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Maybe it's because it didn't have the word 'Plan' at the start of the plan name to be counted with?Not all the votes for my plan are counted in one place and I don't know why
Maybe it's because it didn't have the word 'Plan' at the start of the plan name to be counted with?Not all the votes for my plan are counted in one place and I don't know why
But I want to use one Fusion die to finish the Lunar Regolith mining cheaperly.We have 9 Fusion Dice this turn and my plan uses 6 Dice on Mecca to try to get at least one Phase of it done this turn.
Those will appear, but none of them fit well for Humanity's first spaceship, or space warship.
What about Nale Tasih?Those will appear, but none of them fit well for Humanity's first spaceship, or space warship.
The QM appears to have dropped the option because he's tired of the political attack dog mindset blowing up in the thread every time the subject of left-leaning political reforms is discussed. Which personally I think is a shame, but I can see why it happened after enough breaches of the peace.Fuck! Look where all this "next turn, next turn" got us! We didn't do Unions then, and now we can't do them ever!
What do we do to bring the project costs down? They're pretty steep.Basically, right now you don't have all that much capacity to turn say Lunar Pyroxene, or Olvine into useful compounds of Iron, Magnesium and Silicon, or Ilmenite into Iron and Titanium. And from there, you don't have much capacity to turn those refined metals into resources. So you start getting those trackers instead, and then you will get options to convert metals and energy into stuff that becomes resources.
To be fair, we also had occasional shitposters coming in and saying "y'all're a bunch of stupid commies" or something... But that tended to be more of a drive-by thing, as opposed to the sustained barrage fire of the leftist circular firing squad battles between the market socialists and the command economy socialists.Leftist ideology is opposed to grants and since we have a few leftists who are quite invested in this quest, they get rather vocal whenever grants come up. Which eventually led to some people being vocal right back at them.
I mean, you're right, but whatever mutations tiberium wants to try, this satellite network will make its job harder.The problem is that tiberium can mutate into who knows what. For the time being it just makes abatement harder, of course... but wait until you get pure-tiberium lifeforms where the tiberium gets up and walks itself to a new location, or spreads wirelessly, or something else absurdly terrible.
I agree, that was my point - that is, tiberium mutations are very threatening, thus it makes sense there would be support to stop them.I mean, you're right, but whatever mutations tiberium wants to try, this satellite network will make its job harder.
I don't know about you, but before I do a giant 2000-point megaproject that specifically fucks over tiberium's capacity to rampage unchecked across the globe, I want to do a very careful sweep for Nod infiltrators. It's like the ASAT expansion we're planning. It's not about wasting energy, it's about taking the time to do the job properly....it's not bad to "only" use 8 dice. Front-loading as many dice as we can early means we're somewhat more likely to need less free dice in Q4, but the difference between 8 and 9 dice isn't some drastic error or anything. We'll still be on track to to complete the stabilizers in time. Just my numbers-focused view of these systems prefers one over the other. (And note I'm still using a die on the Security Review even though we don't necessarily need to this turn.)
/shoots self in foot
You're totally right, and caffeinated kudzu (this is what we're talking about, to be clear) is far from a bad idea.I think there's something to be said for the fact that happy and/or caffeinated people are more productive people. We don't want to go all the way down the rabbit hole of "why do you need a TV, spend that time working, eating, or sleeping instead!"
That's why we're talking about developing and starting to farm caffeinated kudzu plants.At the current rate they're going to be waiting a long time since I think most caffeine options are for the second phase of Perennial Aquaponics Bays. And even if we planted some tea trees and coffee plants in the first phase it takes 3 years to grow tea and 3-4 years to grow coffee.
So given the lack of such caffeine I just imagine GDI bureaucrats shotgunning energy drinks.
Hm, I don't like the scattershotted approach to military dice, and would prefer to shift the ASAT/Plasma dice to other projects to conserve resources (and use them in Q3 and Q4). Tactical plasma weapons in particular, well... maybe. It's too late to integrate them into the initial ULRS rollout, but @Ithillid , unless I'm much mistaken, part of the point of ULRS is that it's going to be relatively easy to integrate new warhead types and missile technology into our existing systems because they're all modular now.. Hopefully any resulting deployment of the plasma-warhead missiles will be relatively small in scope to get them running? Or am I being optimistic...?Moratorium's up, so....
[] Plan Stabilize! Stabilize!
Tiberium (5 dice +5 Free)
-[] Tiberium Stabilizer Deployment, 8 dice (6 Fusion) (180 Resources)
...
Military (5 dice +1 Free)
-[] ASAT Defense System(Phase 3), 2 dice (2 Fusion) (40 Resources)
-[] Remote Weapons System Deployment Predator, 1 die (10 Resources)
-[] Universal Rocket Launch System Deployment (Phase 1), 2 dice (30 Resources)
-[] Tactical Plasma Weapon Development, 1 die (30 Resources)
Hmm. Synthesis Centers does give us an attractive Light Industry option at acceptably low dice costs, so that's not a bad idea at all. My own plan's surplus Resource budget would have meshed well with this.[] Plan Steady Balance
-[] Light and Chemical Industry 4/4 dice 60R
--[] Chemical Fertilizer Plants 0/200 2 dice 30R 11%
--[] Pharmaceutical Synthesis Centers 0/250 2 dice 30R (2/3.5 median chance)
While I'm supportive of doing four dice on Expand Medical Schools because of a sincere perception that getting it done faster is worth the 20% risk of wasting 10 R on a die... that perception was partly because I honestly didn't think we could/should do anything else with the dice. Now that a good and attractive alternative is available, the merits of slow-walking are growing on me.-[] Services 4/4 dice 35R
--[] Expand Medical Schools 0/300 3 dice 30R 20%
--[] Indoor park programs 0/150 1 die 5R (1/2 median chance)
Hm. I don't like continuing to ignore the Talons, but if we're gonna ignore them it should be for something important in its own right, like the cruiser shipyards. I can work with this.-[] Military 5/5 dice 70R
--[] Remote Weapons System Deployment Predator 225/350 2 dice 20R 69%
--[] Universal Rocket Launch System Deployment (Phase 1) 235/300 2 dice 30R 98%
--[] Governor Class Cruiser Shipyards (Hampton Roads) 0/180 1 die 20R (1/3 median chance)
Hrmm, quite possibly... ehh. you know what, I'll take it.[] Plan Steady Balance + Pathfinder
-[] Orbital Industry 3/3 dice 80R
--[] GDIS Pathfinder 0/300 2 dice 60R (2/4.5 median chance)
--[] Lunar Regolith Harvesting (Phase 1) 321/350 1 die (Fusion) 20R 100%
Plan variant made on a whim and because Space is a cool place. Switches out Pharmaceutical Synthesis Centers to turn the Orbital Cleanup dice into GDIS Pathfinder dice. Does mean we'll likely have to deactivate a couple dice next turn as well to fit everything in, but also means we'll have our first G-Drive space ship by the end of the Plan.
Plan slows down Mecca; I'm not a fan because I don't think we're that hard up for Logistics. I'd rather slam through this stage of Mecca and then build the railroads. Especially since railroads are cheaper per die, which makes them more attractive in 2058 when we're hard up for Resources anyway.[] Plan I'll go all in on the stabilizers next quarter (within reason)
-[] Rail Network Construction Campaigns (Phase 1) 2 dice 30R 32%
(Progress 83/250: 15 resources per die) (+++ Logistics)
-[] Mecca/Jeddah Planned City (Phase 3) 1 Tiberium die + 2 dice 60R 0%
(Progress 200/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)
Three dice on Chemical Fertilizers is probably a bad idea because there's no real reason NOT to slow-walk it. As long as it completes by Q4, we're happy. The Reykjavik plant is frankly probably also a bad idea, because it's just not that efficient a +Capital Goods option compared to North Boston which we're already working on, or Nuuk which we can work on in the near future. I'm not against it indefinitely, but when we're this hard up for Resources to finish a ton of expensive projects, it seems like a bad investment.Light and Chemical Industry 4/4 65R
-[] Chemical Fertilizer Plants 3 dice 45R 59%
(Progress 0/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)
-[] Reykjavik Myomer Macrospinner (phase 1) 1 die 20R 51%
(Progress 0/80: 20 resources per die)
Realistically this is a bit of a "dog chases car" scenario. There's no plausible way that we're going to actually deploy both of these in the same next few turns along with everything else going on. We'd do better to concentrate on actually finishing the aquaponics bays and doing the developments one at a time.Agriculture 3/3 50R
-[] Yellow Zone Aquaponics Bays (Phase 4) 1 die 10R 15%
(Progress 44/160: 10 resources per die) (+++ Food, ++ Consumer goods --- Water)
-[] Spider Cotton Development 1 die 20R 91%
(progress 0/40: 20 resources per die)
-[] Wadmalaw Kudzu Development 1 die 20R 91%
(Progress 0/40: 20 resources per die) (High Priority)
Aaaand no way am I cool with this, for reasons discussed. It's a crippling blow to our aspirations to finish the stabilizers before the end of the year, because with only three dice on the project, we'd need 20-21 dice just to have a roughly even chance of finishing... Even with literally every Free die in Q3 and Q4 on Tiberium, and only one Tiberium die per quarter put on Mecca, we end up with a less than 50% chance of completing the project by our admittedly self-imposed deadline.Tiberium 5/5 80R
-[] Tiberium Stabilizers 3 fusion dice + 1 free fusion die 80R 0%
(Progress 0/2000: 30 resources per die) (---- Capital Goods) (Increases time between mutation rolls from 1d4 to 1d4+1) (fusion)
You're quite right, but that can just mean "roll two or three dice on this." Remember that we don't want the project to actually complete before 2058Q1, and with us rocking a +30 bonus on Services, well... even three dice gives us a slim but real chance of pulling it off. So that's basically "put two of our twelve Services dice from now to the end of the year on it," and we don't need to be picky about which ones.Also, we should probably put some service dice on this round of Scrin salvage while we still have Granger's bonus to it.
I respect it but I want to stick to a nine-die Stabilizers plan. I kind of like the security of thinking we're likely to have wiggle room to maaaybe not actually have to throw 8-9 dice at the stabilizer on the last turn, while also covering our bases in case we're chronically unlucky and wind up needing 25-26 dice to finish the project overall.I really like this plan. It's a clever way to avoid going over our Fusion dice budget, and it gets both Phamecuticals and the Pathfinder. (No worry of overwork from breaking out the outdated chemical rockets, like we risked with ASAT 2.) I kinda wish I'd throught of those tweaks myself... and I think this is just straight-up better then my plans. So I'm switching over to just this.
[] Plan Optimal Fusion and Pathfinder
You're not wrong, but I'd rather frontload than backload, as a rule.On using 8 or 9 dice this turn on the Tiberium Stabilizer, keep in mind most plans are also using a die on Security Reviews. Next turn we could easily put 10 dice into the project, and 10 more dice the turn after. 8 +10 +10 =28 dice total, when 26 dice is enough for a 95% completion chance. So I don't think the difference between 8 or 9 dice this turn is that drastic, as long as we follow it up with 9-10 dice next turn.
I think "Stabilize" is a nine-die plan though. Maybe I'm confused?I did say I have a slight preference for 9 stabilizer dice over 8, so I'll throw my votes at those. Otherwise I'd just end up approval voting for every leading plan right now and not change the vote at all so I narrowed it down, this isn't an indictment of Stabilize! Stabilize! or Optimal Fusion I'd be fine with those winning too.
Honestly, the best thing we CAN do for space investment right now is the stabilizers. Because that buys us significantly more time (about 40% more than we had, give or take, arguably more because slower mutation means we can push tiberium back farther before each round of mutation).[]Plan Space infrastructure 620 R total...
Okay, so, not quite in line with everyone else plan to rush the stabilizers but I do make a start on it. Concept for this plan is to start getting people into space. Some basic habitation now and some agri experiments just to start getting to grips with things and shake out any problems we haven't foreseen. Plus, having labour and some fresh food in space should help. Of note is also trying to clean up some orbits along with expanding comms.
Two dice on Mecca is slow-walking relative to the scale of the project. We don't need the Energy or Logistics that badly right this turn. By contrast we have people screaming at us about building more arcologies and that's a long-lead project where we need to get out in front of it.Infra, continue on rails, also attempt to finish off current phase of tidal since it's cheap energy. Then dice into mecca to keep that rolling along.
So... are we just going to fuck off and forget about North Boston in the middle of construction, then?Heavy. Going for the eazy project of micro generation to clear that off so we have some backup power just in case. Also make a start on the continuous fusion plant. Main part here is energy and cheap projects.
Perennials doesn't really do anything to help us with the Plan's food targets because of how slow the spool-up is. We need options that can produce a crop this year, not four years from now, to hit that. There are other ways to get Political Support, too, especially under Services.Agri, perennials have a long spoolup. So finally get those finished for some political support. Also to help finish off our food for the plan. Consumer goods are a nice added bonus. Plus we're likely to need food soon.
No, "Stabilize! Stabilize!" Has 8 dice on Stabilizers, 1 on Mecca, 1 on Security. The last Free Die is in Military.I think "Stabilize" is a nine-die plan though. Maybe I'm confused?
[grunts]No, "Stabilize! Stabilize!" Has 8 dice on Stabilizers, 1 on Mecca, 1 on Security. The last Free Die is in Military.
Ah. Sorry. I misunderstood.I agree, that was my point - that is, tiberium mutations are very threatening, thus it makes sense there would be support to stop them.
Honestly, my only real objection is that Johannesburg Personal Robotics is a waste. It gives us things we don't need, consuming Resources that we do need. Just the fact that it doesn't cost -'s on any of our indicators isn't a good reason to use it, because every project is, if nothing else, -Resources.Alright it's morning and I'm back after the moratorium to post my own plan:
[]In the Eye of the Maelstrom v2.3:
Light and Chemical Industry 4/4 dice 60 Resources:
-[] Johannesburg Personal Robotics Factory 0/250 15 Resources per Die, 2 Die = 30 Resources
-[] Chemical Fertilizer Plants 0/200 15 Resources per Die, 2 Die = 30 Resources
...
Services 4/4 Dice 40 Resources:
-[] Expand Medical Schools 0/300 10 Resources per Die, 3 Die = 30 Resources
-[] Domestic Animal Programs 0/200 10 Resources per Die, 1 Die = 10 Resources
Military 5/5 Dice 65 Resources:
-[] Remote Weapons System Deployment Predator 225/350 10 Resources per Die, 2 Die = 20 Resources
-[] Universal Rocket Launch System Deployment (Phase 1) 235/300 15 Resources per Die, 3 Dice = 45 Resources
Yes I know there might be a better plan down the thread, but I'll be the judge of that when I read it. In the mean time I just wanted to deploy my own plan finally.
I'm iffy on skipping Fertilizer Plants to do only Synthesis Centers. We're coming up against a Food target at the end of the plan, and most of us are fairly committed to the idea of doing Fertilizer Plants for the +4 Food.[] Plan Rage, rage against the dying of the light
-[] Light and Chemical Industry 2/4 dice 30R
--[] Pharmaceutical Synthesis Centers 0\250 2 dice (30R) (High Priority)
So, couple of problems here. First off, obviously one of the cornerstones of your plan is that you think Agriculture is important, worth spending Free dice on. The problem is that Perennial Aquaponics Bays does effectively nothing to fulfill our Food target for the current Plan, because the food isn't available in time. Also, it is a much more expensive way to get Political Support than, say, some of our Services options, or even doing a round of communication satellites over in Orbital.-[] Agriculture 3/3 +2 Free dice 60R
--[] Perennial Aquaponics Bays (Stage 2) 123\350 1 die +2 Free dice (30R)
--[] Yellow Zone Aquaponics Bays (Phase 4) 44\160 1 die (10R)
--[] Wadmalaw Kudzu Development 0\40 1 die (20R) (High Priority)
-[] Tiberium 4/5 dice +8 Fusion dice 235R
--[] Red Zone Containment Lines (Stage 5) 74\180 1 die (25R)
--[] Mecca/Jeddah Planned City (Phase 3) 200\640 1 die (20R)
--[] Tiberium Stabilizer Deployment 0\2000 1 die +8 Fusion dice (190R) (Very High Priority)
--[] Security Review 1 die
Uh... to be clear you are not activating all three Orbital dice this turn, right?-[] Orbital 1/3 dice +1 Fusion die 35R
--[] Orbital Cleanup (Stage 5) 42\90 1 die (15R)
--[] Lunar Regolith Harvesting (Phase 1) 321\350 1 Fusion die (30R)
I actually kinda respect this dice breakdown. The only problem is, it has only a medium chance of completing URLS Phase 1 this turn, and we've been explicitly told that failure to do so could be a problem. The Air Force is already running short of missiles, and Ground Forces' stockpiles are set to last 3-9 months... as of the beginning of the quarter. If we roll low with your one die on URLS, then the Air Force runs out of missiles entirely and Ground Forces start to feel the pinch.-[] Military 5/5 dice 65R
--[] Remote Weapons System Deployment Predator 225\350 2 dice (20R)
--[] Universal Rocket Launch System Deployment (Phase 1) 235\300 1 die (15R) (High Priority)
--[] Governor Class Cruiser Shipyards
--- [] Rosyth 0/185 1 die (20R)
--[] Havoc Scout Mech Development 0\30 1 die (10R) (High Priority)
There are slight savings to be had by doing Indoor Parks first and Domestic Animals later, since the two are similar (warm fuzzy +PS projects in Services). But that's a minor thing.