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 when we got back to our old budget and 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.
In regards to the budget, it's not just a question of how high our income is, but also of how high our expenses are, and there's been a general trend of increasing resource-costs for many of our options. Which means we need on average more resources to activate the same amount of dice, when compared to plans from much earlier turns, and I don't see any reason to assume that tendency will change. Not to mention that even if we already were at the point of being able to activate all of our dice, additional income still wouldn't hurt simply because we would be able to funnel it into the rest of GDI's government.Tied so far as the explicit numbers go but as I keep saying we know for a fact that the BZ perimeter projects have hidden synergies with each other that aren't explicitly enumerated on the visible numbers. Once that's accounted for I think it's hands-down the best, it's only tied when looking purely at the raw visible numbers. The invisible factors (negative for YZ harvesting in overextending the military, RZ containment lines being a niche that can get filled by SMARVs instead, positive for BZ fencing with the outpost/redoubt synergy) are an easy tiebreaker for me.
These were the answers I received to those questions:- does the military consider supporting further RZ Containment Lines outside of its current capabilities?
- does the military consider supporting further YZ Harvesting and - Intensification operations outside of its current capabilities?
Considering that pretty much every single plan proposed this turn is addressing the lack of combat assets, with shell factories at the absolute minimum, and many building apollo fighter and/or hydrofoil factories besides, further YZ harvesting or RZ containment operations would not overstretch the military.No. It generally thinks that it can manage that, especially with Forgotten support.
It believes that Yellow Zone harvesting is going to require more combat assets, but can likely manage to do so at least to a limited degree.
Space is one of the other sectors of the economy that desperately need more funding, Earth is fucked on a timeline measured in a decade or two and evacuating to space is humanity's only out right now. Yeah maybe Kane will show up with the TCN but we have no way to know that IC and our only option is space.I also find it somewhat hypocritical of you to tell me how improving our income "takes effort away from other sectors of the economy that desperately need more money", when your plan has us spend resources on a luxury-option like space probes.
The turn we completed the BZ perimeter redoubts, we got an extra point of abatement beyond what the projects earned us, Ithillid confirmed that it wasn't an accounting error it was from the outposts and redoubts synergizing. And those two projects aren't even the ones really focused on Tiberium abatement, they're more military in nature like you say. Getting bonus abatement points despite being the military parts of the system makes me pretty certain that the actual dedicated anti-Tiberium part of the system will do even better.You insist on BZ Fencing having some sort of "hidden synergy" in regards to abatement, but as far as I'm aware, the "synergy" between the BZ perimeter options was military in nature - not abatement - and consisted of the redoubts and outposts severely increasing the difficulty for Nod to launch incursions into the Blue Zones, with the perimeter fencing playing a comparatively minor part in that. Can you please provide proof of your claim?
Yeah eventually, dozens of turns into the future, we'll theoretically build MARVs in Yellow and Blue Zones too. In practical terms that's not happening until next FYP at the very earliest, and given how events tend to mess up our carefully laid plans very possibly never. The 5 MARV fleets we're going to do are already going to stretch the dice pool a bit, and every single one should go in a Red Zone. There will be no Yellow abatement points coming from the Military sector in the future on any timescale that matters, if you want to talk hypothetical 30 turn from now things there's no point to making any plans since everything is possible.Moving on to our military, your assertion that we can't get YZ mitigation via military dice is incorrect as the income and mitigation that a MARV fleet provides is dependent on the location it is built in; a MARV fleet built in a Yellow Zone would provide YZ mitigation along with a middling income, for example. We're simply prioritizing RZs for MARV construction right now as they provide the best income, and our RZ mitigation is still lacking, allowing us to address two issues at once, but the GM already informed us that we were ultimately expected to build MARV fleets everywhere.
Then you might want to put enough dice on Fencing to finish it this turn, otherwise we can drop 5 dice on it next turn for the same result and get other tib projects down this turnThe turn we completed the BZ perimeter redoubts, we got an extra point of abatement beyond what the projects earned us, Ithillid confirmed that it wasn't an accounting error it was from the outposts and redoubts synergizing. And those two projects aren't even the ones really focused on Tiberium abatement, they're more military in nature like you say. Getting bonus abatement points despite being the military parts of the system makes me pretty certain that the actual dedicated anti-Tiberium part of the system will do even better.
Wow, I didn't even notice that part. So the BZ action of the probe plan is even less useful than I thought. Not only does it have no chance to provide any benefits from the investment done in the same turn, the same amount of resources could've been invested into the RZ action for potentially 2 more points of abatement and more income within the same turn instead.Then you might want to put enough dice on Fencing to finish it this turn, otherwise we can drop 5 dice on it next turn for the same result and get other tib projects down this turn
Thanks to @Derpmind collecting all the percentages,for this turn on the same page as the turn postWow, I didn't even notice that part. So the BZ action of the probe plan is even less useful than I thought. Not only does it have no chance to provide any benefits from the investment done in the same turn, the same amount of resources could've been invested into the RZ action for potentially 2 more points of abatement and more income within the same turn instead.
From what I have gathered, space probes is one of the projects that unlocks lunar/asteroid mining. Which potentially has a massive Resource payout, in addition to the previously mentioned probable need for evacuation. It's not a luxury option, it's prepping for future exploitation.I also find it somewhat hypocritical of you to tell me how improving our income "takes effort away from other sectors of the economy that desperately need more money", when your plan has us spend resources on a luxury-option like space probes.
Unless, of course, he is gamblling on getting a large, immediate, significantly more than four-point reward of Yellow Zone mitigation (33% chance), and at most probably only needing to spend one more die to finish the job next turn... As opposed to getting only the relative certainty of four points of Red Zone mitigation.Thanks to @Derpmind collecting all the percentages,for this turn on the same page as the turn post
[] Blue Zone Perimeter Fencing (Phase 2) 36/400 4 dice 60R 33%, 5 dice 75R 79%, 6 dice 90R 97%
So 4 dice to have a chance to finish, but really 5 or 6 dice for it to be likely to finish. Meanwhile Phase 2 on RZ containment with 4 dice is 94%. Unless you are trying to split the 6 dice into 3 and 3, no reason not to do RZ this turn and then drop 5 dice on Fencing next turn to have it online at the same time frame that probe has while picking 4 RZ mitigation and extra income to go full activation.
Realistically you should expect 2 dice next turn to finish fencing up, at which point once again we can do 5 dice on the project next turn for the same chance of success. All the time getting 4 points of RZ mit this turn (94%). So 3 fencing this turn and 2 next does not provide a noticeable difference than 5 next except in that it means we are passing on actions we can finish now so we are passing on RZ mit. It also means any plan next turn is operating 2 to 4 dice less which is likely in infra and orbitals.For... personal reasons... I've decided to support @Crazycryodude 's plan.
[X] Plan Probe Away
Unless, of course, he is gamblling on getting a large, immediate, significantly more than four-point reward of Yellow Zone mitigation (33% chance), and at most probably only needing to spend one more die to finish the job next turn... As opposed to getting only the relative certainty of four points of Red Zone mitigation.
He might, for instance, believe that since there are far more people living at the Yellow/Blue boundary, successfully mitigating tiberium at that boundary will have greater immediate effects on public opinion and the quality of life. Sure, the Red Zones may by some small fraction of a percent more as a result between now and when we do the Red Zone containment too, but the chance to do good at the Yellow/Blue boundary where millions of people live is more important than the somewhat more immediate chance of doing good at the Red/Yellow boundary where virtually no one lives.
[blinks]Realistically you should expect 2 dice next turn to finish fencing up, at which point once again we can do 5 dice on the project next turn for the same chance of success. All the time getting 4 points of RZ mit this turn (94%). So 3 fencing this turn and 2 next does not provide a noticeable difference than 5 next except in that it means we are passing on actions we can finish now so we are passing on RZ mit. It also means any plan next turn is operating 2 to 4 dice less which is likely in infra and orbitals.
Has the GM explicitly and clearly stated that our mitigation efforts are ultimately irrelevant and we're destined to fail, or what exactly do you base your claim on?Space is one of the other sectors of the economy that desperately need more funding, Earth is fucked on a timeline measured in a decade or two and evacuating to space is humanity's only out right now. Yeah maybe Kane will show up with the TCN but we have no way to know that IC and our only option is space.
If we had the resources to activates our dice in full without the resource-constraints we're currently suffering under, it's quite possible that we'd decide to build future MARVs in Yellow Zones of strategic importance, such as Europe (to protect the Saarland and its facilities), North America (to protect Chicago and its facilities), or Central/East Asia (to protect Kirichi, Colombo, or the connections to the Himalayan Blue Zone), just to name a few. And that's something we could quite possible do within this 4YP, not a hypothetical 30+ turns in the future.Yeah eventually, dozens of turns into the future, we'll theoretically build MARVs in Yellow and Blue Zones too. In practical terms that's not happening until next FYP at the very earliest, and given how events tend to mess up our carefully laid plans very possibly never. The 5 MARV fleets we're going to do are already going to stretch the dice pool a bit, and every single one should go in a Red Zone. There will be no Yellow abatement points coming from the Military sector in the future on any timescale that matters, if you want to talk hypothetical 30 turn from now things there's no point to making any plans since everything is possible.
This alleviates my issues with it somewhat, though I still vehemently disagree that BZ fencing is something we should do now; instead it would be far better to spend the next couple of turns improving our income, and then complete BZ fencing in one go ~4 turns or so. Spending 3 dice on it now is ultimately just a pointless waste, as it accomplishes nothing, improving neither our income nor our mitigation.Yes there are synergies, no I won't tell you how much, but it is bigger than the 1 point you got from completing the other two parts of the system.
Has the GM explicitly and clearly stated that our mitigation efforts are ultimately irrelevant and we're destined to fail,
And can you please provide proof of that?