KnightDisciple
Love God. Do Right. Fear No Man.
- Location
- Midwest, USA
[X] Plan Yellow Skies, Blue Power
This plan runs a much higher risk of coming up with a Power Shortage, given the low chance of BZ Power Production completing, and keeping all the options that need power.I think this is the better way of modifing yellow skies it replaces 2 yellow zone power dice and the fusion dice that cant complete with 3 dice on blue zone power.
Blue Zone Arcologies (Phase 1) 304/450 2 dice 30R 45% so that is a 55% we have enough power due that project not completingUnless I'm mistaken, you will go into -2 power with that plan. The reason the original Yellow Skies plan put 4 dice into YZ power is to keep us power positive in case all the power drain projects finished.
To be quite candid with you, this effectively converges your preferred plan onto @Void Stalker 'sFor all of you who have voted for Plan Yellow Skies, concerns have been raised over the issue that it likely leaves us with no or next to no power for actions next turn, and all the actions that could give us power have a long progress required, which would in turn mean either a major commitment of dice, or a gamble that it doesn't complete and we get a power shortage.
With that in mind, I would like to propose an alternate plan that I think is better than the original Yellow Skies, at least in terms of "We can actually do the stuff we want next turn."
[] Plan Yellow Skies, Blue Power
Resources Available: 520
Resources Used: 510
Resources Remaining: 10
The primary change in this Plan is that the two Union Yard Dice are swapped out for 2 BZ Power Production Dice. This sacrifices the chance of getting our 3rd Fusion Die this turn (though I plan to push for it next turn) in exchange for getting BZ Power Production closer to completion, and therefore we get closer to being able to complete it without as much of a chance of failure next turn (without dumping literally our entire pool of dice on it.) This in turn also saved the resources to let me go from 1 Fiber-Optic die to 2. But it keeps things like 3 dice on Scrin Research.
I am personally changing my vote to this plan rather than the original Yellow Skies. Alternatively, if there's enough support raised for the overall change, I could swap the original Yellow Skies Plan to this configuration, whichever one people find more convenient.
Void Stalker's Plan has 2 dice on Scrin Research instead of 3, which is a no go for me.To be quite candid with you, this effectively converges your preferred plan onto @Void Stalker 's
[] Plan Power, Military and Consumer Goods
[...]
Speaking from experience, trying to start a new fork of the winning plan at such a late time almost never works unless the new version is a very clear upgrade over the old one.
There are differences, which is why I did approval vote itTo be quite candid with you, this effectively converges your preferred plan onto @Void Stalker 's
Plans shouldn't be suicide packs. If a previously chosen option turns out to be bad as new information comes to light or is realised, the planmaker is under no obligation to blindly stick with it just because some other people have voted for it. If other voters disagree with the planmaker over that change, they can vote for a different plan or make their own rather than trying to force the planmaker to obey their will.I voted for it because it has the Union yards and I like it better than the other Union plan. If the Union yards disappeared by planmaker fiat after I had already voted for the plan on the basis of it having the Union yards I would be pretty annoyed, this kind of thing is why I don't like plans getting edited in major ways after they've gotten a bunch of votes.
The flip side of this is, of course, that if I throw my support behind you because you promise to do XYZ, then you arguably lose your claim to my support if you turn around and do ABC instead.Plans shouldn't be suicide packs. If a previously chosen option turns out to be bad as new information comes to light or is realised, the planmaker is under no obligation to blindly stick with it just because some other people have voted for it. If other voters disagree with the planmaker over that change, they can vote for a different plan or make their own rather than trying to force the planmaker to obey their will.
The flip side of this is, of course, that if I throw my support behind you because you promise to do XYZ, then you arguably lose your claim to my support if you turn around and do ABC instead.
If other voters disagree with the planmaker over that change, they can vote for a different plan or make their own
I mean, the plan hasn't turned out to be bad. As has been said, we can ration power for a turn if we need to without going into the negative or stopping us from doing what we need to.[X] Plan Yellow Skies, Blue Power
Plans shouldn't be suicide packs. If a previously chosen option turns out to be bad as new information comes to light or is realised, the planmaker is under no obligation to blindly stick with it just because some other people have voted for it. If other voters disagree with the planmaker over that change, they can vote for a different plan or make their own rather than trying to force the planmaker to obey their will.
Insofar as it is a reasonable expectation that all voters closely monitor ongoing discussion for any changes to the plan they voted for, this is a good point.Then the voter can stop voting for that plan and support a different plan that does include what they want. Which I already mentioned in the post you quoted.
This is true, but it'll still take several dice, and a lot of us want the hope of finishing the project in Q3 if not Q2. Because while constantly getting bottlenecked by power management concerns is very authentically #GDIProblems, it isn't a fun experience.I know people are worried about not having enough energy, but my error means it'll actually take less dice to do BZ Power than we expected. Not more.
"Several dice" in this case is between 3 to 5 dice next turn. The other plan only puts one additional die this turn meaning next turn would take 2 to 4 dice. I don't think that's an impactful enough difference to make up for not doing the Union Class Construction Yard this turn. (Neither plan uses enough dice to make completing the project even possible this turn.)This is true, but it'll still take several dice, and a lot of us want the hope of finishing the project in Q3 if not Q2. Because while constantly getting bottlenecked by power management concerns is very authentically #GDIProblems, it isn't a fun experience.
Energy and Logistics are some of the main bottlenecking tools I have. When you started to go deep on the Glacier mines which would pay themselves off in under a year (which I really don't mind at all) I started giving them a logistics cost, because otherwise the only optimal strategy was Turn 1: Shock RZ mining, Turn 2: Shock Glaciers. Because every other choice was suboptimal from a pure income perspective. So I needed to give you a reason to invest elsewhere. Same with energy. Energy is used everywhere, and so you need to keep building it, which is part of the balancing act to keep you from running away in some area. Without energy costs, you could have done all three of the Rapier Yards and finished zone suits, and deployed the Wolverines in one turn.This is true, but it'll still take several dice, and a lot of us want the hope of finishing the project in Q3 if not Q2. Because while constantly getting bottlenecked by power management concerns is very authentically #GDIProblems, it isn't a fun experience.