KnightDisciple
Love God. Do Right. Fear No Man.
- Location
- Midwest, USA
The government doesn't need to sit there and design/control fashion.
The government doesn't need to sit there and design/control fashion.
Hey now, the poor people over in whatever GDI's propaganda department is called have to feel useful *somehow*, considering their track record against Nod...The government doesn't need to sit there and design/control fashion.
The government doesn't need to sit there and design/control fashion.
I really don't think some government bureaucrat is going to be given control over what fashion is allowed or disallowed. That's very out of character for the GDI in this quest. We're going to be funding people to design and manufacture fashion, not micromanaging them.The government doesn't need to sit there and design/control fashion.
I really don't think some government bureaucrat is going to be given control over what fashion is allowed or disallowed. That's very out of character for the GDI in this quest. We're going to be funding people to design and manufacture fashion, not micromanaging them.
I fail to see much functional difference between these situations
For Fashion Houses it might be possible. But you need to do grants in that sector if you want to do it.@Ithillid in future turns/plans, will it be possible to shift our methodology with Consumer Goods to something like....2, maybe 3 Phases of Factory construction, followed up by a 1-time infusion of Resources for a "handoff" to the coop/company?
Scenario C: A worker co-op owns the fashion house.Scenario A:
The government owns a fashion house. It is run by someone several layers down the hierarchy, who was hired because their resume suggests they'll be good at running a fashion house.
Scenario B:
A fashion house is owned by some billionaire with the fashion sense of a concussed turnip who bought it because it seems like a good investment. It is run by someone several layers down the hierarchy, who was hired because their resume suggests they'll be good at running a fashion house.
I fail to see much functional difference between these situations.
We do have a (currently very small) private sector, which is likely going to take over fashion design as it grows. LCI grants would likely expand it, allowing C-E to get off the ground faster.Scenario C: A worker co-op owns the fashion house.
Scenario D: A genuine Small Business owns the fashion house.
Scenario E: An eccentric millionaire whose primary demand is "NO CAPES" owns the fashion house.
As with literally every other bloody aspect of economics, there are more than 2 possible positions/solutions.
Oh absolutely. But since fashion houses seem to function under Scenario B, I see no reason they can't function under Scenario A, or that we need to tie ourselves into knots to avoid Scenario A.Scenario C: A worker co-op owns the fashion house.
Scenario D: A genuine Small Business owns the fashion house.
Scenario E: An eccentric millionaire whose primary demand is "NO CAPES" owns the fashion house.
As with literally every other bloody aspect of economics, there are more than 2 possible positions/solutions.
if you want privatized industry, you want grants. If you want to privatize government built industry, there's nobody with enough capital to buy up our construction projects.[X] Plan Mil, YZ and Research
Closest to what I want.
@Ithillid in future turns/plans, will it be possible to shift our methodology with Consumer Goods to something like....2, maybe 3 Phases of Factory construction, followed up by a 1-time infusion of Resources for a "handoff" to the coop/company?
This is a combination of my concern that the thread will eventually stop caring about Consumer Goods, and also a representation of the idea that I find a bit more compelling than the government running fashion houses, which is "GDI kick-starts an industry by funding basic and expanded factories, then hands it off to the people".
Should probably go and just spend a turn throwing a die at each of the different development projects, so we have a better idea of what's available, what resources we need, and so on.Also since we have to do 5 military development and deployment projects before we get red zone access back I thought I might run through all the options and see which ones may count.
Should be "[X] Plan Probe Away" or the Vote is not counted correctly.
Let's flip that around a bit.
Arguably so, yes.Zone Operations Command
Sonic Mobile Artillery Vehicle Development
Probably results in a factory and not a deployment project since it seems to imply this would be a new vehicle. Also, like we've spent a lot on ZOCOM, and we are going to be building four MARV fleets in red zones which will also help them out. And ZOCOM is a relatively small unit so I think we can spend stuff on upgrades that will help the bulk of our forces more.
Oh definitely.Air Force
Orca Refit Package Development
A project we should definitely take. Upgrade the workhorse of our air force, plus this seems like the Wolverine refits, so this will probably be a deployment project. I think we should do the wolverine upgrades before starting this, since we might be able to get those rotary railguns on them, which would be nice.
I think that Ablative Plating may turn out to be an 'installation' project like the point defense refit- that is, it's not difficult to build new tanks with the stuff, and destruction of existing anti-laser ablatives isn't common enough to really be a burden, but the old tanks need to be retrofitted and that is time-consuming.Ground Forces
Remote Weapons System Development Predator
Seems like the PD project, so it should give a deployment project. We should really take this one, it would give our tanks more flexibility, also it's been around since the start.
Universal Rocket Launch System Development
Probably will be like shells where we have a rollout, followed by building factories for the munitions.
Railgun Munitions Development
Probably gives a deployment project which is what we want, though I think this one is slightly lower priority than a lot of the others.
Ablat Plating Development
Definitely should do this pretty soon, though I think this will also probably result in more factories like the shells did.
or rather, we already did, last plan.Point Defense Refits
A good project that will give the Navy more survivability, and we don't have to do an initial project for it.
Agreed.Titan Mark 3 Development
Beside the Orca refit I think this is the most likely to result in a deployment project. Also there is probably some tech here that would be very useful on the predator. I think they are a good candidate for one of the projects we do for our promise.
Interesting suggestion.Wolverine Mark 3 Deployment
An already researched project, that we know will give a very useful piece of tech that we can retrofit onto other vehicles. Like I said we should do this before the orca projects so we have the option of getting railguns onto them.
Yeah. Plus, as a giant line-breaker and assault vehicle, it kind of overlaps with the same general tactical role that a MARV can be assigned to, although since MARVs also harvest tiberium they won't always be used as heavy assault vehicles.Mastodon Heavy Assault Walker Development
Probably results in a new factory. I think we should do this for the mammoth upgrades it will likely yield it's definitely a long-term thing. Maybe next plan.
Arguably. On the other hand, the factories in question are likely to be relatively light/cheap like the Zone Armor factories, because these are basically a beefed up type of Zone Armor as far as I can tell. Having the option to build more factories isn't necessarily so bad.Havoc Scout Mech Development
Probably results in multiple factories since I think Ithillid has said this one would see widespread adoption. Since we have a lot of factories to build already I think this can wait until next plan.