[X] Eliminate Outside Influence
Now I imagine that the Talons are spitballing these wacky designs as they wait for their funding and also cause they are bored.If you don't want Talons projects turning into Pentagon Wars, you do them in something resembling a timely manner.
Both GDI and Nod's milspec ATGMs in TW3 are fire and forget munitions; these being wire guided are not, indicating they were homebrewed. Which means that InOps is doing a good enough job of locking down the Blue Zones that Nod kill teams are having trouble bringing weapons across the borders or stealing them from Home Guard units, which is a remarkable feat in its own right.Well, wire-guided antitank missiles could very easily be something Nod built. But yeah, Military's surely a contender for review soon; we need stuff done there but not that badly
All 30x Merchant conversions come online in 2061.The Navy
The Military Confidence has been Low because we didn't build the Carrier Yards.
To address this, we need to finish the Carrier Yards and the Frigate Yards before the end of this Plan. And there might still be a year delay before those projects improve their Military Confidence.
Drop Dublin and shift its dice to finishing the frigate shipyard.Military (+26) 8/8 Dice + 3 Free Dice 195 R
-[] Skywatch Telescope System 64/95 (1 Die, 10 R) (100% chance)
-[] Railgun Munitions Development 38/60 (1 Die, 10 R) (100% chance)
-[] Hallucinogen Countermeasures Development 0/40 (1 Die, 15 R) (100% chance)
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 (3 Dice, 60 R) (28% chance)
-[] Escort Carrier Shipyards (Dublin) 0/240 (1 Dice, 20 R) (1/3 median)
-[] Escort Carrier Shipyards (Nagoya) 171/240 (1 Die, 20 R) (73% chance)
-[] Shark Class Frigate Shipyard (Seattle) 0/300 (3 Dice, 60 R) (14% chance)
Indeed. My running theory is that we need to do phases of Red Zone Border Offensives to make that Green/Red join "sticky."
The Navy
The Military Confidence has been Low because we didn't build the Carrier Yards.
To address this, we need to finish the Carrier Yards and the Frigate Yards before the end of this Plan. And there might still be a year delay before those projects improve their Military Confidence.
It would be good to aim higher, but I can't see anything more than Infernium Laser Refits being possible this Plan.
This will be something we need to watch carefully next Plan, as we really need their Confidence levels to be at High.
I'm not sure taking Bureau of Arcologies is a good idea before realocation. Reasoning being we are going to need dice for other things in the near term, like Chicago for instance. I understand where you are coming from and getting that bureau up and running along with the division of Alternative Energy are both things that I think we should grab in Q1 2062, as at that point we will be more short of R then dice and could afford the loss of a die in each category in exchange for the Housing and Energy trickle.[ ] Plan Running on Glass v1.2 Carrier:
-[ ] Infrastructure 6/6 Dice 95 Resources:
--[ ] Yellow Zone Fortress Towns (Phase 6) 220/300 20 Resources per Die, 1 Die = 20 Resources
--[ ] Blue Zone Apartment Complexes (Phase 3) 72/160 10 Resources per Die, 3 Dice = 30 Resources
--[ ] Suborbital Shuttle Service (Phase 1) 92/200 30 Resources per Die, 1 Die = 30 Resources
--[ ] Bureau of Arcologies (New) -1 Infrastructure Die, -2 to Infrastructure Dice, -15 RpT
I like the two dice on Anadyr, but I think you need some more dice on energy production (I think you have the possibility of more than 16 power consumption in the Carrier version of your plan). I don't think Alternative Energy is the way to get that Energy as it is less efficient on a per die basis then Fusion. Also, similar thought process to Infrustrucure with the Bureau of Arcologies, a good pick at the beginning of the new Plan, not now.-[ ] Heavy Industry 5/5 Dice + 3 Free Dice 205 Resources:
--[ ] Advanced Alloys Development (New) (Tech) 0/120 15 Resources per Die, 1 Die = 15 resources
--[ ] Continuous Cycle Fusion Plants (Phase 8) 67/310 20 Resources per Die, 2 Die = 40 Resources
--[ ] Low Velocity Particle Applicator Development (Tech) 0/120 20 Resources per Die, 2 Die = 40 Resources
--[ ] Isolinear Chip Foundry Anadyr 85/320 50 Resources per Die, 2 Die = 100 Resources
--[ ] Division of Alternative Energy -10 RpT, -1 Heavy Industry Die
-[ ] Agriculture 4/4 Dice + 3 Free Dice 95 Resources:
--[ ] Agriculture Mechanization Projects (Phase 1) 0/150 15 Resources per Die, 5 Die = 75
--[ ] Freeze Dried Food Plants 151/200 20 Resources per Die, 1 Die = 20 Resources
--[ ] Extra Large Food Stockpiles 1 Die
...
-[ ] Orbital Industry 6/6 Dice + Erewhon Die 140 Resources:
--[ ] Lunar Rare Metals Harvesting (Phase 1) 45/160? 20 Resources per Die, 2 Die = 40 Resources
--[ ] Lunar Regolith Harvesting (Phase 2) 278/330? 20 Resources per Die, 1 Die = 20 Resources
--[ ] Lunar Heavy Metals Mines (Phase 4) 25/365 20 Resources per Die, 3 Dice + Erewhon Die = 80 Resources
I respect going for Pinholes.-[ ] Services 5/5 Dice 150 Resources:
--[ ] Professional Sports Programs 0/250 10 Resources per Die, 2 Die = 20 Resources
--[ ] Hardlight Interface Deployment 0/??? 15 Resources per Die, 2 Die = 30 Resources
--[ ] Pinhole Portal Early Primitive Prototype Construction (Tech) 56/180 100 Resources per Die, 1 Die = 100 Resources
And I can respect focusing on the Plan Goals in Military above all else, even if I think a die on Skywatch would be a very good thing. Still I don't think 3 dice on ASAT is necessary, even if it would be the most R efficient option long term, we are currently in a dice crunch, and need a lot of dice for a lot of things, and as such I'd prefer if you switched ASAT out for OSRCT or just pulled a die from ASAT to put on OSRCT/Escort.-[ ] Military 8/8 Dice 130 Resources:
--[ ] Universal Rocket Launch System Deployment (Phase 3) 0/200 15 Resources per Die, 2 Die = 30 Resources
--[ ] Railgun Munitions Development 38/60 10 Resources per Die, 1 Die = 10 Resources
--[ ] Escort Carrier Shipyards (High Priority) Nagoya 171/240 20 Resources per Die, 1 Die = 20 Resources
--[ ] Escort Carrier Shipyards (High Priority) Dublin 0/240 20 Resources per Die, 3 Dice = 60 Resources
--[ ] Mastodon Heavy Assault Walker Deployment (High Priority) 0/??? 10 Resources per Die, 1 Die = 10 Resources
/
-[ ] Military 8/8 Dice 130 Resources:
--[ ] ASAT Defense System (Phase 4) 36/220 20 Resources per Die, 3 Die = 60 Resources
--[ ] Universal Rocket Launch System Deployment (Phase 3) 0/200 15 Resources per Die, 2 Die = 30 Resources
--[ ] Railgun Munitions Development 38/60 10 Resources per Die, 1 Die = 10 Resources
--[ ] Escort Carrier Shipyards (High Priority) Nagoya 171/240 20 Resources per Die, 1 Die = 20 Resources
--[ ] Mastodon Heavy Assault Walker Deployment (High Priority) 0/??? 10 Resources per Die, 1 Die = 10 Resources
The first round of suits go to spearhead units. The top 1-5-10% of an army of around 20 millionish.We don't chose who the Zone Armor goes to. And the next round does not go to the Steel Talons.
I'm not sure taking Bureau of Arcologies is a good idea before realocation. Reasoning being we are going to need dice for other things in the near term, like Chicago for instance. I understand where you are coming from and getting that bureau up and running along with the division of Alternative Energy are both things that I think we should grab in Q1 2062, as at that point we will be more short of R then dice and could afford the loss of a die in each category in exchange for the Housing and Energy trickle.
I like the two dice on Anadyr, but I think you need some more dice on energy production (I think you have the possibility of more than 16 power consumption in the Carrier version of your plan). I don't think Alternative Energy is the way to get that Energy as it is less efficient on a per die basis then Fusion. Also, similar thought process to Infrustrucure with the Bureau of Arcologies, a good pick at the beginning of the new Plan, not now.
If I were you, I'd swap one of the Free dice in Agriculture for the Erewhon Die in Orbital and use Erewhon for Extra Large Food Stockpiles since it is an auto complete project, and as such doesn't need a die bonus, whereas the projects in Orbital do need that bonus. Further, We really need to put dice into Enterprise in Orbital. There just isn't time left to go for a Lunar mine beyond the minimum required for the Plan Goals.
My boss tells me on Octember 1 that I need to have a pile of 20 widgets by Octember 29. Why I need that pile is his job to figure out.This is more like "You needed to stock x amount of cereal by y date in case we run out of pancakes for a major influx of people because someone ruined the mix! It's still well before y date and no one has ruined the mix and the major influx of people is already going down to normal and we've yet to get anywhere close to needing the cereal, but how dare you not have stocked more cereal!" while the pancakes are not in any danger of running out and it's still well before the deadline with plenty of capability to deal with the cereal issue without endangering the pancake mix supply.
Problem: Infernium ain't cheap. You don't want dramatically more anti-missile lasers than the system needs in a normal, representative combat environment.I do kinda want to see an anti-missile variant. Delete the cheek railguns (or at least one set), add lots of Predator AMS points everywhere on the forward arc. Nod forces launch a bunch of ATGMs/RPGs, Vegas laser light show ensues.
Orbital is covered by the law of averages; we'd need some truly bullshit-tier bad luck to need that many Free dice. Agriculture is still pretty well covered too. I don't know how comfy you are with probability theory, but I'm not saying this for no reason, I want to be clear. Can explain more later.In the next year, our definition of need is very much "Complete Plan Goals." Full Stop. Anything above that is bonus. Skywatch and frigate yards aren't plan goals, but since Skywatch keeps an eye for extraterrestrial threats and there's a definite concern about that now, and frigate yards improve our convoy protection and general naval capacity, they're practically plan goals. And all of those can be met without touching free dice. Meanwhile, we have Agriculture and Orbital with little to no slack in dice in the event of bad rolls.
It's possible to spin the sub-departments, such as Bureau of Arcologies, off to be directly funded by parliament, rather than by ourselves, during reallocation.I'm not sure taking Bureau of Arcologies is a good idea before realocation. Reasoning being we are going to need dice for other things in the near term, like Chicago for instance. I understand where you are coming from and getting that bureau up and running along with the division of Alternative Energy are both things that I think we should grab in Q1 2062, as at that point we will be more short of R then dice and could afford the loss of a die in each category in exchange for the Housing and Energy trickle.
Going by the update, we don't need to do a project to deploy the Security Electro Lasers:-[] Security Electro Laser Deployment: ??? (4 Dice, ??(40) R) (??% chance)
From a production standpoint, nearly all of the elements can be assembled with components off the shelf, with only some small modifications being needed for the transformers. In light of this, the project is going to be handed off almost entirely to the security services, rather than being a problem for the Treasury to solve, especially with reallocation occuring in a year
Erewhon only grows if it rolls a natural 100. (And a natural 1 would hurt it.) There's no progress meter being filled in by having Erewhon do projects.Erewhon needs to roll dice and do things in order to be able to grow so an auto-complete is the worst way we could be using Erewhon longterm
[] Expand Official Backchannels
Seems like the best option to me since it reduces the strain on InOps by allowing people to go through legitimate channels, meaning that they have more time to focus on the actual NOD infiltrators and other malicious actors. Granted, this might just bite us in the ass. As the saying goes, "give them an inch and they'll take a mile". So we have to make it very clear in the following turns (if this does win) that in no uncertain terms that this is only being entertained due to the extraordinary circumstances with current NOD actions against GDI
[] Eliminate Outside Influence
Legalizing insider trading and backroom deals seems like a bad idea, even if it does meen we can monitor it better. This goes double when we're up against someone like the Brotherhood. They've proven time and time again that they can get at virtually anything we try to hide, but there is no reason to make their job any easier. The -5 to rolls suck, but I'd rather eat it now, and later if we have to do this again in the future.
Its not in danger, orbital is tighter- we need 5 phases of strategic food stockpile which is about 10-11 dice and another die for the large stockpile. With a few free dice we can be in a good spot to have it finished by Q3 where orbital is tight into Q4 without quite a bit of free die pumped into it. Yes we had a misstep but a panicked overcorrection serves no one.The stored food target is at this point the single highest-priority Plan goal we have on the radar that is in real danger of not completing due to lack of focused effort.
+15 or +21 food in vs -16 or -20 food out, which will be reduced by freeze dried plants so more likely we pull ahead and we have a positive surplus of food (+22) right now. So concern about sending too much food into the reserve is misplaced. We are adding food production and we have the surplus even if dice are unbalanced in what they favor. Plus the extra large stockpile shows a serious support for reserve food to calm political headwinds. But still want to start on the strat stockpiles so we can stick to 1 free die in agri a quarter and have the flex to address issues elsewhere.I think this should focus our effort on a shorter project list. ELFS is a big enough step in its own right that taking it along with granary construction seems iffy, especially when our +Food surplus could contract quickly. ELFS puts us so much farther towards the target that any reasonable amount of political pressure should be manageable just from that effect alone, after all.
ASAT is a plan goal as well, though OSRCT gets more die. This way we can drop a die a turn on ASAT after this to finish it without overkill. OSRCT should get another 3-4 dice next turn depending on rolls with a chance to finish it Q2 and at worst drop 1 die on it Q3. By getting more goals out of the way up front the more we can free up free dice for use elsewhere (orbital seems the most likely to make sure enterprise finishes though 1 or 2 in agri for a few quarters should put us ahead there- which depends on how much more efficient freeze dried makes us and how kind or unkind the dice are)I would very strongly recommend focusing dice onto OSRCT more heavily. Not that ASAT doesn't matter, but more OSRCT dice won't go to waste, and it is by far the larger of the two projects, and thus the one we most pressingly need to get cleared out of the way in a hurry.
[X] Expand Official Backchannels
Seems like the best option to me since it reduces the strain on InOps by allowing people to go through legitimate channels, meaning that they have more time to focus on the actual NOD infiltrators and other malicious actors. Granted, this might just bite us in the ass. As the saying goes, "give them an inch and they'll take a mile". So we have to make it very clear in the following turns (if this does win) that in no uncertain terms that this is only being entertained due to the extraordinary circumstances with current NOD actions against GDI