[x] Plan Mad Science Inbound- Tentacles and Phasers on Stun
[x] Plan Mad Science Inbound- Tentacles and Phasers on Stun, Better Dig In
[x] Plan Mad Science Inbound- Tentacles and Phasers on Stun, Better Dig In
Then you want the mad science and tentacles plan? Goes hard on harvesting tendrils to improve Tiberium harvesting at the start of next plan.We need to do the underground Tiberium stuff sooner rather then later. Because it's Tiberium under our living areas. Also we have no idea when or if a TCN will become available. I'd prefer not to have a mutation and have that stuff pop up.
Very true. It's a matter of what issues we think are more urgent/vital, and at this level it's kinda a judgement call.We can also put dice into Fortress Towns to secure the GZs better so raiding is harder, fund tentacles, and after completing that, as I said, run railgun harvesters anyway.
Hey, I want to go really hard on tentacles to improve Tiberium harvesting starting next turn.Then you want the mad science and tentacles plan? Goes hard on harvesting tendrils to improve Tiberium harvesting at the start of next plan.
On that note, the vote is currently tied at 40 to 39 votes. Every single vote could count, and there's less than 8 hours left. (And Lightwhispers, I don't believe that Plan Secure the Gains + Fortresses has any chance anymore. Would you be interested in voting for Plan Secure the Gains?)One thing I would like to encourage people who vote early, is to check back in a day later, and see if any plans they like better have shown up, and approval vote them as well. Especially even if they only have a few votes. Because often a plan I prefer is a later revision of one of the first ones to come out, but later plans often have trouble getting the votes to overcome an earlier plan's lead.
[ ] Allocate Resources to Reconstruction Commissions (New)
Rather than directly dictating from the top down the projects that require the highest priority, and surging resources to fix them, a more general reservation of resources to solve these problems can speed the repair of damages across the Initiative, rather than focusing potentially excessive amounts of energy on individual projects that may or may not be worth pursuing.
-[X] Maximal (30 resources per turn)
An outpouring of resources has gone to the various local commissions and committees that manage reconstruction. However, much of this funding, at least from the early reports, is actually not going into rebuilding immediate damages. Rather, much of it has gone to various forms of deferred upkeep, refugee management, and a number of other projects, most too small scale for the Treasury to bother managing directly. Most of this is due to GDI simply not needing much in the way of actual reconstruction, and instead having a significant problem with deferred maintenance, some of which has been offset since the end of the Third Tiberium War a decade ago. Other parts are problems where the Initiative and the Treasury have simply not gotten around to fixing them, like intersections that tend to produce traffic jams, undersized roads, and train stations with poor connections to other means of transit. While all of these projects will be useful small scale operations, their overall impact is going to be seen in the aggregate more than anything else.
We only get that +5 on Treasury targets, we don't know who any of the targets were.welp 2 and 3 are probably dead even with our bonuses to defense.
5 im pretty sure lives, since I think we got those counter assassin teams a while back(gave +5 to counter assasination rolls I believe).
4/6 could live since they are only 6 points below with that +5.
IIRC, assassinations require a certain ratio of victory to kill the targets, so here's my estimate:So 4 fairly definitely victories, 4 maybe draws/losses (depending on bonuses), 1 very close victory/draw (depending on bonuses), and overall war roll is a tie.
And good god, assassinations are a go this round. I wonder who we lost. Looks like (depending on any bonuses) 2 definite, 2 probable, 1 maybe, and 1 probable failed assassination?
Hover tech suffered from the fact that it competes for dice with Nuuk (which we needed for Capital Goods) and the huge amount of fusion power we've needed to roll out to power all the war factories we're building. I actually have high hopes that we'll build Suzuka in 2061, because it's relatively cheap per-die and we have wiggle room unless the industrial lasers project turns out to be a LOT bigger than I expect, big enough to make it retroactively a trap option.I don't think I ever called it a waste, I very much want to do them both, I am just opposed to doing it now due to the Resource cost and a bunch of critical projects or low hanging fruit we could be doing instead.
I know. Reminds of me of hover tech btw, which has been let to lie idle for a few turns now.
Shuttles are one of the few actions we have that specifically help BZ-18, which is exceptionally important if we take it as given that some combination of {Krukov, Afghan Nuke Warlord whose name I forget, Nod India} is going to commit to sieging down BZ-18 at all costs in the coming years.I didn't have time to answer this post before going to sleep yesterday. I recall reading that they are very self sufficient and should not have any problems for I think years? Sure those shuttles would be useful, but no action we have wont be.
Getting Anadyr done sooner rather than later does have real advantages. For instance, there may be a project enabled by Anadyr that we very much want to pursue... but will be unable to afford in 2062. Getting Anadyr out of the way in 2061Q2 or so could give us a lot of advantages that will be beneficial going into the Fourth Plan.We have time to do it though, we should be doing what gives us the greatest expected return per die/Rs until like two turns before the end of the plan I say, as we can reliably and without overspending know it out in one go then. Unless of course we have spare Rs, in which case we can send them that way, but my plan at least didn't.
Eh. A railgun harvester factory pays for itself in two turns (if you roll well) or four turns (if you roll poorly). This is consistent with the overall cost patterns for most Tiberium projects. For instance, a vein mine typically requires 2-3 dice, or 40-60 R, to build; it returns 20-30 RpT, so it pays off in about two turns. Red Zone Containment Lines take 2-3 dice, or 50-75 R, to build; they return 10-15 RpT, so they pay off in about five turns.Railgun Harvesters are so cost inefficient that just mining the red zone and being more vulnerable to sabotage should have us come out on top income wise by my estimation.
Personally, I want to get those two particular sweeps done, then specifically do those Bureaucracy actions. The Heavy Industry sweep is to specifically look for Nod moles and agents in an area where we're about to do something very advanced and important that could give us a big advantage... If Nod doesn't just steal the tech and laugh all the way to the bank. The Bureaucracy sweep is because Nod really is capable of infiltrating us and if they're infiltrating the guys who handle all the departments' paperwork, things could get messy.I am not against security sweeps, I am all for doing one per turn, but they haven't turned up anything in ages that I recall and we have been repeatedly postponing those two important looking bureaucracy actions. I should not have called them nothing though.
One die on Suborbital Shuttles doesn't "deal with" the BZ-18 siege; we need to be able to fund more dice to get that done- which is one advantage of doing a serious income surge. And the handful of extra Tiberium dice spent on Yellow Zone Harvesting and Green Zone Intensification don't "deal with" the massive insurgency; subduing that will take several turns if not several years either way. We can't go on prioritizing those issues over all other things (like the civilian economy and tech development) forever.
Tendrils are close to vein mining for "money go up." I've repeatedly suggested vein mining dice spam as a plausible alternative if people are interested. If anyone had suggested slamming out 3-4 phases of vein mines this turn, I'd probably have approval-voted that plan.Tendrils aren't about the resource increase. They are about the increased efficiency of future mining. If we just wanted money to go up, Vein Mining is cheaper.
I'm not even talking about "gaming the system," I'm talking about "get ready to do a shitload of extra tiberium mining early in 2062. If you look back, you will notice me suggesting things that the other departments would love to hear. Stuff like "hey, let's try to deliberately over-achieve on our Income target for the Four Year Plan so that there'll be more money to go around!"And I expect the other Departments would be very disappointed by your talk of gaming the system. They have armed forces to resupply, and a huge wave of refugees in need of aid.
I'm not seeing this as a reduction of progress for projects costing STUs. I'm seeing this as "creating options to use STU-containing materials in things."I am seeing this:
[ ] Advanced Alloys Development (New) (Tech)
While STUs are rare, using extremely small amounts as additives to existing steel, aluminum, and other structural elements has noticeable impacts on the process, producing alloys that are lighter, stronger, and more efficient than existing ones. While widespread deployment will be noticeably expensive, it will cut costs across the board in other ways.
(Progress 0/120: 15 resources per die)
in far fewer plans then i expected as it reads as a reduction of progress needed for all projects costing STU's
alloys that are lighter, stronger, and more efficient than existing ones also seem like a good upgrade for our military and space construction where weight to preformace matters a lot.
Again, I'm going to respectfully push back on this. Tokyo reconstruction dice do three good things:To be fair though, @Simon_Jester 's plan is really good, the primary reason for the dislike seems to be Tokyo which does not benefit GDI much ...
See above.Also, why is any plan putting dice on Tokyo?
Never mind enough dice to one turn it?
The Reconstruction Commission didn't cost us dice.What happened in Tokyo is literally the reason we massively funded the Reconstruction Commissions, so we didn't need to put dice on it. If we wanted to micromanage reconstruction efforts we should defund the RCs and just waste dice we could use far more efficiently on trying to get things fixed up.
Having the extra 100 or so RpT makes a major difference in how much expensive stuff we can do this coming year."Make a profit" does not matter anymore. We are not resource limited. We're dice limited. More Resources no longer means more actions being done. We've gotten to the point during this Four-Year-Plan where we've flipped the game. We have Plans right now that can afford to do said "Expensive Stuff". Just because we can't activate literally every single most expensive project simultaneously doesn't mean we don't have enough to do those projects anyways! At some point, more resources ceases to make a sizeable impact, and we're well past then already.
The economy would also like to see enough GDP growth to compensate for the fact that we are now per about 100 million more capita, with corresponding strain on the everything.Planquests are all about balancing between competing needs. Right now, even with the forward advance largely ending, the military's needs are still sky-high. And the Treasury's need for more RpT isn't anything more than 'mild'. We're still going to go over 1,000 RpT at the end of this turn. And as soon as next turn, we're very likely to do the Harvester Tendrils for their long-term economic benefits. I know more Resources makes our Numbers Go Up, but when doing so comes at the expense of helping the war effort wind down gracefully (or rather, to avoid a messy belly-flop,) then it looks to me like putting abstract numbers over the actual narrative of what's happening on the ground. It's not our job to make profits. It's our job to manage the economy. And right now, the economy would very much like not being punched in the face.
unfortunately, we don't have a button to push to allow us to do that, so we're stuck playing the hand we're dealt.The strike on Tokyo also focused on military manufacturing and basing, the damage to the infrastructure of the city is minimal and easily fixed.
Look, I'm not opposed to putting 1 die on Tokyo Reconstruction. I consider it unnecessary, but I can see why it seems like a good idea. Frankly, I'd rather force the military to diversify its basing options so they expand or establish naval bases on Kyushu or Shikoku, instead of Tokyo getting hammered apparently being enough to pull a notable amount of military basing away from Japan until basing in Tokyo is rebuild
You can expect me to put vein mining on a large scale in a Plan some time in 2061. I don't know when. If it doesn't win or if I feel compelled to change my mind, you can definitely expect it on the docket for 2062. Because I don't disagree with you even as I'm juggling many things.We need to do the underground Tiberium stuff sooner rather then later. Because it's Tiberium under our living areas. Also we have no idea when or if a TCN will become available. I'd prefer not to have a mutation and have that stuff pop up.