I agree. If we stopped getting more immigration but also stopped building more housing, then while we have the Burequ of Arcologies to help, it only gives us +4 HQ Housing per year. If we had about~30-ish pop in LQ Housing, then that'd be far too many people stuck in said LQ housing for many years. That's more than long enough to harm integration, for people to grow to resent being stuck in second-class housing, and for others to see those stuck in bunker housing as secon-class citizens.

If we had only about ~12-ish pop in LQ Housing, that still wouldn't be great, but it's small enough that in 3 years the Bureau of Arcologies would handle it, and people would know that they're all going to get HQ Housing soon enough.

Unfortunately, last we saw immigration is still continuing at full force. A good problem to have, but not one we should wait on.
 
Budget: 279, income: 125 Capital per turn
Industrial Capacity: 230 IP
Pathfinder Time: 90 Days
Astronaut Teams: 2 (+5 per Plan)
Astrotech Teams: 5 (+1 per turn, +5 per year)

[x] Plan More Isolinear Chips and Enterprise Industry

-[x] Earthside Facilities (Unlimited Dice) 75C 0IP
-[x]Isolinear Computing Center(Updated)
--(Phase 1)(25 Capital per Die 0/200) 3 dice (75 C)

-[X] Earth-Orbit Facilities: 5 C 80 IP:
--[X]Gagarin Station (Stage 4)(Updated) (2/10 Gagarin Station Parts; 5C and 10 IP per Part)(+5 to all rolls, +1 Research Die)(-3 Astrotech Teams)(For one station part per turn, the IP cost is waived) 1 Part 5 C
--[X] Enterprise Orbital Assembler (Phase 3 of 4)(Updated) 0/80 80 IP

-[X] Lunar Facilities (4 Dice available) 60 C + 60 IP:
--[X] Craterscope Structure (Phase 1) 15/30 +15 Parts 60 C 60 IP
---[X] Craterscope Structure (Phase 2) 0/400 4 Dice

-[X] Assembly 105 IP
--[X] Craterscope Imaging Sensor 46/120 IP 53 IP

-[X] Development (6 Dice) +30 83 C + 17 IP
--[X] G-Drive Improvement Program 198/400 (15C/Die +10IP) Max 1 Die per Turn 15 C 10 IP
--[X] Ore Electrolysis Smelter Development 164/200 (2C/Die+4IP/DIe) 1 Die = 2 C 4 IP
--[X] Atmospheric Containment Shimmer Optimization 147/400 (1C/Die) 3 Dice = 3 C
--[X] Tick Tank Dig Experiments 137/150 (3C/Die+4IP/Die) 1 Die = 3 C 4 IP
--[X] Craterscope Asteroid Belt Detector 184/200 (10C/Die+1IP/Die)(Optional) 1 Die = 20 C + 1 IP
--[X]Craterscope Tiberium Detector 55/125 (10C/Die+1IP/Die)(Optional) 1 Die = 20 C + 1 IP
--[X]Craterscope Moon Detector 110/125 (10C/Die+1IP/Die)(Optional) 1 Die = 20 C + 1 IP

-[X] Space Command Mission Planning (4 Dice) +5
--[X] Mission: Surface Exploration (Charon) (Requires one Die) 1 Die
--[X] Mission: Surface Exploration (Pluto) (Requires one Die) 1 Die
--[X] Mission: Surface Exploration (Uranus) (Requires one Die) 1 Die
--[X] Mission: Surface Exploration (Titan) (Requires one Die) 1 Die

-[X] Missions 20 IP
--[X]Mars (13 Pathfinder days)
---[X] 2 X Mars particle collection mission 3/6 max attempts DC65 can be repeated, DC lowered by 5 per attempt) 40 Pathfinder Days
--[X] Other
---[X] Pathfinder Drive Testing (NEW) 20 IP 40 Pathfinder Days +1 Die to G-Drive Improvement Program

C: 223; IP:230

So, I wanted to try my hand at a SCED plan, and this is it.
I basically agree with Dmol's development choices and am ok with the Missions part, I think, though, that more aggressive expansion of Earth near infrastructure might be a better idea than going more after Luna, so I am investing heavily in new Enterprise facility and isolinear forge.

Edit:
I probably have made some mistakes here, so please point them out.
 
Last edited:
we really need to do the department of refits to get all of these done , as each one of those will likely involve close to a dozen factories being refit

so here is the idea to get these done by the end of the next plan , first we do the same thing we do at the start of each plan and get the larder filled through deep red ops , then at the end of the first year we carry our the relevant development projects posted above and set up the bureau of refits

the bureau of refits does 30 point of progress a turn on ALL REFIT PROJECTS , this means we get 120 points of progress a year on every single factory of the above , assuming it takes 200 to 300 points per factory refit we get all of these done in a single plan for the cost of a single dice and 30 rpt
That is broadly in line with my hopes.

The good news is that we can do the development of the refitted and improved vehicles early on because those tend to be cheap projects.

At this point, the only thing I'm waiting for is Buckler Shields, because for the Mastodon that's just too good to pass up. However, I do want to get 2062Q1 out of the way, because we have a 5 R/die Military project that's too good to pass up, and getting at least the first phase of Railgun Munitions is going to be a super-high priority (I'm betting on us having a Plan commitment there). But yes, broadly speaking, my hope is to do several development projects (GD-3, Guardian II, Mastodon refit once we have buckler shields, potentially something else), and then push the "Bureau of Refits" button when we have the money to throw at it, in hopes of letting those projects tick over in the background, maybe helping them along with a die or two if we need to and can afford it.

You are not going to get Apartments beyond phase 10. Mostly because I am out of good ideas for making "you built more apartments" interesting.
Ah.

May I ask, then, because this is a thing that the Treasury people planning housing would probably know about in-character...

...Is there "on the horizon" any other low-cost Housing option, not necessarily as low-cost as the apartments but sort of in that general range? Or are we going to be pretty much restricted to building either arcologies or fortress towns if we want more Housing indicator?

Because for planning purposes that's pretty significant, and going into reapportionment we'll probably want to think about that, especially in terms of "how many Infrastructure dice do we need for this or that?"
 
...Is there "on the horizon" any other low-cost Housing option, not necessarily as low-cost as the apartments but sort of in that general range? Or are we going to be pretty much restricted to building either arcologies or fortress towns if we want more Housing indicator?
There are going to be other low cost housing projects, but there are going to be complications. And the fortress towns are winding down as well.
 
Okay. Just to be clear, is this something you know that Ithillid has spoken on, or are you reading between the lines?

Also, unless the refugee wave dries up Real Soon and no new wave happens afterwards, then if apartments go and no low-cost housing option replaces it, we're borderline railroaded into running out of Housing no matter what. Trying to slam out an entire phase of arcologies every turn to keep up that way borders on impossibility. Not completely out of the question, but close.

I'm not saying that's inconceivable, but my gut says there's going to be another "acceptable low-cost housing" solution of some kind, either a continuation of apartments or something else.
Your gut can lie to you. And we have word of QM now so I don't need to entertain this further. Time to figure out arcology production for your housing needs, or at least, refitting old bad housing into newer types that use what we learn from communal and green infrastrucure studies.

The ZOCOM factories from the '50s might skew that way. The new factories we're building are designed for maximum volume of production, not bespoke advanced production, because they're designed for Ground Force and Ground Force is not a bespoke-scale organization.

Furthermore, we're going to be building new power armor factories throughout this Plan; pressure is high and we're likely to wind up agreeing to build like twelve of the things total (counting the two that are already done). Worst case, we end up with a situation where the first X factories are dedicated to producing boring old power armor, and the next 12-X have expanded "new hotness" power armor production facilities to compensate. Because we know Ground Force is going to be using the boring old suits alongside the new hotness; both will still be in demand.

I think it'll be fine.

Again, I'm not asking you to go get word from the QM here, but... have you heard something I haven't? Again, the way you confidently rattle off "the first factories slew heavily..." suggests you know something I don't. Which is fine, but I wish people would tell me.

Well to start, Simon, we've been told that the Zone Defender refits would remove a whole factory from the last phase of the Zone Armor Rollout. And it removed 30 progress out of 1110 for this phase of zone armor rollouts. That's about 1/6th of a factory, in terms of rebate, not a whole factory. So if the last phase is equal in number of factories to the first, and it only makes Zone Defenders, then we're looking at 1/6th of our production at most being Zone Defenders. If the final phase produces other kinds of suits as well, then we're looking at even less of our production right now being Zone Defenders. Which means 'everything else' is the lion's share.

My reading on the situation is that Zone Defenders are a strong minority of the suits produced in our current tranche of factories-because look. Zone Defenders can't jump. That breaks unit cohesion. You can't have a ZA squad with 4 guardians, 1 captain, 1 marauder and 1 each Trooper and Raider. Four of those have jump jets, and four don't. Or, 5 don't? I don't recall what the Zone Marauder gives up to carry around like 100 rounds of micro-RPG ammo and anti-tank missiles. Meanwhile, we're talking about equipping our elite, speartip formations here. Guys who are already highly trained experts, guys who are not exactly 'dumb grunts'. A high proportion of snipers, grenadiers and other elite infantry converting over to do their roles in Zone Armor. But even their riflemen, the backbone of their units, could just as easily be replaced by Zone Raiders (anti-everything grenades) or Zone Troopers once we rollout the fragmenting anti-infantry ammo for their railguns. Because speartip units want to be on the bounce, and that jump-jet capability needs to be either uniform across the unit or not at all.

Now, ZOCOM in the 50s replaced every single grunt carrying a rifle in a Hazmat suit with Zone Equipped forces. I think that would naturally skew production quite a bit heavier on the Defenders than the others, many of which were already in production or were relatively specialized-only officers and snipers need the Zone Captain, Marauders are dedicated fire-support suits. Every single Zocom rifleman probably traded in their GD-2 for a suit of Zone Defender and a machine gun. So I think the factories from the 50s skewed much heavier towards the Defenders than our currents set.
 
There are going to be other low cost housing projects, but there are going to be complications.
Complications were expected. I don't mean to hassle you, and if you don't want to answer that's fine, but...

Would you consider the current high Logistics cost of apartment phases to be an example of a "complication," or when you say "complication," do you mean something significantly worse and trickier to deal with?

And the fortress towns are winding down as well.
Not entirely unexpected. Winding down with the current sixth phase, or will there be a seventh to finish nailing down the post-Steel Vanguard frontiers? Again, "wait and see" is an acceptable answer, but I hope you can understand my curiosity.

...
...

[blather follows]

So, if I may butt in on your discussion @Hazard and @Simon_Jester , but before I go into work I think I can take a moment to throw in my two cents about the role and impacts of new military design and technology.

Technology for technology's sake doesn't really... do a whole lot, but militaries seldom do tech for tech's sake. A lot is merely iterative, making something better at what it already does. Others provide entirely new capabilities that merit changes, large or small, to doctrine. Some tech and designs provide a gross advantage over its predecessors such that a response is crucial. And some remake the face of war entirely because existing doctrine or weapons are wholly incapable of contending with it at humanly plausible scale.

Gunpowder. Radar and radar-guided munitions. The Dreadnought. (I just really like lazerpig okay) ...Zone Armor.
You're right.

Zone armor is the priority of every branch because it is utterly transformative, deployed fully it merits rethinking most of our doctrine. Yes, most, because part of zone armor is its ability to command and control drones, and we're on the cusp of that too. It'd have its impacts on everything else even before then just from sensor fusion and the like, but in our case it's a keystone to doctrinal shifts that will make the next tiberium war nearly unrecognizeable from the regency war we just fought.

Command and Conquer, as an RTS concerned with game balance, largely does not simulate this, and can't be pointed to to rule things out by "what happened". But Ithillid is a historian. He knows how this stuff goes, and can be trusted not to let the conceits of the source material get in the way when a spot of realism would enhance the game.
I broadly agree. I do want to develop the Lancer some time in the near future, by the way. By "near" I mean, oh, 3-4 turns, tops.

But I don't want to prioritize it over just bulk production capacity of Zone Armor in general. Not least because I don't think Ground Force will be able to start figuring the doctrinal revolution out until they actually have physically enough Zone Armor to do division-scale operations and exercises with it.

Historically, the closest analogy I can think of is the invention of the tank. The tank revolutionized warfare, but the countries that were best equipped to figure out how it would revolutionize warfare were the ones that actually funded significant-scale units equipped with it. Because once you had an armored division on your order of battle somewhere, you could stop theorycrafting and actually take the tanks out on the road to figure out how things worked in practice. Even peacetime exercises with a force like that are important, and if your nation was involved in any "small wars," it really helped if you could take a proper mechanized force and fight with it under the intended and anticipated conditions of future wars.

We're going to be figuring out how to use power armor for Ground Force on a large scale, and that means we need large scale production as a key step on the road to figuring out the doctrinal revolution. ZOCOM cannot, in and of itself, help us here. First, because ZOCOM is scattered so widely that I doubt they ever fight with more than a regiment or two in any one place, except maybe during the Tib War III assaults on the threshold towers. Second, because ZOCOM fights under conditions very different from those of Ground Forces' normal warfare, to the point where their doctrine is almost certainly not the doctrine Ground Force needs to develop.

...

The thing is, if you're looking at the development of the tank, it hardly matters whether your first generation tank production models were ideal. What matters is to get into mass production and start accruing combat experience so you can figure out what you need and iterate on the design. Otherwise you just get increasingly impractical prototypes being tinkered with by people who aren't engaging fully with the problem of "so what if we need ten thousand of these" or "will this actually hold up in the intended use case?" The prototypes may work, or they may work in the highly specialized use cases that reflect their prior and ongoing use, but at some point you need to just say "ah fuckit" and have actual production capacity.

Hence my desire, for now, in the present moment, to focus on just building some more factories so we have the basic bulk capacity to even approach a workable doctrine for mass, division-scale Ground Force Zone Armor deployments. We can refine the details once we have a few more of the factories built.

Edit:
As regards conventional military doctrine and Zone Lancers, Zone Armor being rolled out en masse is a transformative event for infantry doctrine, and having the Lancer variant ready for the reworking of doctrine seems like a good idea. Too busy to try to say more now.
You're absolutely right. However, the reworking of the doctrine is likely to be a years-long process, much as the process of figuring out how the tank fits into modern mechanized warfare was a years-long process.

And because no one's perfect, there are likely to be some false starts (e.g. the British insistence on splitting up tanks as "infantry" and "cruiser" models, or the US Army's tendency to cling to horse cavalry well past the point when they should have been beelining for armored cars and mechanized cavalry).

All in all, I think right now just increasing bulk production is important, and more important than adding more bells and whistles and variants. I expect that feeling of mine to change soon, after we have 2-3-4 more factories under our belts. I think that will be very much in time for the addition of the Lancer to contribute and play a role in the ongoing evolution of Ground Force doctrine to accommodate powered armor.

Communal housing is our potential apartment replacement for the niche of low cost but acceptable quality housing. Especially with apartments capping out at 10 phases, we need to put 2 dice into communal housing experiments next turn so that the infusion of new housing stock isn't interrupted any more than it has to be.
The good news is, I was already planning to do that, though I'd wavered a bit on whether or how to fit Green Architecture into the scheme of things.

We can get away with creating Yellow Zoner ghettos for a few months if we really must, but keeping YZ refugee populations stashed away in their own little enclaves in the "bad" parts of town for multiple turns is edging way too close to a temporary solution becoming permanent.
Well, we're not going to just stop trying to build more Housing. The main thing is that we need to make very, very sure during reallocation that we don't accidentally commit ourselves to spending all our Free dice in (say) Heavy Industry and Orbital. Because we may find ourselves needing a boatload of Free dice in Infrastructure if we're stuck trying to slam out arcology phases.

Putting the marginalized newcomers in their own enclaves in the shitty part of town will reinforce negative social stereotypes and make integration that much harder for everybody. The YZ and BZ populations need to be forced to interact and get used to living with each other, which we make an effort to do when filling up new housing. But we're not going to go around evicting Blue Zoners from their already-assigned apartments to make room for new YZ refugees at an optimal anti-racist population mix, that would be a step too far for even Seo and would definitely get the Blue Zoners rioting in the streets. So the only way we can get properly balanced communities is new construction that we can control the flow of fresh tenants to. Yellow Zoners passing through de facto ghettos in commieblocks or fortress towns for a turn or two while we frantically build enough new communities to get a good mixture is ok, but letting them sit for years is definitely not.
Well, I certainly intend to keep building new Housing to keep this from becoming a lasting problem.

With that said, GDI's "negative rent" system is actually a very clever way to help handle this, in my opinion. Blue Zoners who don't mind living in cramped housing can effectively collect a subsidy for living in these same neighborhoods and developments alongside Yellow Zoners, rather than being forced against their will to live there because they are poor. Since the problem isn't actually that the housing areas in question are crime-riddled hellholes, it favors mixing.

There is also the fact that, helpfully, people don't move immediately. Even if a slightly larger apartment is available or something, population flows take time. Thus, not all the Blue Zoners who live in low quality housing would have moved out immediately and turned those buildings into ghost towns. Some of the commieblock residents would have stayed there as Yellow Zoners (usually usually from the adjacent zone) moved in, for instance.

[gotta go, errands, more replies later]
 
anyway, I like to encourage SCEDPlans so [x]Plan More Isolinear Chips and Enterprise Industry
*cough* Votes aren't counted unless the line begins with the [ ] thingies.
-[X] Missions 20 IP
--[X]Mars (13 Pathfinder days)

---[X] 2 X Mars particle collection mission 3/6 max attempts DC65 can be repeated, DC lowered by 5 per attempt) 40 Pathfinder Days
--[X] Other 20 IP
---[X] Pathfinder Drive Testing (NEW) 20 IP 40 Pathfinder Days +1 Die to G-Drive Improvement Program
-[X] Missions 20 IP
--[X]Mars (13 Pathfinder days)

---[X] 2 X Mars particle collection mission 3/6 max attempts DC65 can be repeated, DC lowered by 5 per attempt) 40 Pathfinder Days
--[X] Other
---[X] Pathfinder Drive Testing (NEW) 20 IP 40 Pathfinder Days +1 Die to G-Drive Improvement Program
Alright, hang up a sec. 13 + 40 + 40 is 93/90 Pathfinder Days. It doesn't quite fit. And as Bot said earlier, no, we can't scan the surface of Uranus. Despite the name, it's a ball of gas, not a solid body planet.

I'd make a plan myself, but I'm not on my computer presently.
 
The way I see it, our amphibious landing capability is a lot like our "naval escort" capability was before we commissioned the Sharks. Namely, reliant on ships that are either obsolescent, unmanageably few in number, or not designed for the specific mission parameters needed. In any of the three cases, we would find our amphibious capability unsuitable for what one might call "serious" operations, much as our convoy escort situation was unsuitable for Nod attempting a serious naval war against us.
Last I saw on Word of QM, IIRC, we have no dedicated amphib designs (other than the hovercraft) in service. All of our amphib related platforms are converted barges/merchantmen. This dates back at least to Chicago and YZ 5a, and officially at least, back to TW3 and earlier. Victory would probably phase out things like bombardment barges, while the Island would start clearing out the rest of the conversions.
 
[X] Plan Driven by G

I would like to do the "Lunar Imaging Seismic Array" sooner in preparation for large scale lunar colonization, but this is good. Subterranean caverns are easy places for us to reinforce and pressurize for habitation, with the added benefit of natural protection from radiation.

I hope the dice gods make green housing roll high and communcal roll low because it would be funny
I hope both roll high, as both give advantages that we could use, but if I had to choose I would hope for green housing over communal.
 
*cough* Votes aren't counted unless the line begins with the [ ] thingies.


Alright, hang up a sec. 13 + 40 + 40 is 93/90 Pathfinder Days. It doesn't quite fit. And as Bot said earlier, no, we can't scan the surface of Uranus. Despite the name, it's a ball of gas, not a solid body planet.

I'd make a plan myself, but I'm not on my computer presently.

Both things are actually straight up copied from Dmol's plan.

Edit:
Since I did not yet feel comfortable making mission plans myself.
 
Last edited:
Alright, hang up a sec. 13 + 40 + 40 is 93/90 Pathfinder Days. It doesn't quite fit. And as Bot said earlier, no, we can't scan the surface of Uranus. Despite the name, it's a ball of gas, not a solid body planet.

I'd make a plan myself, but I'm not on my computer presently.

Why would we add 13 days on top of the 20 it takes to do the mission as is? Also Uranus has 27 moons we can scan the surface of.

Both things are actually straight up copied from Dmol's plan.

I'm flattered.
 
Vice Admiral Cim Turry "But Sir, Uranus is a Gas giant, how will we explore the surface."

Carter "Very carefully."

Last I checked planning the surface exploration of a planet includes it's moons. Now you are the person who made SCED quest so if I am wrong by all means tell me Edit: and I will change the mission to one of Uranus' moons instead.
 
Why would we add 13 days on top of the 20 it takes to do the mission as is? Also Uranus has 27 moons we can scan the surface of.
Because it takes 13 days travel time, round trip, on top of the 20 days necessary to perform the mission.
And for the locations:
"[]Mission: Orbital Scan (Write-in) (for example: Neptune, Saturn or Uranus) (Requires one Die)(Gas Giants have the main planet, each major moon, and rings+minor moons as locations)"
So you would have to do an Orbital Scan of the moons, and then surface scans. They are different locations.
 
Because it takes 13 days travel time, round trip, on top of the 20 days necessary to perform the mission.
That would make sense. If the travel time were baked into the duration of the Mars missions, then trying to perform multiple Mars missions in the same quarter would end up "charging you twice" for the time it takes to get there and back.

Your gut can lie to you. And we have word of QM now so I don't need to entertain this further.
You don't.

And, yeah, my intuitions about how things work can be hit-or-miss.

I was right about the Integrated Cargo System being important (reading back, man, I just did not shut up about that back in November, but it was kind of a relief to have the +18 Logistics offsetting the -17 Logistics we got hit with when Steel Vanguard blew up). I didn't dare to hope I'd be this right about the consequences of building Ground Force Zone Armor in 2061Q3-Q4, but things look to be panning out.

I was wrong about Karachi being remotely tenable, even as a hopeful-maybe. I was wrong about Ithillid being willing to let us keep building apartments.

Well to start, Simon, we've been told that the Zone Defender refits would remove a whole factory from the last phase of the Zone Armor Rollout. And it removed 30 progress out of 1110 for this phase of zone armor rollouts. That's about 1/6th of a factory, in terms of rebate, not a whole factory. So if the last phase is equal in number of factories to the first, and it only makes Zone Defenders, then we're looking at 1/6th of our production at most being Zone Defenders. If the final phase produces other kinds of suits as well, then we're looking at even less of our production right now being Zone Defenders. Which means 'everything else' is the lion's share.

My reading on the situation is that Zone Defenders are a strong minority of the suits produced in our current tranche of factories-because look. Zone Defenders can't jump. That breaks unit cohesion...
Hm. Let me see if I understand you. Your thesis here sounds like:

"Because Ground Force will be preferentially equipping elite formations, they will need a lot of the jump-jet capable suit types, and not a lot of Defenders. Whereas ZOCOM must have needed a lot of Defenders to equip its own grunts, and so its Wave One (old 75-point) factories (proportionately speaking) probably produce proportionately more Defenders than would the Wave Two (new ~200-point) factories do."

Do I have that right?

And if I do, could you expand on how that connects back to the conclusion that we need the Lancer developed very quickly, in the next quarter or two? Or does it thus connect back?

Last I saw on Word of QM, IIRC, we have no dedicated amphib designs (other than the hovercraft) in service. All of our amphib related platforms are converted barges/merchantmen.
Ahh, a pity. I was hoping we at least had something like the old real-world US Navy/Marine amphibious warfare ships. But yeah, that illustrates what I'm getting at: converted merchantman amphibious warfare platforms can't be particularly good for that role, any more than converted merchantman VTOL carriers are particularly good escort carriers. Their chief virtues are that they are cheap and big. Past that... not many more.

I would like to do the "Lunar Imaging Seismic Array" sooner in preparation for large scale lunar colonization, but this is good. Subterranean caverns are easy places for us to reinforce and pressurize for habitation, with the added benefit of natural protection from radiation.
We're probably not going to start major lunar colonies such as would benefit from the caverns until... I'd guess 2065-66 or so, at the earliest. We need Columbia and Shala, and probably a preliminary "Armstrong Base" project or something to found a sizeable lunar community.
 
Hmm. The mechanics of SCEDquest still confuse me a bit (I blame lack of past effort), so I'm just trying to work out plan differences to help me understand them.

@Dmol8 , @tenchifew , my understanding is that it's impossible to fit two Mars particle collection missions (40 days), a round trip to Mars (13 days), and drive testing (40 days) into the quarter. I gather you've already learned this. If it was me, I'd sacrifice the second particle collection mission, but I trust you both to have good ideas about whatever arrangement you come up to.

Mission planning sections are identical. Development sections are identical and I share your priorities there, narratively speaking.

Lunar Facilities is identical between your plans. Though if I understood her correctly, I think Derpmind raised some questions about whether it's mechanicaly possible to do both phases or whether we can't start Phase 2 in a turn where we're still working on Phase 1. I may be confused.

The Assembly section... Tenchifew has less IP for Craterscope work, because he's instead spending rather more on Enterprise Orbital Assembler.

I think Dmol's plan leaves us with a little more money (C, right?) in hand, because the isolinear facilities Tenchifew works on cost money.

Do I have all that right?

...

By the way, @sunrise ,


Relevant references for discussing purely electrical smelting, if you are so inclined.

Unfortunately, induction furnaces are not suitable for refining raw oxides into pure metal, as I understand it. On the other hand, my research on the subject is extremely cursory and I know little of metallurgy.
 
Phase one needs to be completed before the second phase 2 can be begun this can be done in the same turn so this is allowed:
--[] Craterscope Structure (Phase 1) 15/30 +15 Parts 60 C 60 IP
--[] Craterscope Structure (Phase 2) 0/400 4 Dice
But only if all 15 parts are supplied this turn

How I originally intended it, yes. It takes 5 days to get to Mars, then X the days you need for the mission there, 5 to get back and then 3 days to perform maintenance, for a total of (5+5+3=13)+X required days.
BOTcommander is right about the math.
 
Back
Top