It's rather sane if you want to replace the fusion rocket shipyards and are trying to do so before the decay in our orbital shuttle infrastructure becomes a serious problem.
It's -1 Fusion die per turn, when we have 13 currently. So it won't be "too late" even four turns from now. We have plenty of time, even if the Impulse Drive project takes two turns.
I think the Free dice would be better spent elsewhere, personally. If it was me, I'd dial back fusion to two dice, put a second HI die on Aberdeen (where AA dice are much less effective, averaging only 51 Progress instead of 85), and shift the Free dice to Orbital or somewhere else.
We just don't need THAT many fusion reactors this turn.
-[] Light and Chemical Industry 4+1 Free dice +29 125R
--[] Civilian Exosuits 0/85 1 die 20R 69%
--[] Bergen Superconductor Foundry (Phase 5) 483/1140 3 dice 90R
--[] Factory Automation Programs 229/280 1 die 15R 99%
I suppose there's an argument for Experimental Crops Bay when we're running out of stuff to even do in Agriculture, but I do think that if we're going to ignore rebuilding the fusion rocket shipyards, we really need to use an AA/E die to make sure we have a 100% chance of actually completing the impulse cargo ship design project this turn.
My only other concern is that this and other plans that do not work on MARV hubs set us up for an issue. We can't do Red Zone inhibitors without the MARV hubs, and Red Zone inhibitors seem like a really good idea when we're dealing with huge interconnected tangles of tiberium digging deep into the Earth.
I like being able to spend Free/AA/E dice on Orbital. More generally, the 'number go down' thing we see reflects an underlying mechanical reality that we are using up existing machines that we have no means of maintaining, repairing, or replacing. The longer we wait to either replace them with new ships or to rebuild the facilities where they are made and serviced, the greater the risk of accidents and complications involving the old ships.
Either we should work hard to complete the fusion shipyard reconstruction project fast, or we should work hard to get the impulse cargo shipyards online fast. I'm happy with either option and have written plans oriented around both.
I think the Free dice would be better spent elsewhere, personally. If it was me, I'd dial back fusion to two dice, put a second HI die on Aberdeen (where AA dice are much less effective, averaging only 51 Progress instead of 85), and shift the Free dice to Orbital or somewhere else.
We just don't need THAT many fusion reactors this turn.
Here, too, I have to question the need to rush on Bergen. We have all year to reach the entirely self-imposed 'deadline' to finish it.
I suppose there's an argument for Experimental Crops Bay when we're running out of stuff to even do in Agriculture, but I do think that if we're going to ignore rebuilding the fusion rocket shipyards, we really need to use an AA/E die to make sure we have a 100% chance of actually completing the impulse cargo ship design project this turn.
My only other concern is that this and other plans that do NOT work on MARV hubs set us up for an issue. We can't do Red Zone inhibitors without the MARV hubs, and Red Zone inhibitors seem like a really good idea when we're dealing with huge interconnected tangles of tiberium digging deep into the Earth.
1. We have a vast number of Energy-intensive projects available and upcoming. I want a healthy buffer against any bad turns, either in power plant construction or overflow on energy-intensive projects like inhibs.
Aberdeen is almost certain to finish phase 2 on just one dice; the AA is just to potentially get some overflow. I might move it down to Impulse dev, as you say.
2. 3 dice is in no way a rush. It's the standard rate we've been plodding along at all Plan.
3. Addressed in 1.
4. I am, however, doing Red Zone containment lines, which addresses our plan goal more directly. I would like to start MARV operations next turn, where, assuming we go with my plan and get decent-to-good rolls, we will have only one phase of GFZA remaining for us to plug away at. We will then be able to safely afford more Mil dice on the problem.
1. We have a vast number of Energy-intensive projects available and upcoming. I want a healthy buffer against any bad turns, either in power plant construction or overflow on energy-intensive projects like inhibs.
Understandable, I suppose. Personally, based on past discussions and math, I consider two fusion dice per turn to be 'okay' for keeping up a solid buffer and three fusion dice per turn to be 'good.' I'd say we are in no realistic danger of going into Energy negatives even if we need to spend prodigious amounts of Energy on ongoing projects. But that's me.
Aberdeen is almost certain to finish phase 2 on just one dice; the AA is just to potentially get some overflow. I might move it down to Impulse dev, as you say.
If you're planning to stop building Aberdeen at Phase 2, that checks out. My plan is based around wanting Aberdeen Phase 3 and wanting it reasonably soon.
2. 3 dice is in no way a rush. It's the standard rate we've been plodding along at all Plan.
Three dice on Bergen was typical for us when we had almost nothing else useful to do in Light Industry. We now have several reasonably attractive Light Industry projects that are alternatives. Personally, I'm happy to see them.
As to the Lines thing... I'm doing the Lines too. The problem with waiting until next turn to do MARV hubs is that we aren't assured of completing the hub in the turn we start it, and if we finish the hub in 2065Q3, we're left rushing to finish the inhibitor in Q4. Some frontloading of investment seems in order here.
[] Plan Attempting to Fill Big Craters In Monrovia
and
[] Plan Attempting to Fill Big Craters Everywhere But Monrovia
The former is the controversial "quickly rebuild the fusion shipyards" option, while the latter is the "100% sure to develop the impulse cargo lifter that replaces the fusion shipyards, spend more on lunar colonization" option.
At 10+E+AA dice on Orbital in general and 8+E on lunar colonization in particular, I feel like Attempting to Fill Big Craters Everywhere But Monrovia is a reasonably good 'space plan.' Whether the other version is good or not is a matter of opinion.
...
EDIT:
Approved because I like big supertanks and I cannot lie.
[X] Plan Attempting to Fill Big Craters Everywhere But Monrovia
More emphasis on our space target is good as it leaves us more flexible in orbital in the remaining 3 turns. Also a good push on Tib issues, and clearing out plan goals/promises in general. Also a fan of pushing impulse dev so that we can see what option we want to pick moving forward
Red Zone Containment Lines (Plan Goal - RZ Abatement): +20-40 RpT, +3-6 RZ Abatement, +1-2 Energy
HG Mothballing: +6 Energy, +3 Labor, +3 Logistics
All BZ Inhibs: +4+ YZ Abatement, -6+ Energy, +2+ PS
EHTS: -5PS, +10RpT, +Underground Abatement
Impulse Drive Cargo Ship Development: no stat movement this turn
Assembler Bay: +1 CG, +5 ConGoods
Experimental Crops Bay: +Mad Science
Aldrin Planned City (Plan Goal): +1 CG, +3 Energy
Regional Hospital Expansions: +4 Health, -1 Energy, -1 Capital Goods, -1 Labor
Rage Engine Development: No stat movement this turn
Stasis Box Development: No stat movement this turn
Advanced Articulation Systems: no stat movement this turn
Orbital Nuclear Caches: no stat movement this turn
GFZA Phase 2+3 (Plan Goal): -8 Energy, -4 Capital Goods, -4 Labor
Gov-A (Plan Goal): no stat movement this turn
Unmanned Support Ground Vehicle Deployment: no stat movement this turn
Totals:
RpT: +30-50
Energy: +10-11 minimum
Labor: +4
Logistics: +9-13
Health: +4
Capital Goods: +9-10
Consumer Goods: +11
Space Pop: +1200
RZ Abatement: +3-6
YZ Abatement: +4+
I'm sorry for not talking about this plan sooner, but I was a bit pressed for time. One thing I'd point out is that investing dice into Nuuk at a trickle isn't going to help us much; we'd need to throw about 10 dice at the project over the next year to complete Phase 4. Given that completing Aberdeen Phase 3 is almost certainly a higher priority, I recommend consolidating dice on Aberdeen this turn so we can work on Nuuk more freely in the future.
If we're not going to invest in rebuilding the fusion shipyards, we really need to be sure of getting the impulse ships online fast. I consider an AA/E die on the development project to be a priority if we're doing things this way. More important than putting an AA die on the power armor factory target, since we have several turns to get that and no other major mandatory Military objectives to interfere with completing it.
I also personally am not so sure Experimental Crops Bay is a good idea right now, since we've got a big smoking crater in our space launch infrastructure and a rather burdensome plan goal to complete.
[X] Plan Finishing The Fight
-[X]Infrastructure (5 dice +27) 105R
--[X] Karachi Planned City (Phase 4) 178/390 3 + 1 AA die 80R 5.66/11 median for Phase 4+5 (See Tiberium)
--[X] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 14%
--[X] Drone Logistical Integration 201/240 1 die 15R 100%
I'm sorry for not talking about this plan sooner, but I was a bit pressed for time. One thing I'd point out is that investing dice into Nuuk at a trickle isn't going to help us much; we'd need to throw about 10 dice at the project over the next year to complete Phase 4. Given that completing Aberdeen Phase 3 is almost certainly a higher priority, I recommend consolidating dice on Aberdeen this turn so we can work on Nuuk more freely in the future.
I don't think it makes a difference when we finish Aberdeen and Nuuk phase 4 so long as they are done before the plan ends. Its probably to late to get anything from them within in the next 4 turns and we don't urgently need cap goods so I'd rather keep plugging awaway at both of them instead of prioritising 1.
I'd love some red zone inhibitors but those need Marv hubs and my military section is busy with other things this turn. Vein means can be done with tib dice get and gets us closer to our income goals. The description also directly mentions getting started on tackling the undergroud tib and actually getting down there and looking at it might help us get some idea of what our underground abatement is.
we have no idea what our underground mitigation is right now. More inhibitors won't help finding that out but digging down to we can get a better look at the underground tib might.
AA dice on the impulse drive is fair. I've gone and moved one.