So, first. Actually, knocking off the Stage 4 of Philadelphia is actually more cost efficient than doing Enterprise. Sure, we lose 40 points of possibly saved progress, but we make up for it in the +3 to all dice. Even if we do a stage of Enterprise right after, we get a minimum of +30 from the 10 die we need to invest into that. Again, minimum.

...

If we don't intend to start building Shala and Colombia any time soon, it is more efficient to complete Philadelphia before Enterprise.

Yes, I believe I point that out in the second paragraph where I said it would take about 59 and a half Dice for Philadelphia then Enterprise, compared to the 62 Dice for doing Enterprise then Philadelphia. I didn't consider doing the next stage of Philadelphia then Enterprise then finishing Philadelphia, though as you point out that is less efficient no matter if the Dice bonus is replaced or cumulative. You have said it more clearly though, and clarity in my writing is something I need to work on.

Assuming we get our processing capacity in space up, Lunar Regolith gives 15 RpT per stage (see the post where a point of Light Metals is 7.5 RpT where Heavy is 10). So theoretical 4 Regolith 2 Heavy Metals would give us 100 RpT for ~2100 progress, as well. Lunar Mines are the equivalent of another Civilian Space Station more or less.

Thats true, in fact I quoted the very post you are talking about. It is also true that the amount of RpT we get from Lunar mines depends on our processing capacity for those metals (likely in Enterprise) and the strategy to get +100 RpT off world will change depending on how we get that processing capability. If we can process all of them however, it is cheeper to use Heavy Metals Mines exclusively to get to the 100 RpT target with a Rare Metals Harvesting to get the sixth lunar mine target.
 
In fairness to the people I'm running against, I'm pretty sure that the "four and sixty" promise is satisfied if we activate all four Military dice at 10 R each. So we could satisfy the promise just by putting four dice on stuff like Ablatives or Point Defense Refits, which is in fact what I'd tentatively planned to do in the 2058Q1 plan anyway.
It is. Two dice at thirty resources would work, Four dice at 5 would work. It is putting a flexible floor on how little you can spend on the military.
 
Yes, I believe I point that out in the second paragraph where I said it would take about 59 and a half Dice for Philadelphia then Enterprise, compared to the 62 Dice for doing Enterprise then Philadelphia. I didn't consider doing the next stage of Philadelphia then Enterprise then finishing Philadelphia, though as you point out that is less efficient no matter if the Dice bonus is replaced or cumulative. You have said it more clearly though, and clarity in my writing is something I need to work on.



Thats true, in fact I quoted the very post you are talking about. It is also true that the amount of RpT we get from Lunar mines depends on our processing capacity for those metals (likely in Enterprise) and the strategy to get +100 RpT off world will change depending on how we get that processing capability. If we can process all of them however, it is cheeper to use Heavy Metals Mines exclusively to get to the 100 RpT target with a Rare Metals Harvesting to get the sixth lunar mine target.
Thanks. Sorry that I also didn't quite parse your own post as well as I could, I was a little bit distracted.

And actually I can give you an even more efficient plan.

One stage of Rare Metals, one stage of Regolith, and four stages of Heavy Metals would give us an even 100 RpT, for some 1520+340(300?)+170(120?) cost. 2030 max, 1940 min.

And we should probably begin with Rare Metals, I suspect they will cut down all costs by 15 for every other mine. Giving us 170, 380, 370, 360, 350, and 290-ish progress spread.
 
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All three of them count, if you actually unlock the rest of the nonvotable array, those would count, and there is not one particular build strategy for them that is significantly better than others. Bigger projects tend to do more to make other projects cheaper than smaller ones.
[nods]

That last bit is quite informative. Because it had looked like Rare Metals Harvesting might be the 'killer app' here, with much shorter phases and a very rapid reduction in Progress cost from Phases 1 to 2. But while it's probably important to do in the long run, especially if we want an economy independent of tiberium to exist in space... It's not something where we want to slam out three phases of it just to lower the cost on everything else. Especially since the RpT return on investment is considerably less attractive.

Which makes economic sense, I guess. Getting bulk aluminum and iron out of lunar rock and regolith to save on spacelift, while relying on the Hewlett-Granger process to supply any rare earth elements or uranium or whatever, is going to be more efficient than doing it the other way around.

@Faraway-R I would note that Shala also help towards more than just the station construction goal as once it starts producing food we can store it and pit it towards the food stores goal.

Actually, a bay idea for Shala would be a processing bay that tins/dry-freezes/etc some of the output and turns it into food stores.
Shala is not a very efficient way to produce Food, and no major party is pressuring us on the Food goal, so this seems like it wouldn't be very impactful or relevant to the analysis. If we want a lot of Food we know how to get it, and it's not actually that hard to do so once we have enough of a budget to consistently activate our Agriculture and Light Industry dice.

Because locking in to 5 arcologies gives us very little if any flex in our infra dice which are needed elsewhere. As is I think we will hit 4 arcolgoies but I like the ability to flex to YZ arcology or other projects if need be.

Because once again this is the minimum we need to do- we are more likely to exceed most if not all areas we vote but keeping the flexibility to respond to changes in situation is key which the 5 arcology plans fail to do.
Even with five phases (2600 Progress, something in the vicinity of 40 dice over the course of the Plan)...

We retain a fair amount of wiggle room in our Infrastructure if we don't monofocus on glacier mines as our way of getting more +RpT. A pure glacier route, combined with a +700 RpT target, means we need something like 40 Tiberium dice and 35-40 Infrastructure dice worth of Logistics to support it all. But a hybrid glacier/vein route brings that number down to something considerably more manageable.

[] Plan Happy Arcologies, Happy Life

My only concern with this plan is the commitment to [ ] Complete at least six phases of Lunar Mines and [ ] Gain at least 100 RpT from offworld mining
Yeah, I'm actually thinking that over myself.

Assuming we build the stations in Progress optimized build order: Enterprise -> Philadelphia II, this will cost 4356 Progress.
I'm not sure this is actually optimal. @Void Stalker did some math suggesting that finishing the Philadelphia first is more efficient, because the Philly costs are already largely locked in and finishing Enterprise Phases 4 and 5 won't move the needle very much, while Philly's dice bonuses will apply full blast to accelerating work on Enterprise.

Enterprise
phases make building Shala and Columbia much more efficient, but that's precisely because we haven't started work on them yet.

This does bring to mind the less Progress optimized build order for the stations of Philadelphia II -> Enterprise, this will cost 4416 Progress, but would net us a Free Die and +3 to all Dice after the next Philadelphia stage: 715-29=686 Progress (686/70 = 10 Dice). This means the average Progress per die is now 73. For the last stage of Philadelphia II: 1430 Progress (1430/73 = ~19.5 Dice), and would give an additional +4 to all Dice and +1 Die to all categories, so now our average Progress per Die is 77. The Enterprise costs 2300 Progress (2300/77 = ~30 Dice). For a net cost of 4416 Progress, ~59.5 Dice. This would be more Die efficient than the Progress optimized build order, though not by much. Average Dice per turn of ~3.7, ~5.0 if starting Q1 2059.
Ahh, you've replicated @Void Stalker 's math here.

Each phase of Lunar Regolith Harvesting and Heavy Metal Mines give two of their respective metals, +100 RpT from off world mining would require:
100/(7.5*2) = 6.67 Phases of Lunar Regolith Harvesting
100/(10*2) = 5 Phases of Heavy Metals Mines

Currently we do not know how the cost of Lunar Regolith Harvesting will decrease as we invest, the two examples we have are -15 Progress required per phase for Rare Metals Mining and -10 Progress required per phase for Heavy Metal Mines.

For Heavy Metals Mines to reach the +100 RpT goal we would need 395+385+375+365+355 = 1875 Progress (exactly 100 RpT)
For Lunar Regolith Harvesting to reach the +100 RpT goal we would need:
-If no Progress required reduction every Phase: 340*7 = 2380 Progress (105 RpT)
-If Progress required reduction of -10 every Phase: 340+330+320+310+300+290+280 = 2170 Progress
-If Progress required reduction of -15 every Phase: 340+325+310+295+280+265+250 = 2065 Progress
For Rare Metals Harvesting we cannot complete the +100 RpT goal.

That analysis shows it is more advantageous to invest in the Heavy metals Mines to reach the +100 RpT goal, then to invest in 1 Phase of Rare Metals mining to reach the 6 phases of Lunar mines goals. Total Progress required is 1875+170 = 2045, which is still progress cheaper than the most ideal scenario for Lunar Regolith Harvesting and produces the same amount of resources.

2045/70 = ~29 Dice if we invest prior to completing Philadelphia
2045/77 = ~26.5 Dice if we invest after completing Philadelphia

And those would all be Free Dice no matter if we started investing in the stations Q1 2058 or Q1 2059. We can technically afford that, but it limits our use of Free Dice elsewhere. I completely agree that if we could we should invest in Lunar mines, but it removes a significant amount of our flexibility to make this commitment. I still support Happy Arcologies, Happy Life as everything else is ideal, but the Lunar Mines commitments might be a mine too far.
Yeah, I'm having some misgivings myself. See, I think we really should pursue moon mining significantly for a variety of reasons (not least as a cushion against getting hit as hard by income reallocation, and so we have an incentive to actually start building space colonies properly)

As written, Happy Arcologies, Happy Life IS in its way an aggressive space commitment, it's just that it's pushing for more like 4000 points of space stations and 2000 points of moon mines, not the other way around.

However, I'm seriously considering scaling back the commitments. For instance, sacrificing the probe commitment (which is itself a fairly pricey 500+ Progress total project, and where at least one big chunk, Outer Planets, is unlikely to have immediate payoff) means we have four promises, so we might as well give up either the +100 RpT or the six-phase commitment, even though we're still incentivized to hit one target if we've committed to the other target.

The six-phase commitment gives us more flexibility on 'technical fulfillment' because we can use Rare Metals and it's becoming apparent that those will be pretty cheap. On the other hand, they're also suboptimal as far as actual +RpT income is concerned, so that's an issue.

Thanks. Sorry that I also didn't quite parse your own post as well as I could, I was a little bit distracted.

And actually I can give you an even more efficient plan.

One stage of Rare Metals, one stage of Regolith, and four stages of Heavy Metals would give us an even 100 RpT, for some 1520+340(300?)+170(120?) cost. 2030 max, 1940 min.

And we should probably begin with Rare Metals, I suspect they will cut down all costs by 15 for every other mine. Giving us 170, 380, 370, 360, 350, and 290-ish progress spread.
@Ithillid implied that this would not be the case (that is, that bigger projects are more impactful on overall cost reduction). On the other hand, it might be worth it to do Phase 1 of Rare Metals just to see what happens.

This is also an argument (see above) for dropping the +100 RpT commitment, because it gives us a lot more flexibility in how we hit the six-phase target.
 
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However, I'm seriously considering scaling back the commitments. For instance, sacrificing the probe commitment (which is itself a fairly pricey 500+ Progress total project, and where at least one big chunk, Outer Planets, is unlikely to have immediate payoff) means we have four promises, so we might as well give up either the +100 RpT or the six-phase commitment, even though we're still incentivized to hit one target if we've committed to the other target.
Simon why must you hurt me like this. ;-;

Besides, secret info, Outer planets will be reduced to 190 points-ish.
 
I had not talked it over with BOT beforehand, but yes, almost all of the probe programs are getting price cuts, and Outer Planets is getting the most significant haircut of about a thousand points. Basically because instead of needing to wait 11 turns to fling conventional rockets at Pluto, you can send the pathfinder out spamming probes like the Normandy.
 
So, there have been arguments against taking the 90-Capital Goods promise, in that it requires doing a lot of Big Chonky Projects. There have also been arguments in favor of taking other significant goals, with the argument that it will make us push ourselves. These seem to be in conflict.

So, here's my previously posted plan with some promises to Starbound, and Big Chonky CapGoods promises, which I am sure will be not enough for what we would actually like to do.

[X]Plan CapGoods Abundance
-[X] 30% (410 Resources per turn) - Maintaining the Treasury's percentage, even as GDI's overall economy grows, will see the Treasury maintaining high levels of spending, a likely requirement in the face of extensive plan goals.
-[X] 90 points - A staggering investment, and one that will require substantial effort across the plan, it is also a requirement that is significantly popular, as it should likely provide all sectors with sufficient quantities of desperately needed capital goods. (+15 PS)
-[X] 120 points - A more ambitious plan, and one that will provide for a good quality of life for even masses of refugees that are pouring into Initiative territories.
-[X] 30 points in reserve - A somewhat higher goal, providing for even greater defense in depth, the project to establish significant reserves will take substantial effort, but will not exclude the agriculture department from deploying resources to put out other fires (+5 PS)
-[X] 700 points - While somewhat more ambitious, 700 points of income from all sources is considered to be quite possible, and will begin reaching close to where the Initiative was in terms of output before the Third Tiberium War.
-[X] 4000 points - A somewhat more ambitious goal, likely completing or nearly completing two stations, this will be a significant step towards the aims of the Starbound party. However, it is also an eminently achievable one with consistent investment.
-[X] 40 Points - Increasing abatement substantially is a key element in maintaining GDI's overall position. While not the largest of goals, 40 points will be a very sustainable pace, especially with the high income goals.
Free Market Party (30 votes) (Because we're doing them anyway)
-[X][FMP] Increase GDI income by at least 700 points.
-[X][FMP] Take 70 points of Capital Goods
-[X][FMP] Take 90 points of Capital Goods
-[X][FMP] Take 100 points of Consumer Goods
-[X][FMP] Take 120 points of Consumer Goods
Market Socialists (313 votes)
-[X][MS] Increase GDI income by at least 700 points
-[X][MS] Take 70 points of Capital Goods
-[X][MS] Take 90 points of Capital Goods
-[X][MS] Take 100 points of Consumer Goods
-[X][MS] Take 120 points of Consumer Goods
-[X][MS] Take 40 points of Abatement
-[X][MS] Complete at least three phases of Blue Zone Arcologies
Militarists (223 votes)
-[X][MIL] Take 90 points of Capital Goods
-[X]MIL] Take three of the following projects (all 6 development promises)
-[X]MIL] Take six of the following projects (all 6 development promises)
-[X]MIL] Take three of the following projects (hydrofoils, PD refits, two more phases of URLS)
-[X]MIL] Spend at least three dice or 45 resources (whichever is less) on military projects every quarter
-[X]MIL] Spend at least four dice or 60 resources (whichever is less) on military projects every quarter
Initiative First (0 votes) (Because we're doing these projects anyway)
-[X][IF]Take three of the following projects (hydrofoils, PD refits, two more phases of URLS)
-[X][IF] Spend at least three dice or 45 resources (whichever is less) on military projects every quarter
-[X][IF] Spend at least four dice or 60 resources (whichever is less) on military projects every quarter
United Yellow List (73 votes)
-[X][UYL] Complete at least three phases of Blue Zone Arcologies
-[X][UYL] Increase GDI processing limit by at least 1200
-[X][UYL] Increase GDI income by at least 700 points
-[X][UYL] Research and Deploy Wadamalaw Kudzu (at least two phases of construction)
Starbound (85 votes)
-[X][Star] Complete GDSS Philadelphia
-[X][Star] Complete GDSS Enterprise
-[X][Star] Fund all remaining probe missions
Developmentalists (570 votes)
-[X][DEV] Increase GDI processing limit by at least 1200
-[X][DEV] Increase GDI income by at least 700 points
-[X][DEV] Complete the North Boston Chip Fabricator
-[X][DEV] Complete GDSS Philadelphia
-[X][DEV] Complete GDSS Enterprise
-[X][DEV] Research and Deploy Wadamalaw Kudzu (at least two phases of construction)
-[X][DEV] Take three of the following projects (all 6 development promises)
-[X][DEV] Take six of the following projects (all 6 development promises)
 
GDI needs the money even if the Treasury doesn't. +800 still leaves us about 400 income short of an economy the size we used to have pre-war...
I'd like to get back to this target too, but I'd also like the wiggle room of not being screamed at if we fall a little short of the target. As others point out in subsequent posts, the Third Tiberium War was huge. Having the global economy fully recover even with twelve years of relative (relative) peace (the kind of peace where you're still spending like 10% of GDP on the military because Nod is still out there) is a bigger stretch goal than we may fully appreciate.

Simon why must you hurt me like this. ;-;
I'm sorry, Bot. I get you and I honestly kind of like the aggressive SPACESHIP! plan.

I was kind of figuring to scale back to promising Starbound six phases of space mines that might or might not yield 100 RpT total, which is still the vast majority of the actual plan, it just gives us wiggle room to do something that only yields +80 RpT or something.

That, or promise them the space probes, but I'm hesitant about that because I want to commit to a major expansion of moon mining for reasons I've already discussed.

Besides, secret info, Outer planets will be reduced to 190 points-ish.
That... helps.

I had not talked it over with BOT beforehand, but yes, almost all of the probe programs are getting price cuts, and Outer Planets is getting the most significant haircut of about a thousand points. Basically because instead of needing to wait 11 turns to fling conventional rockets at Pluto, you can send the pathfinder out spamming probes like the Normandy.
Wait... a thousand? The project only had a Progress cost of 290 to begin with.
 
If we are cutting off some commitments on Starbound, the 100 RpT is the most likely candidate to go. Followed by Lunar Mines, actually. Because even in the lowest case, sending Probes is a 500 progress or less affair, while mining is expected to reach 1000+ even with costs of only Rare Metals as the median.

@Simon_Jester this is my opinion if you want it.

(I do want both Philly and Enty, in that order)
 
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Yes, but moon mining is important since, in character, we need to put a functional amount of infrastructure off this cursed planet sooner than later and you war hungry monkeys would not do moon mining if you were not forced to.
 
Yes, but moon mining is important since, in character, we need to put a functional amount of infrastructure off this cursed planet sooner than later and you war hungry monkeys would not do moon mining if you were not forced to.
I completely agree. I intend to push mining as we progress, too. It is income we don't have to share after all.

But as far as plan commitments go, I can and will advocate for a lower effort goal.


Also another interesting factoid.

A rough, and low-balled estimate gives us the approximately aggregate progress over 4YP as 1000 Progress per die in a given category (1040 with a +15 bonus, ~1200 with a +25 bonus). More for Tiberium, obviously. But it's a not-horrible guess on what we can achieve.

Our list of dice (copied from my post on 13th September, with Takeda assassination accounted for) should be
6 Free
5 Infrastructure
5 Heavy Industry
4 Light and Chem Industry
3 Agriculture
5 Tiberium
3 Orbital
4 Services
4 Military
3 Bureaucracy
 
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If in doubt, promise moon resources. SCED can do all the probe projects by themselves if need be, it just takes longer.
I was considering dropping the probe promise, and to continue to promise moon mine phases, just with no promises as to the total income actually being +100 RpT. Because it looks easier to hit the six-phase target than the 100-RpT target.

Now don't get me wrong, we'll probably want to get as close as we can to the 100-RpT target if we're already doing six phases anyway. We'd feel pretty silly just slamming out six phases of Rare Metals for +30 RpT only. But if we're under more strain than I expect, it gets us more wiggle room.

If we are cutting off some commitments on Starbound, the 100 RpT is the most likely candidate to go. Followed by Lunar Mines, actually. Because even in the lowest case, sending Probes is a 500 progress or less affair, while mining is expected to reach 1000+ even with costs of only Rare Metals as the median.

@Simon_Jester this is my opinion if you want it.

(I do want both Philly and Enty, in that order)
Even Big Enough Supermajority, the one that pleases literally no one in Starbound, promises Philadelphia and Enterprise. That's the minimum baseline, because we have to commit to a lot of station work anyway and those are the two with the big obvious payoffs.

As to your take on the rest- the problem is that the moon mining really pays off. Like, right now one of the biggest obstacles we face to moon colonization is the lack of infrastructure. If we don't do significant amounts of moon mining during the 2058-61 Plan, then our ability to start building really serious colonies on the moon is set back quite a bit, because on the progression path we've chosen, we basically go

(space industry) -> (moon mines) + (shala/columbia) -> (moon colonies)

We're already going to face the considerable and ambitious target of finishing Shala and Columbia during the Fourth Plan at this rate, and it'll be a lot easier to get a start on that goal if we've already done some moon mining.

Not least because of what it'll do for our RpT income stream.

I know it's a bigger commitment, but I'm not taking these entirely on the strength of "how to minimize our commitments." I'm trying to pick commitments that lead us in directions that make sense and will align with both our long-term strategic goals and the needs of the populace. Moon mines fall under the first category; blue zone arcologies fall under the second.

I completely agree. I intend to push mining as we progress, too. It is income we don't have to share after all.

But as far as plan commitments go, I can and will advocate for a lower effort goal.
Six phases of moon mining is the lower-effort goal, because we can satisfy it, in principle, by slamming out six phases of Rare Metals at roughly 900 Progress, possibly less depending on how the cost evolves in the later phases. This isn't especially resource-efficient, but it's considerably better for immediate resource payoff than the probes.

(Though the probes would of course pay off vastly in the long run by unlocking more opportunities, but that does us no good if we're not ready to exploit those opportunities. And if we're not even really tapping into the moon, what are the odds we'll take serious advantage of resources we find out around Jupiter or something?)
 
As to your take on the rest- the problem is that the moon mining really pays off. Like, right now one of the biggest obstacles we face to moon colonization is the lack of infrastructure. If we don't do significant amounts of moon mining during the 2058-61 Plan, then our ability to start building really serious colonies on the moon is set back quite a bit, because on the progression path we've chosen, we basically go

(space industry) -> (moon mines) + (shala/columbia) -> (moon colonies)

We're already going to face the considerable and ambitious target of finishing Shala and Columbia during the Fourth Plan at this rate, and it'll be a lot easier to get a start on that goal if we've already done some moon mining.

Not least because of what it'll do for our RpT income stream.

I know it's a bigger commitment, but I'm not taking these entirely on the strength of "how to minimize our commitments." I'm trying to pick commitments that lead us in directions that make sense and will align with both our long-term strategic goals and the needs of the populace. Moon mines fall under the first category; blue zone arcologies fall under the second.
Fair enough. Keep the Moon mining, it's got more wiggle room than space RpT, seeing how we still don't have a good idea of how the processing will be handled, and it can be probably fulfilled with non-RpT mining (like water, fissiles, and Helium-3).
 
Fair enough. Keep the Moon mining, it's got more wiggle room than space RpT, seeing how we still don't have a good idea of how the processing will be handled, and it can be probably fulfilled with non-RpT mining (like water, fissiles, and Helium-3).
Yeah. If I'm reducing space promises from five to three, that's how I'll do it.

Though the non-RpT mining options are about as Progress-hungry as the RpT options, so there's no real gain from that bit. At least if we focus on the RpT options we have the advantage of rollover, which will probably cut down the number of dice we need to spend by at least a few.
 
[ ] Early Prototype General Artificial Intelligence Development
While development of true artificial intelligences is politically severely problematic, it is also an area where if a model can be developed that is sane, stable, and willing to help the Initiative, it could be a revolutionary breakthrough in many ways.
(Progress 0/120: 20 resources per die) (-5 Political Support per die)
Bit of a spoiler for Q1. But well, you picked the not quite mad scientist.
 
[ ] Early Prototype General Artificial Intelligence Development
While development of true artificial intelligences is politically severely problematic, it is also an area where if a model can be developed that is sane, stable, and willing to help the Initiative, it could be a revolutionary breakthrough in many ways.
(Progress 0/120: 20 resources per die) (-5 Political Support per die)
Bit of a spoiler for Q1. But well, you picked the not quite mad scientist.

Well, there's a reason to stockpile PS if I ever saw one. I'm assuming this isn't the only totally not mad scientist option that'll pop up.
 
[ ] Early Prototype General Artificial Intelligence Development
While development of true artificial intelligences is politically severely problematic, it is also an area where if a model can be developed that is sane, stable, and willing to help the Initiative, it could be a revolutionary breakthrough in many ways.
(Progress 0/120: 20 resources per die) (-5 Political Support per die)
Bit of a spoiler for Q1. But well, you picked the not quite mad scientist.

I thought that's what EVA units were.

Edit: for those who are following along but did not play the game.

cnc.fandom.com

Electronic Video Agent

The Electronic Video Agent (EVA), also known as Electronic Video Assistant[1] in Renegade, is a type of artificial intelligence that serves as the battle interface for GDI and Nod commanders. EVA units are responsible for supplying field commanders with vital intelligence, as well as organizing...
 
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