[X] Plan Tanks for Nothing
[X] Plan A Tank Load of Military Development
[X] Plan Bring Me The Tanks
[X] Plan Stay on Targets
[X] Plan A Tank Load of Military Development Alt Focus on getting STU for Portal
[X] Plan Twenty Minutes to the Future
 
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I'm half dead this morning, but anyway...

Lots of new +Labor projects. But how critical are they right now?
Is there a benefit to having excessive free labor? I could see that maybe we are stifling free enterprise if we don't, but a lot of this is manual labor. I was under the impression that the free market issue was that the GDI employed all the people who could be running their own businesses.
Taking away too many simple jobs at once could cause a surge in unemployment. Perhaps staggering the roll outs would be prudent?

It's hardening against an aging population, and there's a lot less manual labour than you think.

We did a project earlier in the quest, for example, that was all about turning as many phyiscal labour jobs in the construction sector over to drones as we could. GDI is quite simply getting to the point that we can literally start automating away all physical labour, and a good chunk of the mental drudgery as well. If we could, we'd hand over many of the combat duties over to drones, but GDI hasn't solved that yet.
 
It's hardening against an aging population, and there's a lot less manual labour than you think.
Sorry, manual labor was the wrong term. That should have been unskilled labor. Not that I like logistics being described as something that doesn't need skill.

Just the two infrastructure projects double our unemployment. Sure we need them soon. But we don't need them both immediately. This is a disruptive technology in the economic sense. Fast transitions make a mess.
 
I present a plan focused on our goals and finishing partially complete non-goal items. Turns out it is cheap to stay focused.

[] Plan Stay on Targets
-[] Infrastructure (5 die, +27, 55R)
--[] Rail Network Construction Campaigns (Phase 6) 221/245 1 die 15R 100%
--[] TransAmerican Railroad 68/120 1 die 10R 99%
--[] Postwar Housing Refits (Phase 2+3) 33/300 3 dice 30R 31%
-[] Heavy Industry (5 die (+34) + 1 Erehwon + 1 Admin Assist + 1 Free Dice, 150R)
--[] North Boston Chip Fabricator (Phase 5) 1265/1805 5 + 1E dice, 90R
--[] Aberdeen Isolinear Fabricator (Phase 1) 0/90 1 Admin Assistance die + 1 Free Dice 60R
-[] Light and Chemical Industry 4 dice (+29) + 1 Admin Assistance + 1 Free Dice, 120 R
--[] Bergen Superconductor Foundry (Phase 5) 425/1140 1 Admin + 1 Free, 60 R
--[] Adaptive Cloth Factories 0/300 2 dice 30R
--[] Civilian Drone Systems (New) 0/150 2 dice 80% 30 R
-[]Agriculture 6 dice +29 50R
--[] Reforestation Campaign Preparations (Phase 2) 447/790 4 dice 20R 43%
--[] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 57%
-[] Tiberium 7 dice + 2 Free Dice +39 290R
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 168/380 2 dice + 1 Free dice 90R
--[] Xenotech Tiberium Processing Plants (Stage 2) 16/300 3 dice + 1 Free Dice 160R
--[] Enhanced Harvest Tiberium Spikes Phase 2 (Updated) 78/180 2 dice 40R 100%
-[]Orbital 7 dice +34 170R
--[] Assembler Bay 0/255 2 dice 40R 2%
--[] Lunar Homesteading (Phase 2) 5/250 3 dice 90R 76%
--[] Species Restoration Bay (Stage 2) 32/255 2 dice 40R 18%
-[] Services 4 dice +35 120R
--[] Fifth Generation Electronic Video Assistants 152/200 1 die 40R 100%
--[] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 53%
--[] Autodoc Systems Deployment 0/280 1 dice 30R
-[]Military 6 dice (+31) + 2 Free dice 155 R
--[] Ground Forces Zone Armor (Set 2) (Phase 1) 16/285 2 dice 40R
--[] Governor-A Deployment (Refits) 96/350 3 dice 60R 58%
--[] Next-Generation Armored Vehicles 0/160 1 dice 30 R
--[] Stealth Disruptor Deployment 0/160 1 Free dice 15R
--[] Fast Twitch Myomers Development (Tech) 0/60 1 Free die
-Bureaucracy (4 die)
--[] Administrative Assistance 4 die (Aberdeen + Bergen)

Cost = 1060R
 
Sorry, manual labor was the wrong term. That should have been unskilled labor. Not that I like logistics being described as something that doesn't need skill.

Just the two infrastructure projects double our unemployment. Sure we need them soon. But we don't need them both immediately. This is a disruptive technology in the economic sense. Fast transitions make a mess.

They don't double our unemployment. We only see indicators, and the indicators hide a massive pit of already tied down resources beneath them. The 'Labour' indicator is not a direct measurement of unemployment, it's an abstraction of how many generic 'work hours' we have slack, or are lacking people willing and/or able to work. Some of that is unemployment, but it's been noted in the updates that GDI is actually facing a very tight and ever tightening labour supply while the demand for labour grows, especially as our population ages more and more, which means a greater share of our labour hours are being put towards caring for the elderly and cannot be used for something else.

As a side note, by the time we started getting actual numbers for Labour supply rather than a description of 'practically unlimited', we had well over 100 units of labour available.
 
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[X] Plan A Tank Load of Military Development Alt Focus on getting STU for Portal
-[X]Infrastructure 5/5 Free Dice: 0/6 Admin Dice: 1/2 AI Dice: 0/1 85R
--[X] Blue Zone Arcologies (Stage 5) 150/450 1 dice 15R 0%
--[X] Rail Network Construction Campaigns (Phase 6) 221/245 1 admin die 15R 99%
--[X] TransAmerican Railroad 68/120 1 die 10R 99%
--[X] Drone Logistical Integration 0/240 3 dice 45R 60%
-[X]Heavy Industry 5/5 Free Dice: 2/6 Admin Dice: 1/2 AI Dice: 0/1 105R
--[X] North Boston Chip Fabricator (Phase 5) 1264/1805 7 dice 105R 90%
-[X]Light and Chemical Industry 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 90R
--[X] Bergen Superconductor Foundry (Phase 5) 425/1140 2 dice 60R 0%
--[X] Civilian Drone Systems 0/150 2 dice 30R 80%
-[X]Agriculture 6/6 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 60R
--[X] Reforestation Campaign Preparations (Phase 2) 447/790 3 dice 15R 0%
--[X] Spider Cotton Plantations (Phase 2) 136/160 1 die 15R 100%
--[X] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 57%
-[X]Tiberium 7/7 Free Dice: 1/6 Admin Dice: 0/2 AI Dice: 1/1 300R
--[X] Deep Red Zone Tiberium Glacier Mining (Stage 4) 168/190 1 die 30R 100%
--[X] Xenotech Tiberium Processing Plants (Stage 2) 16/300 4 die 160R 99%
--[X] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 1 dice 20R 24%
--[X] Forgotten Experimentation (Tech) 0/260 2 dice + Erewhon 90R 3+%
-[X]Orbital 7/7 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 180R
--[X] GDSS Columbia Bays
---[X] High Density Housing 255/295 1 die 20R 100%
---[X] Assembler Bay 0/255 2 dice 40R %
--[X] Lunar Homesteading (Phase 2) 5/250 4 dice 120R 100%
-[X]Services 4/4 Free Dice: 1/6 Admin Dice: 0/2 AI Dice: 0/1 150R
--[X] Autodoc Systems Deployment 0/280 1 dice 30R 0%
--[X] Transhuman Technology Deployment 0/300 4 dice 120R 93%
-[X]Military 6/6 Free Dice: 2/6 Admin Dice: 1/2 AI Dice: 0/1 160R
--[X] Tib Core Missile Seeker Analysis (Tech) 0/60 1 die 5R 99%
--[X] Military Particle Beam Development (Tech) 0/100 1 die 20R 55%
--[X] NovaHawk Development (High Priority) (Platform) 0/40 1 die 15R 100%
--[X] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 1 die 15R 99%
--[X] Next Generation Armored Vehicles (Platform) (Merged) 0/160 1 die 30R 0%
--[X] Ground Forces Zone Armor (Set 2) (Phase 1) 16/285 2 dice + 1 admin die 60R 14%
--[X] Phased Plasma Weapons Development (Tech) 0/80 1 die 15R 85%
-[X]Bureaucracy 4/4 Free Dice: 0/6 AI Dice: 0/1 0R
--[X] Administrative Assistance (Rail Network Construction Campaigns) 2 dice
--[X] Administrative Assistance (Ground Forces Zone Armor) 2 dice
-[X]Free Dice 6/6
--[X] 2 in Heavy Industry
--[X] 2 in Services
--[X] 2 in Military
-[X]Resources Income 1130/1215 Reserve 0/180 Bank 100
 
[X] Plan A Tank Load of Military Development

I have issues with this plan, but I mostly like what it's doing. That said, @F0lkL0re it'd make a lot more sense to swap the dice around on Auto Docs and Transhuman Technology Deployment. Karachi starts next turn, and we're going to need that Emergency Health boost then, while we have a lot of room in overall Health and Labor.
 
[X] Plan A Tank Load of Military Development

I have issues with this plan, but I mostly like what it's doing. That said, @F0lkL0re it'd make a lot more sense to swap the dice around on Auto Docs and Transhuman Technology Deployment. Karachi starts next turn, and we're going to need that Emergency Health boost then, while we have a lot of room in overall Health and Labor.
I agree. As much as I also want Transhuman Tech ASAP, I think the most important project in Services is the Auto Docs. We want to try and get those up and running before Karachi next turn, so they can help deal with the inevitable casualties.

(Saying that, I don't think I put enough dice on it in my plan. Fixing that now... Fixed.)
 
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I'm going to think long and hard about whether to post a plan this turn...

STU-enhanced portals, using STU-intensive hardware to stabilize the portals, allowing for greater size/duration over at least orbital range, it seems.

So, 2-foot diameter stargate, sorta.
About one foot eight inches.

That's pretty good. You could run a pipeline through that. It'd greatly simplify certain things. Though it may not be energy/cost-effective as a way to pump reaction mass up the gravity well.

IDK why everyone else is doing NovaHawk this turn, so. *shrug* It's in there. Anyways, I don't have the energy right now to try to whip an an explanation or argument, so for now, here's a plan with stuff in it. Better stuff than anyone else's stuff! :p
Apart from the general enthusiasm for the Novahawk in and of itself (kind of pointless to rush it in my opinion, since it's already too late to get it deployed in time for Karachi and I really, really doubt we'll see major air combat again for a long while after that)...

I think it's because it lends itself so readily to completion with AA dice. For people who are trying to put Free dice into Military and generally max out that category, throwing an AA die at a 40-point development project is an obvious move to make.

I'm half dead this morning, but anyway...

Lots of new +Labor projects. But how critical are they right now?
Is there a benefit to having excessive free labor? I could see that maybe we are stifling free enterprise if we don't, but a lot of this is manual labor. I was under the impression that the free market issue was that the GDI employed all the people who could be running their own businesses.
Taking away too many simple jobs at once could cause a surge in unemployment. Perhaps staggering the roll outs would be prudent?
It's hardening against an aging population, and there's a lot less manual labour than you think.
What I will say is that it's probably not wrong that we should stagger the rollouts.

Given the scale of the refugee movements and their impact on Labor numbers, each point of Labor does seem, loosely, to represent something like a million typical GDI citizens. There are exceptions where a project is very demanding on highly skilled specialists and counts as -Labor for that, but the general pattern is there.

If we completed projects that freed up +15 or +20 Labor in a single turn (not inconceivable) then that would actually cause a noticeable unemployment spike. The good news is that GDI's unemployment benefits are robust enough that this isn't nearly as big of a problem as it would be in the US. But I do think we should stagger the rollout somewhat. Because there's no real benefit to us in getting +20 Labor immediately as opposed to getting +5 now, +10 next turn, and +5 the turn after that. Either way we solve our immediate problem of going into the negatives and ease things up a bit.

Because it's a plan goal?
The tank and Novahawk techs are absolutely things we need to do. On the other hand, it may or may not be necessary to do them immediately, if we have other priorities like the Ground Force power armor factories to think of.
 
As much as I also want Transhuman Tech ASAP, I think the most important project in Services is the Auto Docs. We want to try and get those up and running before Karachi next turn, so they can help deal with the inevitable casualties.

(Saying that, I don't think I put enough dice on it in my plan. Fixing that now... Fixed.)
It's worth noting that the Transhuman tech absolutely does help with that - one of the premier uses of biosculpting is improved skin grafts, which are a big deal for treating burn victims.

More broadly, when the results post says:
Combined, the three projects likely represent the biggest downrating of medical procedures since the invention of anesthesia.
We should believe it. While the roll-outs happen to include elective procedures, the vast majority of them are not if the patient wishes to lead a normal life afterwards, and a significant number are high on the triage list. Correct me if I'm wrong, but excepting if and when strategic weapons break through, won't reconstructive surgeries and the procedures surrounding prosthetics will be one of the biggest sources of war strain on civilian hospitals anyways? It's the military installations up front that will be handling the bulk of what autodocs are good at, most casualties sent back to the cities will have been stabilized already and are being referred for longer-term care.

That +10 health is emphatically not for show. Transhuman Technology Deployment is easily argued to be the best way to harden our medical system against the surge of demand from Karachi this turn.
 
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It's worth noting that the Transhuman tech absolutely does help with that - one of the premier uses of biosculpting is improved skin grafts, which are a big deal for treating burn victims.

More broadly, when the results post says:

We should believe it. While the roll-outs happen to include elective procedures, the vast majority of them are not if the patient wishes to lead a normal life afterwards, and a significant number are high on the triage list.

That +10 health is emphatically not for show.
And I agree with you! That's why I have 4 Free dice in Services to work on both projects this turn.
 
i just want to let every one know that there is a limit on what we can do in a turn.
we can't get everything we all want, we need figure out what we need to be prioritized in the plans.
 
And I agree with you! That's why I have 4 Free dice in Services to work on both projects this turn.
...Looking at the text you've quoted it occurs to me that the draft of the post I let go live wasn't explicit that I was arguing that the transhuman tech roll-out deserved a higher priority than autodocs, lol. That's on me.

I double-checked your plan, and while I do appreciate that you have 3 dice on TH, it's still only 23%. Not to be a broken record about it, but my understanding is that autodocs are mainly being deployed in major hospitals for now and that the majority of the surgery for stabilizing war casualties will not be in those major hospitals but rather in forward-based military hospitals. Given that context, I don't feel the qualitative advantage of autodocs specializing in trauma surgery overcomes the sheer volume of patient capacity that TH's deployment will free up for trauma surgery by conventional means.
 
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It's worth noting that the Transhuman tech absolutely does help with that - one of the premier uses of biosculpting is improved skin grafts, which are a big deal for treating burn victims.

More broadly, when the results post says:

We should believe it. While the roll-outs happen to include elective procedures, the vast majority of them are not if the patient wishes to lead a normal life afterwards, and a significant number are high on the triage list. Correct me if I'm wrong, but excepting if and when strategic weapons break through, won't reconstructive surgeries and the procedures surrounding prosthetics will be one of the biggest sources of war strain on civilian hospitals anyways? It's the military installations up front that will be handling the bulk of what autodocs are good at, most casualties sent back to the cities will have been stabilized already and are being referred for longer-term care.

That +10 health is emphatically not for show. Transhuman Technology Deployment is easily argued to be the best way to harden our medical system against the surge of demand from Karachi this turn.
Ok, you know what? You're right, and I'm not going far enough. I'm putting 4 dice on both projects. (With all the +Labor options we gained this turn, EVAs can wait till next turn. Plus Boston will probably improve EVAs.) With Karachi coming up, we should get all the +Health we can get.
-[X] Services (8/4 dice, +35) 240 Resources
--[X] Autodoc Systems Deployment 0/280 4 dice 120R 97%
--[X] Transhuman Technology Deployment (New) 0/300 4 dice 120R 93%
 
So, one of the leading plans...

Let's get voting!

[] Plan A Tank Load of Military Development
-[]Infrastructure 5/5 Free Dice: 0/6 Admin Dice: 1/2 AI Dice: 0/1 70R
--[] Blue Zone Arcologies (Stage 5) 150/450 1 dice 15R 0%
--[] Rail Network Construction Campaigns (Phase 6) 221/245 1 admin die 15R 99%
--[] TransAmerican Railroad 68/120 1 die 10R 99%
--[] Drone Logistical Integration 0/240 3 dice 45R 60%
Hmm. F0lkl0re, I think it might actually be better to prioritze Construction Drone Centralization rather than Drone Logistical Integration this turn. My reasoning is that for Karachi, we're going to be doing a huge amount of construction, well within missile range of Nod forces. This is a good time to be doing a lot of the actual construction with swarms of tele-operated drones controlled from a safe distance away, preferably in a bunker.

And that's the construction drone project.

The logistical drone project, while offering larger +Labor payouts up front, is going to have more effect on our ports and railyards. This is nice, but less immediately urgent given that we already have the ICS in place and have since 2058-59 or so. I'm heartily in favor of it, but I don't think it's our immediate priority.

-[]Heavy Industry 5/5 Free Dice: 2/6 Admin Dice: 1/2 AI Dice: 0/1 105R
--[] North Boston Chip Fabricator (Phase 5) 1265/1805 7 dice 105R 90%
Correct me if I'm wrong, but you're putting five Heavy Industry dice, two Free dice, and an AA die on this one project, right?

So that's... 7+AA dice... let's see, seven times thirty-four is 238... 16d50+238. Since the target number is 1805, factoring in the omake completion bonus, I think you're comfortably past the 90% probability of completion line. Up to 98.3%, I think, which means it's very, very likely that you're overkilling the project by one or more dice.

6+AA dice would give you 74.85% chance of completion, which I personally would find acceptable (3/4 chance of getting it, 1/4 chance of needing, realistically, one more die next turn).

Just plain 7 dice, moving the AA die to something else, would give a 90.3% chance.

So I'd like to at least suggest this possibility, because while we absolutely want North Boston completed, it's now very clear that we have more than enough Labor-saving options that aren't gated behind it, so it isn't a hair-on-fire crisis situation if the project finishes in 2064Q4 instead of 'Q3.

-[]Light and Chemical Industry 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 90R
--[] Bergen Superconductor Foundry (Phase 5) 425/1140 2 dice 60R 0%
--[] Civilian Drone Systems 0/150 2 dice 30R 80%
Respectable. Bergen isn't an urgent project, after all.

If it was me, I might put the AA die from North Boston here, because 1+AA dice would give the Civilian Drone Systems project a reasonable chance of completion while letting us focus the more valuable Light Industry die on Bergen or another project.

-[]Tiberium 7/7 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 200R
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 168/190 1 die 30R 100%
--[] Xenotech Tiberium Processing Plants (Stage 2) 16/300 1 die 40R 0%
--[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 2 dice 40R 100%
--[] Forgotten Experimentation (Tech) 0/260 3 dice 90R 87%
Hm. Interesting balance. I could get behind this.

-[]Orbital 7/7 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 1/1 210R
--[] GDSS Columbia Bays
---[] High Density Housing 255/295 1 die 20R 100%
---[] Assembler Bay 0/255 2 dice 40R %
--[] Lunar Homesteading (Phase 2) 5/250 4 dice + Erewhon 150R 99%
I like this, given that the assembly bay falls under "important but not urgent." I understand why people want to hurry up and finish the second species restoration bay, but I feel like a bit of a lag while we shift focus to something else might be for the best. Among other things, the scientists working up there will need time to get the hang of what they're doing, and giving them twice as much room to screw up in won't necessarily be a net benefit.

-[]Services 4/4 Free Dice: 2/6 Admin Dice: 0/2 AI Dice: 0/1 180R
--[] Autodoc Systems Deployment 0/280 2 dice 60R 0%
--[] Transhuman Technology Deployment 0/300 4 dice 120R 93%
Not gonna lie, I'd really like to shift Free dice here from something I think is less essential. Reducing North Boston to 6+AA dice, or skipping out on one or two of the military development projects, would make me happier, because it'd free up more dice for rollout of Autodoc Systems Deployment before Karachi. Alternatively... well, the Transhuman Technology Deployment project is great, but a three-die rollout (23% chance completion, near-certain completion in Q4) might actually be fine, and Services is a tightly dice-constrainted category right now.

-[]Military 6/6 Free Dice: 2/6 Admin Dice: 1/2 AI Dice: 0/1 160R
--[] Tib Core Missile Seeker Analysis (Tech) 0/60 1 die 5R 99%
--[] Military Particle Beam Development (Tech) 0/100 1 die 20R 55%
--[] NovaHawk Development (High Priority) (Platform) 0/40 1 die 15R 100%
--[] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 1 die 15R 99%
--[] Next Generation Armored Vehicles (Platform) (Merged) 0/160 1 die 30R 0%
--[] Ground Forces Zone Armor (Set 2) (Phase 1) 16/285 2 dice + 1 admin die 60R 14%
--[] Phased Plasma Weapons Development (Tech) 0/80 1 die 15R 85%
I respect what this is trying to do, but I think it overfocuses on development projects, including stuff that would not do any harm if it waited another turn or two, at the expense of a relatively light commitment to the zone armor project. We have six turns left on that, counting this one, and it needs fourteen dice or so. I'd rather not put things off any longer.
 
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i just want to let every one know that there is a limit on what we can do in a turn.
we can't get everything we all want, we need figure out what we need to be prioritized in the plans.
Literally everyone does that. I'm not sure what you're getting at or implying here.

Ok, you know what? You're right, and I'm not going far enough. I'm putting 4 dice on both projects. (With all the +Labor options we gained this turn, EVAs can wait till next turn. Plus Boston will probably improve EVAs.) With Karachi coming up, we should get all the +Health we can get.
Hmm, I like the moxie that goes into that. While as noted I'm not 100% fired up about the need to clear Transhuman Health this turn, I respect the argument that its general boosts to our medical care infrastructure are worth it.

(I really wish it was a phased project; it seems like exactly the kind of thing that logically would be)

Anyway, this is interesting. I need to look over your actual plan but I like the sound of what you've said just now.
 
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