[X] Plan Stabilizer, Mecca and Pathfinder
[X] Plan Governor Spam + Pathfinder + Mecca Dice
[X] Plan Governor Spam + Pathfinder + Mecca Dice
See, personally I think that the near-total cessation of effort on Blue Zone Arcologies is going to hurt us politically, just in a narrative way that isn't immediately obvious to Granger. We've been given something like half a dozen narrative hints that the housing issue is important to a lot of GDI citizens, and the turn results warned us that we're to the point where media and possibly even protestors are yelling at our work crews for being slow-asses. Even if it won't complete the project later this year, a die or two per turn will do a lot to at least make it look like we're Doing The Thing, especially since we'll be in no position to surge arcology dice in early 2058 either.The major chance here is a full 5 dice on Mecca. We don't have any need to accelerate the Arcologies, but Mecca is a time-limited opportunity and an expensive megaproject all in one. If we invest a full 5 dice this and next turn, we'll have a decent 36.7% chance to complete it next turn, and we won't need many dice to finish it the turn after if it doesn't. Cut that by 1 Infra die, and the chance falls to 13.4%; cut it by 2 Infra dice over the next two turns and it goes all the way down to 2.2%. I don't see the point in adding in an extra die on Arcologies (when we'd still need 5 more after that) over pushing Mecca towards completion.
I don't mind Expand Medical Schools being slow-walked as long as we keep activating all our Services dice. With the bonuses there so high, I've always hated to leave those fallow.Cuts a die from Expand Medical Schools. We need more Medical, yes, but 1 die is enough for a 53% completion chance, while 2 dice is at 99%. We only really need 1 die, the extra second die is 53% likely to be wasted. Also, 1 die here plus the 3 dice on Pharmaceutical Synthesis Centers means we'll have about a 64% chance for one of the two +Health projects to complete, and if they don't we have enough slack in Medical to cover things for another turn.
Personally I like the idea of developing it even if we're not immediately mass-producing it, as long as we have a realistic path to widespread deployment soon. It's not like a weapon where you can at least argue that the prototype weapon is useless if it doesn't go into mass production fighting the enemy. People's quality of life gets better, y'know?By the way, we currently don't have whatever Health points it'll cost to implement advanced prosthesis.
1) I understand, but we don't pressingly need the Energy and it's not a project we're under any political pressure to complete, when the arcologies and Mecca are.1. I was considering putting the dice on ether the BZ arcologies or the rail network but tidal was cheaper and should be quick to finish since it's already half way there.
2. I needed to cut costs somewhere and medical schools still have a better then even chance of finishing on one die so that got cut.
3. I would like them done too but we have so many things to do like more shells, missiles and ablat plates so I put a die towards it rather then none.
I feel it should be pointed out from what's been said on Discord: Air and ground don't actually need more missiles (or rather, they need missiles less than they need other stuff.) The current production has been shown to be enough even for instances of high-intensity combat. We definitely want more sooner or later, but that's more for building up a larger surplus in preparation for things like Hover-MLRS.URLS Phase 2 because ground and air need more missiles and it would be nice to build up a stockpile so roll that out, while also working on the dev required and continue work on the cruiser. Also Q1 and Q2 (and maybe Q3) of next year we are going to be asking our air and ground forces to help sustain further extraction efforts in the RZ glaciers and general harvesting to rebuild income. As such rolling out another air and ground deployment will help safeguard those missions.
Fully agreed. Because unlike Missiles, more shell production is something that soft-unlocks options for expansions such as more Fortress Towns, which are beginning to become more relevant than ever due to the extending supply lines by the expansions into Yellow Zone and preparations for the next impending war. That and the previous battle for Chicago also noted a lack of shells after only a few hours of firing.I feel it's worth pointing out: Air and ground don't actually need more missiles. The current production has been shown to be enough even for instances of high-intensity combat. We definitely want more sooner or later, but that's more for building up a larger surplus in preparation for things like Hover-MLRS.
What the military really needs a lot of and risks running short of when things get intense is shells, where we barely make enough to supply the expenditure from day to day skirmishing at the current production rate. So if you're spending two dice on Consumables, I strongly recommend they be Shells instead of missiles.
And of course, there's always Ablat, which literally everyone wants more of.I feel it should be pointed out from what's been said on Discord: Air and ground don't actually need more missiles (or rather, they need missiles less than they need other stuff.) The current production has been shown to be enough even for instances of high-intensity combat. We definitely want more sooner or later, but that's more for building up a larger surplus in preparation for things like Hover-MLRS.
What the military really needs a lot of and risks running short of when things get intense is shells, where we barely make enough to supply the expenditure from day to day skirmishing at the current production rate. So if you're spending two dice on Consumables, I strongly recommend they be Shells instead of missiles.
So rockets will help supply fortress towns in that it relieves a bit of their weapons shortage. Also helps a bit with long-range precision fire that artillery has trouble with by using guided rocket munitions. But the mention there was specifically for fortress towns.Puterace — 09/01/2021
If you need 5 units of firepower, will 5 from all shells be equivalent to 4 from shells and 1 from rockets?
ithillid — 09/01/2021
In terms of supplying the fortress towns, yes.
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ithillid — 09/01/2021
Partially it is because once you have those T20Es out there to be slung, GDI will be using those to service that tank out at 15k meters that the artillery is having trouble with.
Some info on rocket artillery vs. tube artillery.Puterace — 09/01/2021
Artillery for massed formations, rocket artillery for a more personalized touch.
ithillid — 09/01/2021
In some cases.
[1:40 PM]
Generally rocket artillery is a mix of shock artillery and precision artillery, depending on the guidance package.
ithillid — 09/01/2021
While tube artillery does a little bit of everything.
Mike1998 — 09/01/2021
I'm talking Katyusha-style or Grad style rocket batteries.
cryptoam — 09/01/2021
URLS for us also includes missiles btw
Mike1998 — 09/01/2021
Oh, I thought we were talking about MRLs.
ithillid — 09/01/2021
You don't have those yet.
Vehrec — 09/01/2021[/H2]
get stage 2 or 3 of the URLS complete, then we'll see about the new hover-chasis for them
ithillid — 09/01/2021
Pretty much.
[1:57 PM]
Service current missile needs before building something entirely dependent on missiles.
Puterace — Today at 1:15 AM
Hey Ithilid: would there be any chance that tube artillery development will need a tube artillery deployment? A followup question is why does phase 4 of shell plants require 0/300 instead of the 0/150 of the all the other phases before and after it? (Is it because of the accuracy issue?)
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ithillid — Today at 7:03 AM
So, it will be a deployment project or a couple of factories to produce new tubes. As for Phase 4, there were two phases of /300 that I put in because you decided that you wanted to build artillery intensive systems, and not build ammunition plants to support them.
Interesting since the expanded use of tanks firing missiles and our air force flying more engagements I would have seen an uptick in missile use so stocking up for high intensity combat when we can made sense, more so since at 2 dice ablat might complete (42%) but shells will not (3 dice gives a 3% chance but really we need 5 for the current stage). And I doubt we have the dice free next turn to follow up on shell plants even though I really want that phase 4 but I do have that tentative for next year as we can hopefully swing some free dice into mil again. I am going to try and get all the stuff we have researched deployed (outside of Ground Armor since that might be a bit too much on cap goods and labor right now)I feel it should be pointed out from what's been said on Discord: Air and ground don't actually need more missiles (or rather, they need missiles less than they need other stuff.) The current production has been shown to be enough even for instances of high-intensity combat. We definitely want more sooner or later, but that's more for building up a larger surplus in preparation for things like Hover-MLRS.
What the military really needs a lot of and risks running short of when things get intense is shells, where we barely make enough to supply the expenditure from day to day skirmishing at the current production rate. So if you're spending two dice on Consumables, I strongly recommend they be Shells instead of missiles.
If we're going by in-game info only, it's pretty much confirmed that Kane is an alien who's been stranded on Earth, and he just might be the Biblical Cain.Actually, I do not believe so. I think there were three separate concrete specific scenarios for what Kane is. There is lore master for Tib!verse present in-thread.
Hey @M-Tails-P, want to enlight us mortals about the info what Kane actually is, please?