a total of 4 Abatement, that can only be gained by the full completion of the project, the Red Zone Containment in comparison needs much less progress at (180+180) - 104 = 256 progress at 104/180 current progress to complete, while also giving 4 abatement points in total, and even if only one phase was completed at least 2 points would be gained, and all the while giving more income to use for the next turn. That means the RZ option superior in basically every way compared to the BZ option right now.
This is the more profitable option. It won't (barring some serious breakthroughs) get particularly better.But the problem is how your plan uses 2 dices for the orbital clean-up, which reduces potential profit and risks wasting dice and resources over an action that doesn't even indicate having another phase for any overflow to contribute usefully to.
It would help, but that is mostly because any government office always has something that would help. And the amount that you could share out, especially without having the ability to massively boost it up with Glacier mines, would be in the range of helping some, but not actually that much. It is a couple of extra useful projects at this point, not allowing them to do more than keep the lights on.@Ithillid how much would additional funding help the other GDI departments?
How much would we need to shift over to make a difference? Mainly keeping for later in the plan once more tib and marv have increased our income more (so not even for the coming year but the 3rd year of the plan)It would help, but that is mostly because any government office always has something that would help. And the amount that you could share out, especially without having the ability to massively boost it up with Glacier mines, would be in the range of helping some, but not actually that much. It is a couple of extra useful projects at this point, not allowing them to do more than keep the lights on.
60-80 resources likely.How much would we need to shift over to make a difference? Mainly keeping for later in the plan once more tib and marv have increased our income more (so not even for the coming year but the 3rd year of the plan)