[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun
[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun, Better Dig In
 
I think Plan Mad Science Inbound is spending more then needed on the Tokyo Harbor Reconstruction as we have funded a sub department to fix it and it will get fixed in 6 turns without any investment from us.
So the worse 1/6 of the damage will be fixed on its own this turn and without investments everything will be fixed in a year and a halve.
As most plans build the first escort carrier yard in Nagoya(Japan) our ability to repair and supply ships in that part of the world will soon grow.
 
Use the resource surplus we have now to finish the tendrils so that when we give up cash to other departments soon we have an easier time getting it back.
 
The thing with Tokyo:
That is currently a weak spot, just waiting to be exploited by any nearby NOD warlords.
Especially ones who might have fresh troops, because they didn't participate in the Regency War.
Good thing there aren't any, right?
 
To people switching to 3 YZ Fortress Town plans: Is there something specifically wrong with my plan?
Well, my answer is that it's an Anadyr-and-low-Tiberium-budget plan, while my own plan drops Anadyr for this quarter in favor of a high Tiberium budget focused on the tendril harvesters. If I didn't want that change to happen, I wouldn't have written my plan in the first place... and yours doesn't have that change.

The main draw isn't the immediate gainz. It is the fact that it would bump up our minimum resource income amount. Considering how often we roll the lowest possible amount that means we can get around a 100% to 50% increase for every future mining action undertaken. The extra 5 rpt for each completed tiberium ming project would rather quickly add up.
Given that we don't literally always roll the minimum, that extra +5 RpT per project would probably take something like 30 projects (or 6000 or so Progress) worth of Tiberium activity to pay off.

Which means it doesn't justify hurrying.

Especially at the beginning of a four year plan when our rpt has been slashed to ribbons and we have to desperately grab for all of the income increasing actions we can manage. Being able to hit our stride 2 or even 3 turns sooner would have vastly increased long term gainz improvement over the alternative.
We cannot realistically complete more than about three income generating Tiberium projects per turn. That boost is good for maybe +10 RpT per turn. It would take four turns or so for it to even begin to equal the rewards from one round of glacier mining, let alone several... And we get this benefit anyway even if it takes us four turns rather than one to complete the project, if you're talking about things that happen in 2062.

For that matter, if you're right, the really good move would be to just near-complete the project in 2061, then do the last couple of dice in 2062Q1 and get +100 RpT AND the benefit you desire, really quick, all at the same time!

The extra 100 RpT is very much not of secondary concern if the question is "do you have more actual funding" as opposed to "do you feel good about having high minimums."

What else would you be spending tiberium dice on anyways? While this second phase might not be directly as efficient as vein mining that is only in comparison to the rpt and not the more important primary effect that is the improvement to all of our harvesting operations henceforth. Long term getting the second phase out would improve our ability grab all of the things due to the improved rpt.
Our long term perspective is complicated by reallocation, which makes it cost-ineffective to do certain things right now if the price is too high, because we won't be reaping the full rewards for long. As to what I'd be spending the dice on otherwise?

Well, let's see. Inhibitors. Other projects that grant Red Zone mitigation, which the harvesters do not. Tiberium refinery infrastructure. Vein mines that grant the income without costing STUs or anything else outlandish. I can think of a lot of things.

Finally are you really saying that the limitation on being able to pick up portal and Andyr is dice allocation rather then resource shortage?
No, and I may be very confused, because I don't see how you're getting the idea that I AM saying that from what I actually wrote...?

True. But look at what we get from finishing the second phase.

I am SUPER interested in whatever "Increases efficiency of future Tiberium harvesting operations" will get us. Especially when it comes to vein mining and such.

Considering we are going to do a ton of stuff to increase revenue after redistribution it makes sense to get this knocked out now so all the future projects benefit.
I don't think that alone justifies rushing a project that costs 30 R/die, to the point where it's a problem if we take two turns doing it. There are a lot of other quasi-mandatory projects, after all, in other areas, that could really use the Resources and Free dice.

Heh. I want to do some mines so that we can afford the Tendrils.
~15 dice at 30R/die is not cheap. We have other expensive projects too.
To be fair, about our only good alternative is a surge of vein mining. Which we could do! But it would cost Capital Goods; I'd need to think about it. The tendril harvesters have the advantages of being an all-in-one combination of benefits we'll want and a lot of up-front resource increases.

I think Plan Mad Science Inbound is spending more then needed on the Tokyo Harbor Reconstruction as we have funded a sub department to fix it and it will get fixed in 6 turns without any investment from us.
So the worse 1/6 of the damage will be fixed on its own this turn and without investments everything will be fixed in a year and a halve.
I would be more willing to let the problem fix itself if it weren't for the part where it cripples our naval basing in and around Japan. This lets Bintang hit us even more easily with future raids if she has any firepower left to do it with. Are you willing to gamble on her being powerless to hit us again until the end of 2061 or later?

Infrastructure isn't one of those categories where we have a ton of mandatory projects. We have the wiggle room.

As most plans build the first escort carrier yard in Nagoya(Japan) our ability to repair and supply ships in that part of the world will soon grow.
The carrier yard won't help much with building things that aren't specifically light carriers.
 
Well, my answer is that it's an Anadyr-and-low-Tiberium-budget plan
Eh? 125R in Tib is 'low'?

To be fair, about our only good alternative is a surge of vein mining. Which we could do! But it would cost Capital Goods; I'd need to think about it. The tendril harvesters have the advantages of being an all-in-one combination of benefits we'll want and a lot of up-front resource increases.
Well, I was doing one phase of Vein Mining along with 2 dice on Anadyr so that we could finish Anadyr and roll out the first phase of Tendrils on the turn after.
It was an up-front resource increase so that we could do more up-front resource increases and high tech at the same time.
 
[X]Plan Carriers and Power
[X] Plan: Snappy Title
[X]Plan Shining Knight-Ghost 1.5

Our navy's just had the shit kicked out of it (even though it did plenty of kicking), ships take a long time to build, we've committed to an even bigger commitment to Karachi which will put even more of a strain on our navy and almost certainly draw a more massive and coordinated response from Bintang, and these plans have an emphasis on building up our navy while most of the other plans have minimal navy plans while focusing on running off after pie-in-the-sky shiny tech that isn't really urgent.
 
Our navy's just had the shit kicked out of it (even though it did plenty of kicking), ships take a long time to build, we've committed to an even bigger commitment to Karachi which will put even more of a strain on our navy and almost certainly draw a more massive and coordinated response from Bintang, and these plans have an emphasis on building up our navy while most of the other plans have minimal navy plans while focusing on running off after pie-in-the-sky shiny tech that isn't really urgent.
I've got five dice on the Navy and the only reason I don't have more is because I have to budget three dice to finishing that Air Force project we started because the Air Force was getting desperate. There's a decent chance my plan finishes two of our five remaining shipyard projects in the same turn. This is minimal to you?
 
Infrastructure isn't one of those categories where we have a ton of mandatory projects. We have the wiggle room.
There is room in there but i think there are better places to spend it then rebuilding ports faster, one of the candidates is completing Chicago in three turns of 1 HI die + 6 infra dice.
I like to do tow if possible three of it this plan, 3 dice on shuttles, 5 on completing housing, a stage of rail and complete the in progress fortress towns.
 
@Simon_Jester I completely disagree with your notion that only YZ Fortress Towns secure our territory. In addition to the Rail Lines having been critical for shipping supplies forward, (and refugees back,) both YZ Harvesting and GZ Harvesting have explicitly helped us not just move forward but also secure what we've gained:
[ ] Yellow Zone Tiberium Harvesting (Phase 6)
This first wave of projects has not focused on abatement, but rather on building up the infrastructure.

Every gram of those supplies effectively has to come from the rear, and that has been the prime job of the construction crews, as they are the ones with the most experience building long stretches of transport infrastructure into the ruins of the Yellow Zones.
[ ] Yellow Zone Tiberium Harvesting (Phase 7)
The Initiative's armies of engineers have followed the proper armies at a close remove, laying down rail and road.
[ ] Intensification of Green Zone Harvesting (Stage 6)
A further wave of Green Zone Tiberium harvesting will both improve the logistical connections across the forward Green Zones and provide greater numbers of forward hardpoints and firebases for Initiative troops.
(Progress 46/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (2 Stages available)
I don't think suddenly ceasing these projects for a three month period, right when we'd most expect some kind of pushback from NOD, is in any way a good idea.

Even if you disagree on the narrative side, on the mechanical side these projects likely give some kind of bonus to our battle dice rolls. Last turn we rolled 13 battle dice. Even a small bonus could make a significant difference in any of those outcomes. And losing battle rolls can have consequences much bigger than a little territory lost, as seen with the recent damage to Tokyo. Unless we inexplicably have zero battle dice this turn, these projects are still going to have an impact.

This is also why I want to finish off the Railgun Harvesters. We've had Raider attacks rolled for three turns in a row so far, and the Railgun Harvesters are stated to help counter that. Plus we know projects have greater effects when completed than they do when nearly complete. Remember how we left the last ZOCOM Zone Armor factory unfinished for too long?
 
The thing with Tokyo:
That is currently a weak spot, just waiting to be exploited by any nearby NOD warlords.
Especially ones who might have fresh troops, because they didn't participate in the Regency War.
Good thing there aren't any, right?

Yao is a landbound secondary power with no significant naval forces that we've heard of, and on the wrong side of the island chain to have anything to do with Tokyo anyways. If she suddenly pulled a navy out of her back pocket and came charging at Japan she'd run into the Korean Blue Zone and the southern half of Japan long before getting anywhere near Tokyo, and again it would be kind of absurd if she did that because 1) no navy and 2) even if she did have a navy and did magically get it all the way to Tokyo, somehow dodging thousands of km of patrols and other naval and air bases, we'd just walk over from Korea and drag her out of her bunker with our vastly superior land forces in the region. That's the threat that's been keeping her in line since before the Regency War even started, she negotiated a ceasefire back in 2059 (in hindsight she probably knew what was coming and didn't want to get her shit rocked) and has held to it through far greater opportunities to fuck us over.

Repairing Tokyo manually is kind of a waste of the reconstruction funds we maxed out last turn. It's throwing that away if we rush big flashy repair projects manually, being able to let this stuff just fix itself in a reasonable amount of time while we keep trucking is the whole reason we invested the max level of funding in reconstruction groups. If it was like 2-3 years then yeah we'd have to hurry things along, but 1 year is barely enough time for Bintang to bang the dents out of her capital ships, much less rebuild a whole fleet of lighter assets. Tokyo will be back in operation long before the only enemy blue water navy in the region is ready for another go, save our money and dice for other things.
 
Last edited:
I actually think that we are going to want some progress towards the Tokyo harbor reconstruction, but it doesn't necessarily need to be right now.

@Simon_Jester
The Caloric Reclamation Processor will have two general modes of deployment. One in infrastructure, which will give us stored food without having to go through the "make food, make storage" process and at no ps cost. The other in agriculture, which will give us food directly at a ps cost. So the infra dice are going to be more highly contested in the coming turns than you assume.

So you might want to either divert those dice to security (such as rails), or downsize them to apartments (for plan goals).
 
Last edited:
Ships take time to build and repair y'all. Bintang took a bloody beating this fight. She isn't coming back for at least a year

Yeah our capital ships that took a beating are out for at absolute minimum 1 year and realistically more like 2 or 3. Her surviving capital ships are going to be looking at similar if not longer timers, and then there's having to replace all the stuff we actually sank. It takes us 9 months to build a Shark-class frigate in a giant concentrated shipyard that doesn't have to hide from orbital fire and can source expert manpower from around the planet. A Governor is about 12-18 months IIRC. Bintang's not going to rebuild all those Berberokas and Ulars we sank in less than a few years, even if she has magic xenotech shipyards that work twice as fast as ours. The naval theater moves really really slow, playing with THIS much metal and machinery just takes time even for us.
 
Last edited:
@Simon_Jester
I'm with cryo here, what's the point in us spending 30rpt on the biggest, shiniest and best equipped repair department possible if we then just repair everything ourselves and have them filling potholes.

Sure, infrastructure has some leeway but it's hardly at the point where we can justify wasting dice. The fact that people are arguing housing vs railroads vs fortress towns is proof that we still have very good things we can spend this on.

The largest naval foe in the region is catching her breath after we kicked the shit out of each other, and nobody else is really close enough with sufficient forces to go after Tokyo. Sure, maybe 1 dice on repairs might be nice but I don't think there's too much of a risk in letting our repair department do their jobs and save us the dice and resources we'd otherwise be spending on something they're perfectly capable of managing themselves in a reasonable timeframe
 
Back
Top