KnightDisciple
Love God. Do Right. Fear No Man.
- Location
- Midwest, USA
[X] CarterQuest Plan Screw Space, There's A War On
That is unlikely at the very best, and a trap at the worst. Winning via conventional abatement is impossible. Not just extremely difficult, outright impossible.
It turns out that crystal meth causes the tiberium to just give up and let people break it up as a professional courtesy.By over-completing to this degree I assume our harvesters got lucky or our operators had starting experimenting with various methamphetamines.
The different types of dice available to us complicate the picture; even if we're maxing out our efforts on capital goods, there's often quite a bit left over to be done in other areas.I'll be honest, I think we need to suspend building housing/services and rebuilding the zones for a bit and focus entirely on cap goods. If we don't do that, everything else falls apart.
I think we should prioritize further capital goods production over Yellow Zone Power Grid Extension in heavy industry, but try to put at least SOME light industry into consumer goods production so that things are looking 'up' as we tool up for what may turn into another round of relatively intense fighting with Nod.My ideas for next turn -
-Infrastructure (4/6 dice) 60 resources
--Yellow Zone Reconstruction (Phase 3) (82/200)
--- 2 dice, 30 Resources
--Yellow Zone Fortress Towns (0/250)
---1 dice, 20 resources
--Blue Zone Reconstruction (Phase 2) (33/500)
---1 dice, 10 Resources
-Heavy Industry (3/3 dice + 3 free dice) 60 Resources
-- North Boston Chip Fabrication (Phase 3) (474/600)
---3 dice, 45 Resources
-- Yellow Zone Power Grid Extension (Phase 2) (74/300)
---3 dice, 15 Resources
-Light and Chemical Industries (3/3 dice) 45 Resources
--Chemical Precursor Plants (36/200)
---3 dice, 45 resources
-Agriculture (0/3 dice)
-Tiberium (3/6 dice) 80 Resource
--Blue Zone Perimeter Redoubts (Phase 3) (138/200)
---1 dice, 20 Resources
--Tiberium Glacier Mining (Phase 3) (68/200)
---2 dice, 60 resources
-Orbital (1/3 dice) 15 Resources)
--Expand Orbital Communications Network (Phase 2) (29/150)
---1 dice, 15 resources
-Services (3/3 dice) 15 Resources
--Technical School Program (0/300)
---3 dice, 15 Resources
-Military (3/3 dice + 2 free dice) 75 Resources
--Orbital Strike Regimental Combat Team Development (53/75) 75 Resources
---1 dice, 15 Resources
--Wolverine Mark 3 Deployment
---4 dice, 60 Resources
That would be because most of your operations so far have emphasized the moneymaking forms of Tiberium, because you need the resources and need to grow your economy back closer to pre war levels. There have been a few efforts that have done more enclosure work, but nothing on the scale of Munich's reclaimation.Also, I defaulted to thinking of harvesting operations when imagining what our abatement and reclamation efforts look like, but we actually have an example of what a full scale pre-war abatement effort looks like thanks to Munich. Which needed a containment system so extensive the aliens considered it a serious threat to any attacking force.
The balance of advantages and disadvantages is complicated, but for some reason GDI and Nod are fairly evenly matched, yes.are we at the same teck level as nod??? only asking becouse there no modifiers on combat dice gdi vs nod.
Also, Nod is revving back up, making military improvements more and more of a must-do.
I think we should prioritize further capital goods production over Yellow Zone Power Grid Extension in heavy industry, but try to put at least SOME light industry into consumer goods production so that things are looking 'up' as we tool up for what may turn into another round of relatively intense fighting with Nod.
I'm a little iffy on using so few of our Tiberium dice given the massive bonuses we have for them...?
Once Boston is complete we're going to have an extended timer on the Cap Goods and over half the current problem solved, so we can probably afford to delay Chemical Precursors for a turn for Lithium Battery Plants and Mitigation.That said, dropping those options would give us 25 Resources. Redirecting the expenditure on the Chemical Precursor Plants to Lithium Battery Plants would free up an additional 15 Resources for a total of 40 Resources (enough to purchase 2 dice of Blue Zone Perimeter Outposts) and reduce the cost of military options in the future at the cost of less Capital Goods.
The Orbital Communications should only be 10 resources in any case from that Fusion die. So you have five more resources to play with.
Cap goods though will reduce some progression requirements and make our factories better (including the mil ones) but yeah LC dice on lithium for meOnce Boston is complete we're going to have an extended timer on the Cap Goods and over half the current problem solved, so we can probably afford to delay Chemical Precursors for a turn for Lithium Battery Plants and Mitigation.
Right now we have a respectable energy surplus, though, enough to last through a turn or two of military buildup... don't we? Am I mis-estimating? My impression is that we're at +12 energy with the dam buildup. To be fair, on reflection +12 is less of a margin of error than I'd like.As you pointed out Nod is increasing its activities, even if the cyborg swarm isn't being coordinated by Nod they will be building up for another push (that's why I put 4 dice into getting the Wolverines into production). The problem is that a lot of those options require additional Energy, so we need to take options that give us more Energy so that our factories don't suffer blackout and power shortages that cut their output...
Described like that, it's a fair point.As far as the low spending on Tiberium goes, basically I ran out of resources. I had higher priorities such as dealing with the Capital Goods crisis (Boston chip manufacturing and Chemical Precursor Plants) and improving our military forces (getting the Wolverines deployed and finishing the doctrine development for the Orbital Strike RCTs). Getting the development done for the OSRCTs is important because it means we can start work on getting them deployed, and if we do that it means we've accomplished two of the space-based objectives the politicians gave us, which gets them off our backs except for Tiberium mitigation.
Hmrm. I suppose that's fair in terms of making more sense than I'd realized at first glance.I chose Yellow Zone Fortress Towns because it helps protect the population in the Yellow Zones, which is really important now with the cyborg swarm and with NOD feeling its oats, and it also lets us resume Intensification of Yellow Zone Harvesting.
As for the Blue Zone Reconstruction, I put Resources there because frankly we've been leaving the Blue Zones to hang long enough and it should keep the Developmentalists from getting pissy at us. The expansion of the Orbital Communication Network was because I had 15 resources left and nothing really urgent to spend them on. That said, dropping those options would give us 25 Resources. Redirecting the expenditure on the Chemical Precursor Plants to Lithium Battery Plants would free up an additional 15 Resources for a total of 40 Resources (enough to purchase 2 dice of Blue Zone Perimeter Outposts) and reduce the cost of military options in the future at the cost of less Capital Goods.
It should be noted that chemical precursors will have military effects too. Many military supplies are made of, for example, plastics. Many pharmaceuticals are made from specific chemical feedstocks. Explosives, importantly (and hoo boy does GDI's materiel-heavy style of warfare go through a lot of kaboom), are made from very specific chemical precursors, for instance.To be honest hearing about how much the Lithium Battery Plants will save us on military spending makes it more likely that I'll invest in those rather than the Chemical Precursor plants anyway.
If we're worried about Nod resurgence (if not to the level of one of the three major Tiberium Wars then to a lower level of "still seriously fucking with you,") then that complicates the picture either way.Do we want Blue Zone residential construction to empty out the Yellow Zone refugee camps quickly at low cost or do we want to do Yellow Zone fortress towns at higher costs and less housing for that harvesting and projection of influence into the Yellow Zones? Currently, I am in favor of taking the more efficient Blue Zone residential construction to empty out the refugee camps of the final bunch of refugees. These people have been waiting for good housing for a while now and its not good to let them fester in resentment. But I would like to hear out other opinions on this matter.
Two updates. Possibly more if, for example, you have one of the battles written up and want to go to sleep but the others aren't finished.So, my combat writeups are getting kind of long. I have written just over a thousand words today, and none of the three are actually done. So, I have to ask, would people rather see two 4-6K word updates, or one 8-12k word update?
Yes, but I think the actual deployment of OSRCT system will allow for Fusion Dice.
If you want more in a similar writing style, look for books by Judkin Browning (Civil War History), Nate Silver (Environmental History), David Silkenat (Pre and post Civil War social history, warning, very, very depressing).Same here. I like your writing style, Ithillid, and I'd love to see a couple of shorter write-ups so we can get at least one sooner.
I'd prefer to get Duplex Row Housing personally. We have a big housing quality problem, what with all the cramped apartments we've been building everywhere, and because of that I don't think Housing is going to go away after we finish housing all the refugees. Duplex Row Housing both builds better quality houses (therefore raising living standards) and cuts our refugee population in half, all while getting more people out of the dangerous and hard-to-defend Yellow Zones.Do we want Blue Zone residential construction to empty out the Yellow Zone refugee camps quickly at low cost or do we want to do Yellow Zone fortress towns at higher costs and less housing for that harvesting and projection of influence into the Yellow Zones? Currently, I am in favor of taking the more efficient Blue Zone residential construction to empty out the refugee camps of the final bunch of refugees. These people have been waiting for good housing for a while now and its not good to let them fester in resentment. But I would like to hear out other opinions on this matter.
I'd prefer you publish it when you're done writing. It's better to finish writing the whole thing to your satisfaction. The author is the most important audience for any written work, not anyone else. If the finished update turns out to naturally split into two posts, then it makes sense to do so. Otherwise, there's no need to rush. Your audience can wait a little longer.So, my combat writeups are getting kind of long. I have written just over a thousand words today, and none of the three are actually done. So, I have to ask, would people rather see two 4-6K word updates, or one 8-12k word update?