EXACTLY. But at this point, I'm running out of things I can palatably sacrifice to put a die on the project. Looking at my last plan, what do you suggest?
Well, we could actually take a die out of Orbital.
Orbital doesn't strictly need any Free dice to meet Plan Goals, that is just a safety net. And if we fall behind because of this, it will only be 1 die.
EXACTLY. But at this point, I'm running out of things I can palatably sacrifice to put a die on the project. Looking at my last plan, what do you suggest?
You know I just noticed? But it looks like the Himilaya blue zone just up and moved over a couple hundred miles to the east of its last position out of nowhere. That must have been one hell of a weird Nod attack and GDI counter attack in the region to just shift it over like that.
You know I just noticed? But it looks like the Himilaya blue zone just up and moved over a couple hundred miles to the east of its last position out of nowhere. That must have been one hell of a weird Nod attack and GDI counter attack in the region to just shift it over like that.
So, a bit of a mia culpa, but the maps have been a bit screwed up, mostly with the Himalayan Blue Zone. Where they have ended up is putting one corner in Islamabad, and most of the rest in a desert. It is supposed to be more along the lines of Tibet+. My map people and I are putting in a couple fixes. So if the BZ jumps around a bit that is what is happening.
EXACTLY. But at this point, I'm running out of things I can palatably sacrifice to put a die on the project. Looking at my last plan, what do you suggest?
I would suggest moving the Free die from Orbital, specifically the third die on Rare Metal Mines. I know you've said before that you want to spend the minimum that would give some reasonable chance of finishing both phases. However, I think that the 12% chance of finishing both phases and getting Hallucinogen Countermeasures needs to be weighed against a 64% chance of finishing both phases of the Rare Mines.
Personally I want to save as much dice as possible with the Rare mines and am perfectly willing to slow walk it in exchange for Hallucinogen Countermeasures, as we have the turns remaining to finish it, 5 RpT isn't a significant boon to our economy over the few turns remaining, and as you've said we really need those countermeasures.
I've noticed that apparently exactly all the plans insist spending every single available calorie on puffing up the food stockpile in one turn. I've also noticed that you seem to have missed that two major political factions got decapitated and the balance of power, at least in factions, is scrambling to recover. Political passions are high and they need a win or at least a distraction. This is kind of important to handle properly or its going to cause you all kinds of problems and your avatar character is actively shriveling up and getting ill.
So can someone explain why exactly anyone think its anything like a good idea to cause a massive visible drop in 'extra' food supplies by emptying all the shelves and signalling to the general populous that the refugees have spent your food buffer and starvation is high?
Seriously, your going to literally kill your treasury head from the stress of the political fire storm your about to set off with plans like... no new food sources and 5 levels of food stockpiling taking up all but one of the agri dice and all the free dice. Just to respond to the food stockpiling issue. That is a 'failing on purpose' level of dedication to things.
A far more rational plan that doesn't eat eat dice, PP, narrative, and a character's life span is to simply build the freeze drying plant, build some aquaponics or something and do small amounts stockpiling equal to the gain in food expected without the freeze drying plants this turn. The all in reaction is just going to cause political issues and feed NOD if the dice go at all wrong here.
Your goal here is not panic and run around flailing your arms with their hair on fire and forgot stop, drop, and roll was a thing. Your goal is to get to 18 stockpile and keep the politicians from spending all your political capital shoring up their bases. Your far better off doing 2 turns of +4 to the stockpile and just increasing the main production levels instead. The current plans scream 'the treasury department is panicking! Descend and consume them for great poll numbers!'
I've noticed that apparently exactly all the plans insist spending every single available calorie on puffing up the food stockpile in one turn. I've also noticed that you seem to have missed that two major political factions got decapitated and the balance of power, at least in factions, is scrambling to recover. Political passions are high and they need a win or at least a distraction. This is kind of important to handle properly or its going to cause you all kinds of problems and your avatar character is actively shriveling up and getting ill.
So can someone explain why exactly anyone think its anything like a good idea to cause a massive visible drop in 'extra' food supplies by emptying all the shelves and signalling to the general populous that the refugees have spent your food buffer and starvation is high?
Seriously, your going to literally kill your treasury head from the stress of the political fire storm your about to set off with plans like... no new food sources and 5 levels of food stockpiling taking up all but one of the agri dice and all the free dice. Just to respond to the food stockpiling issue. That is a 'failing on purpose' level of dedication to things.
A far more rational plan that doesn't eat eat dice, PP, narrative, and a character's life span is to simply build the freeze drying plant, build some aquaponics or something and do small amounts stockpiling equal to the gain in food expected without the freeze drying plants this turn. The all in reaction is just going to cause political issues and feed NOD if the dice go at all wrong here.
Your goal here is not panic and run around flailing your arms with their hair on fire and forgot stop, drop, and roll was a thing. Your goal is to get to 18 stockpile and keep the politicians from spending all your political capital shoring up their bases. Your far better off doing 2 turns of +4 to the stockpile and just increasing the main production levels instead. The current plans scream 'the treasury department is panicking! Descend and consume them for great poll numbers!'
I'm not sure what exactly you are referring to. Simon's plan won't have more then 8 Food being turned into Food reserves and that assumes that both Phase 3 of stockpile construction finishes (18% chance) and Freeze Dried Food Plants doesn't (9%) (total chance ~1.6%). Admittedly such an all free and Agri dice on stockpile construction is possible, but I haven't seen a plan suggest that. Some plans have suggested taking the Extra Large Food Stockpiles action which would cause a drop as you describe, but people are suggesting that in combination with several projects to mitigate such decreases (Fertilizer, Freeze Dried Food, etc). I haven't seen a meme plan that rushes Food Reserve to the extent you are suggesting. Could you point out where you saw it?
So after Nagoya the next escort carrier yard to set up would be New York right? Would let us hit into the Caribbean and the artic area better to try and stop those supply runs to the new warlord in the North America cold north. Compared to Dublin that would be focusing on territory that for the most part has been pacified of overt warfare and now relies on covert terrorist activities instead. Frankly to me it seems clear which of the two would be the best to focus our energies on first.
One deals with submarines and raiders while the other has to deal with terrorist bombings. Clearly one area is more suited for carrier activities then the other. At least when it comes to the story. And a decent chunk of the numbers are run by the narrative after all.
You know I just noticed? But it looks like the Himilaya blue zone just up and moved over a couple hundred miles to the east of its last position out of nowhere. That must have been one hell of a weird Nod attack and GDI counter attack in the region to just shift it over like that.
I've noticed that apparently exactly all the plans insist spending every single available calorie on puffing up the food stockpile in one turn. I've also noticed that you seem to have missed that two major political factions got decapitated and the balance of power, at least in factions, is scrambling to recover. Political passions are high and they need a win or at least a distraction. This is kind of important to handle properly or its going to cause you all kinds of problems and your avatar character is actively shriveling up and getting ill.
So can someone explain why exactly anyone think its anything like a good idea to cause a massive visible drop in 'extra' food supplies by emptying all the shelves and signalling to the general populous that the refugees have spent your food buffer and starvation is high?
Seriously, your going to literally kill your treasury head from the stress of the political fire storm your about to set off with plans like... no new food sources and 5 levels of food stockpiling taking up all but one of the agri dice and all the free dice. Just to respond to the food stockpiling issue. That is a 'failing on purpose' level of dedication to things.
A far more rational plan that doesn't eat eat dice, PP, narrative, and a character's life span is to simply build the freeze drying plant, build some aquaponics or something and do small amounts stockpiling equal to the gain in food expected without the freeze drying plants this turn. The all in reaction is just going to cause political issues and feed NOD if the dice go at all wrong here.
Your goal here is not panic and run around flailing your arms with their hair on fire and forgot stop, drop, and roll was a thing. Your goal is to get to 18 stockpile and keep the politicians from spending all your political capital shoring up their bases. Your far better off doing 2 turns of +4 to the stockpile and just increasing the main production levels instead. The current plans scream 'the treasury department is panicking! Descend and consume them for great poll numbers!'
What? Is my plan chopped liver? Anyway after the talks already happening new version of the preliminary plan because I am done with the Hallucinogen development talk that has been going on for way too fucking long:
Resources: 1020 (15 allocated to the Forgotten) (35 allocated to grants)(+30 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions)
Political Support: 54
SCIENCE Meter: 4/4
Free Dice: 7
Erewhon Dice: 1
Tiberium Spread
21.29 Blue Zone
2.16 Green Zone
22.82 Yellow Zone (96 Points of Abatement) @Ithillid? why do we have 96 instead of 98 Points of Abatement here when we had 94 and got +4?
53.73 Red Zone (70 Points of Abatement)
Current Economic Issues:
Housing: +36 (32 population in low quality housing) (-10 per turn from refugees)
Energy: +16 (+4 in reserve)
Logistics: +26 (-7 from raiding) (-7 from military activity)
Food: +22 (+10 in reserve)
Health: +9 (-8 from Wartime Demand) (-10 from Refugees)
Capital Goods: +27 (+101 in reserve) [-10 at End of War ] [+1 in Q1 2061 ]
STUs: +11
Consumer Goods: +34 (-22 from demand spike) (+3 from Private Industry)
Labor: +38
Tiberium Processing Capacity (1900/2470)
Labor Per Turn: +4
Taxation Per Turn: +30
Space Mining Per Turn: +75
Green Zone Water: +6
[ ] Plan Running on Glass v1.3 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 -[ ] 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 -[ ] Light and Chemical Industry 5/5 55 Resources:
--[ ] Chemical Fertilizer Plants (Phase 2) 276/300 15 Resources per Die, 1 Die = 15 Resources
--[ ] Civilian Drone Factories 104/380 10 Resources per Die, 4 Dice = 40 Resources -[ ] 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 -[ ] Tiberium 7/7 Dice 150 Resources:
--[ ] Tiberium Vein Mines (Stage 2) 5/195 20 Resources per Die, 3 Dice = 60 Resources
--[ ] Intensification of Green Zone Harvesting (Stage 7) 78/100 15 Resources per Die, 1 Die = 15 Resources
--[ ] Red Zone Border Offensives (Stage 1) (Updated) 0/200 25 Resources per Die, 3 Dice = 75 Resources -[ ] 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 -[ ] Services 5/5 Dice 150 Resources:
--[ ] Professional Sports Programs 0/250 10 Resources per Die, 2 Die = 20 Resources
--[ ] Hallucinogen Development (Tech) 0/60 15 Resources per Die, 1 Die = 15 Resources
--[ ] Hardlight Interface Deployment 0/??? 15 Resources per Die, 1 Die = 15 Resources
--[ ] Pinhole Portal Early Primitive Prototype Construction (Tech) 56/180 100 Resources per Die, 1 Die = 100 Resources -[ ] Military 8/8 Dice 130 Resources:
--[ ] Universal Rocket Launch System Deployment (Phase 3) 0/200 15 Resources per Die, 1 Die = 15 Resources
--[ ] Railgun Munitions Development 38/60 10 Resources per Die, 1 Die = 10 Resources
--[ ] Hallucinogen Countermeasures Development (Tech) 0/40 15 Resources per Die, 1 Die = 15 Resources
--[ ] Escort Carrier Shipyards (High Priority) Nagoya 171/240 20 Resources per Die, 1 Die = 20 Resources
--[ ] Escort Carrier Shipyards (High Priority) New York 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 -[ ]Bureaucracy 4/4 Dice + 1 Free Die:
--[ ] Conduct Economic Census 5 Dice DC 250
95+205+55+95+150+140+150+130 = 1020/1020
[ ] Plan Running on Glass v1.3 Intercept: -[ ] 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 -[ ] 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 -[ ] Light and Chemical Industry 5/5 55 Resources:
--[ ] Chemical Fertilizer Plants (Phase 2) 276/300 15 Resources per Die, 1 Die = 15 Resources
--[ ] Civilian Drone Factories 104/380 10 Resources per Die, 4 Dice = 40 Resources -[ ] 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 -[ ] Tiberium 7/7 Dice 150 Resources:
--[ ] Tiberium Vein Mines (Stage 2) 5/195 20 Resources per Die, 3 Dice = 60 Resources
--[ ] Intensification of Green Zone Harvesting (Stage 7) 78/100 15 Resources per Die, 1 Die = 15 Resources
--[ ] Red Zone Border Offensives (Stage 1) (Updated) 0/200 25 Resources per Die, 3 Dice = 75 Resources -[ ] 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 -[ ] Services 5/5 Dice 150 Resources:
--[ ] Professional Sports Programs 0/250 10 Resources per Die, 2 Die = 20 Resources
--[ ] Hallucinogen Development (Tech) 0/60 15 Resources per Die, 1 Die = 15 Resources
--[ ] Hardlight Interface Deployment 0/??? 15 Resources per Die, 1 Die = 15 Resources
--[ ] Pinhole Portal Early Primitive Prototype Construction (Tech) 56/180 100 Resources per Die, 1 Die = 100 Resources -[ ] Military 8/8 Dice 130 Resources:
--[ ] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 20 Resources per Die, 3 Die = 60 Resources
--[ ] Universal Rocket Launch System Deployment (Phase 3) 0/200 15 Resources per Die, 1 Die = 15 Resources
--[ ] Railgun Munitions Development 38/60 10 Resources per Die, 1 Die = 10 Resources
--[ ] Hallucinogen Countermeasures Development (Tech) 0/40 15 Resources per Die, 1 Die = 15 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 -[ ]Bureaucracy 4/4 Dice + 1 Free Die:
--[ ] Conduct Economic Census 5 Dice DC 250
95+205+55+95+150+140+150+130 = 1020/1020
So the only difference between the two plans is a swap between a Carrier Shipyard and a Phase 3 of the OSRCT Stations:
- 1 Die on Yellow Zone Fortress Towns for a 68% chance and a DC of 33 to complete Phase 6.
- 3 Dice on Blue Zone Apartment Complexes for a 100% chance and an Average DC of 1 to complete Phase 3 and a 61% chance and an Average DC of 46 to complete Phase 4 and be done with this plan goal.
- 1 Die on Suborbital Shuttle Service for a 40% chance and a DC of 61 to complete Phase 1 and get us to the cheaper Phases.
- 1 Die on Bureau of Arcologies so we are always building at least a small amount of High Quality Housing so that we don't have to do Housing actions every turn.
- 1 Die on Advanced Alloys Development for a 30% chance and a DC of 76 to complete and get us cheaper construction to deploy.
- 2 Die on Continuous Cycle Fusion Plants to build them up so the action can be completed next turn.
- 2 Die on Low Velocity Particle Applicator Development for a 90% chance and an Average DC of 24 to complete. I'm honestly not sure if this is a placeholder for Industrial Lasers Deployment or if I want to do this before that action for a bonus in gain from both of them in our plan goal.
- 2 Die on Anadyr for a 8% chance and an Average DC of 89 to complete. And this is why I'm so divided on whether LVPA is a placeholder or not: because if it is I can slow roll Industrial Lasers and get another Die here on Anadyr to get it done with this plan.
- 1 Die on Division of Alternative Energy so we have enough Energy in case everything that can completes this turn and so we build some amount of Energy each turn.
- 1 Die on Chemical Fertilizer Plants for a 100% chance and a DC of 1 to complete it and get the Food from it.
- 4 Dice on Civilian Drone Factories for a 73% chance and an Average DC of 42 to complete and get us that little bit more of Health.
- 5 Dice on Agriculture Mechanization Projects for a 100% chance and an Average DC of 3 to complete Phase 1 and a 43% chance and an Average DC of 53 to complete the entire Action set and get it out of the way.
- 1 Die on Freeze Dried Food Plants if we can take that action next turn. 91% chance and a DC of 10 to complete if nothing has changed.
- 1 Die on Extra Large Food Stockpiles to get that done and start building towards the stockpile goal properly.
- 3 Dice on Tiberium Vein Mines for a 97% chance and an Average DC of 21 to complete Stage 2. Need to get this rolling for the Underground Remediation.
- 1 Die on Intensification of Green Zone Harvesting for a 100% chance and a DC of 1 to complete Stage 7 and a 33% chance and a DC of 68 to complete Stage 8 if we also complete Phase 6 of Yellow Zone Fortress Towns.
- 3 Dice on Red Zone Border Offensives currently for a 96% chance and an Average DC of 23 to complete Stage 1 and get us Energy and Super Glaciers. Probably will still be good enough to get Stage 1 done even with adjustments from lightning collectors.
- 2 Die on Lunar Rare Metals Harvesting for a 89% chance and an Average DC of 24 to complete Phase 1.
- 1 Die on Lunar Regolith Harvesting for a 90% chance and a DC of 11 to complete Phase 2.
- 3 Dice and an Erewhon Die on Lunar Heavy Metals Mines for a 22% chance and an Average DC of 62 to complete and be done with until the next Phase of Enterprise is done and as such have better foundations for both colonization and actions until the end of this plan.
- 2 Die on Professional Sports Programs for a 2% chance and an Average DC of 91 to complete this turn. We need the PS people and with the war winding down we have the option to spend some Health for 10 PS.
- 1 Die on Hallucinogen Development for a 88% chance and a DC of 18 to complete.
- 1 Die on Hardlight Interface Deployment as a placeholder for that action.
- 1 Die on Pinhole Portal Early Primitive Prototype Construction for a 19% chance and a DC of 82 to complete with this plan. This is an expensive bastard of an action.
- 3 Dice on either Escort Carrier Shipyards New York for a 54% chance and an Average DC of 49 to complete in Carrier plan or OSRCT Stations Phase 3 for a 28% chance and an Average DC of 66 to complete that Phase and move forward with a plan goal.
- 1 Die on the last Phase of URLS Deployment for a 0% chance and no DC to complete with this plan.
- 1 Die on Railgun Munitions Development to get that done.
- 1 Die on Hallucinogen Countermeasures Development for a 100% chance and a DC of 1 to complete.
- 1 Die on Escort Carrier Shipyards Nagoya for a 73% chance and a DC of 28 to complete.
- 1 Die on Mastadon deployment because we need more Free Dice in Agriculture. Nero's still a cool dude though.
- 5 Dice on Conduct Economic Census for a 96% chance and an Average DC of 28 to get past the highest DC of 250. Edit: The higher chances are no longer valid with the vote concluded with a -5 to Bureaucracy Dice.
What you see is +4 to the reserves out of +8 easy peasy. What the politicans see:
Sudden drop in food variety in blue zone. Target to ramping my 'bus' off found!
Note how his plan is freeze dryers(and hope its not a cursed roll again) and then all that food into the stock pile. That is all for agri actions. No increase in supply and a drop in stuff on shelves equals hearing and inquiry target found. Sound bytes in progress.
Current is surplus is +22 food and the stockpile is at 10 of 18 needed for plan goals. Even with the +5 from freeze dryers and reduction to feed in its a political football for the politically needy to tackle you for. The assassination based shake up and need for blood in the water with set them off. After all 'no increase in food production' (read allegedly) and all those politicians looking for someone to throw under the bus and reality of numbers is irrelevant. Your political points to spike in the endzone to them.
Note this is before you get to the drop in surplus from the refugee influx. Politically you'd be better off doing and 'Extra Large Food Stockpile' action with one dice and spending the rest (plus free dice) on projects that expand the food surplus buffer. I wouldn't do the ELFS next turn either as things haven't settled down (politically) and the freeze dryers aren't already an active thing yet. you also want to see if you get a food kick back from the previous stockpiling actions. Though I think that is what the +5 from the freeze dryers already is.
If that is so its -11(from -16) for the ELFS for +8 food before the discount from the freeze dryers kicks in. If its a quarter of the food investment off for the dryers then its only -7 for +8 stockpile at that point. This means you must add in at least +7 food surplus to the system to avoid a disruption the politicians can jump all over. That is before the drop off from the influx of refugees. So say +10 surplus needed to tell off the politicians for next turn when you do the actual stockpile burst.
This is a scenario with hearings and soundbites as the goal. They need to look like they are doing something. Going off about the 'food crisis' is an easy stunt that doesn't cost them anything. Its also a major distraction from all the terrorism by NOD. Intelligence and Security dropped the ball and made the Treasury have to rebuild freeze drying plants, which is why it didn't complete this turn. They can't blame those guys or people feel unsafe and that is a highly toxic subject. Better to annoy the Treasury for not having a +YES to food going on. Much safer.
Remember that at one point they agreed that +18 stockpile was pushing it and were all for lowering the requirement. Basically everyone planned for that during the recalculation of the goals after the whole suddenly war thing. When that actually happened it was sudden, 'No make it plus 50 if you want to recalculate' with no real lead up. This scream 'intentionally unreachable goalpost' to me. The food stockpile is someone's go to distraction/cause. They want you to fail at it as its mostly a safe thing to fail and gets them all the air time.
Again, your dealing with politicians here and they just lost two party heads to assassinations and now are ranting loudly about a 'food crisis'. This is not so much about objective reality so much as political realities. Let the blame game blow over for the first quarter and then stockpile once the second quarter is upon you there. Don't feed their distraction narrative.
I find the fact they were championing not feeding the corpse starch to food animals as a sound bite. Also, unless food coloring and artificial flavors are now legendary losttech or something, I find it completely irrational that they would think your actually going to serve people the mark one version of corpse starch. This is blatantly someones cause to crusade on. Its too consistently popping up in the narrative not to be a thing. Housing is the back up plan best I can tell, you won't be able to 'win' there either for the same reasons. The surplus numbers are likely largely irrelevant.
Food Requirements:
-18 Food Reserve:
--Strategic Food Stockpile Construction Phase 2-6: 38/1000 Progress ~13 dice median
---Requires 15 Food (Freeze Dried Food Plants Efficiency Applied)
---Provides 10 Food in reserve
---Note: Assumes Phase 5 and 6 continue the progress increasing pattern of Phase 2-4 and are 225 and 250 Progress respectively.
--Extra Large Food Stockpiles: 1 die 100%
---Requires 12 Food (Freeze Dried Food Plants Efficiency Applied)
---Provides 8 Food in reserve
---This is a single die, autocomplete project and as such we should use an Administrative Assistance or Erewhon die
--Total: 27 Food
-40 Housing worth of Refugees
--40 Refugees * 0.5 Food/Refugee = 20 Food
-Total Food Requirements: 47 Food
When we get here I have to wonder why your not selecting the ELFS twice so its only 3 dice for the stockpiling part. I saw nothing about a one time only event.
Also remember that your looking at future the +22 stockpile now it probably going to need to be +60 to tread water politically in this climate. Granted your down to 51 wit the freeze dryers +5 and the chemical fertilizer's +4. This means your going to have to go for the energy minus projects and both shown stages of Agri Mechanization to pull those numbers off. That means your going to have to fight off the energy hoarding lobby to not fail this task.
...and now I'm wondering if whoever's cause this is is invested in the mechanization financaillly and you'd stymied their personal funds by accident. The energy efficiency lobby is what I always seem to see nerfing agri growth as lower importance after all.
I really, really hate putting off Hallucinogen Countermeasures. I don't think it's a good idea. We know the Remembrancers use them and we know they keep poking us every couple of turns, quite possibly every single turn...
Why do we think Hallucinogen Countermeasures will be an effective counter to the Remembrancers? They're basically stealth game protagonists, what with their special powers that let them take on all but our heaviest security. Hallucinogen grenades are just one tool in their toolbelt, and compared to their psychic powers, it's not even a major tool they use. I'm reminded of MGSV, where if you use headshots a lot, enemy soldiers start wearing helmets, and if you attack bases at night a ton, they start putting up floodlights... none of which do more than inconvenience the player, as it simply forces them to use some of the many different tactics and tools they have access to.
We're the Treasury. We're not GDI's Commandos. (They're not even funded through us!) Fighting the Remembrancers is completely outside our wheelhouse.
Even at 265 Progress, we still probably need three dice on Rare Metal Harvesting to have more than the slimmest and most negligible chance of finishing Phase 2
But, we're also finishing a phase of Lunar Regolith Harvesting next turn, too. (It's at 276/310. We'd have to roll a nat 1 for it to fail.) With its 10-point discount, the progress needed for Phase 2 should go down by 10 points, bringing the completion chance of 2 dice on Rare Metals up to 17%. That's not great, but it's hardly so small as to not be worth taking the chance on.
Also, there's no Phase 3 of Rare Metals, so any extra progress is wasted. And it's only +5 RpT. So with four turns to work on it, I don't think we need to do more than trickle a die per turn in until it finishes. Worst case, if we somehow roll absolutely terribly and don't finish in Q3, 5 dice total is still 99.92% chance to finish. There is... only the slimmest and most negligible chance that we'd need to over-invest with 3 dice into Rare Metals Harvesting next turn.
Why do we think Hallucinogen Countermeasures will be an effective counter to the Remembrancers? They're basically stealth game protagonists, what with their special powers that let them take on all but our heaviest security. Hallucinogen grenades are just one tool in their toolbelt, and compared to their psychic powers, it's not even a major tool they use. I'm reminded of MGSV, where if you use headshots a lot, enemy soldiers start wearing helmets, and if you attack bases at night a ton, they start putting up floodlights... none of which do more than inconvenience the player, as it simply forces them to use some of the many different tactics and tools they have access to.
We're the Treasury. We're not GDI's Commandos. (They're not even funded through us!) Fighting the Remembrancers is completely outside our wheelhouse.
So. Rather than the bare minimum of videogame logic in making things slightly more difficult or meaning the stealth-em-up protaganists have to use new tricks... you want to.... not react at all?
The hallucinogen countermeasures aren't supposed to be a silver bullet that crushes the remembrancers with 'one weird trick'. But, a part of our military's toolbox to remove one of their abilities. Or, at least force nod to spend money coming up with a new recipe for their hallucinogens.
I really, really hate putting off Hallucinogen Countermeasures. I don't think it's a good idea. We know the Remembrancers use them and we know they keep poking us every couple of turns, quite possibly every single turn...
It would really more useful to transfer a dice per turn to Stealth Disruptor and Advanced ECCM, unlike Hallucinogen Countermeasures, putting one dice per turn on each until both are ready for full scale deployment on the next plan.
Unlike Hallucinogen, the stealth is widely used by all Nod Warlords and having as many as we can of them as soon as we gain enough R on the next Plan will leave Nod scrambling for counter measures.
However, Hallucinogen on Services is what I prefer. This may unlock Health and Consumer Goods Options that will be useful on the next turn.
Made some slight tweaks- at this point very much a plan focused on knocking out plan goals so that we have flex in later turns of the plans to shove free dice at areas that might be falling behind or for setting ourselves up for the next plan. Keeping open R for use on service projects
1020 Income
955 Used, 65 Open
[ ] Plan Carriers, Goals and Food Reserves
Infra 6/6 70R +34
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[] Blue Zone Apartment Complexes (Phase 3+4+5) 72/480 5 dice 50R 67%
HI 5/5 160R +29
-[] Continuous Cycle Fusion Plants (Phase 8) 67/300 3 dice 60R 65%
-[] Isolinear Chip Foundry Anadyr 85/320 2 dice 100R 8%
LCI 5/5 55R +24
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[] Civilian Drone Factories 104/380 4 dice 40R 73%
Agri 4/4+1 free 50R +24
-[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 2 dice 20R 18%
-[] Freeze Dried Food Plants 151/200? 1 die 20R 91%
-[] Strategic Food Stockpile Construction (Phase 2) 38/150 1 die 10R 28%
-[] Extra Large Food Stockpiles 1 die auto
Tiberium 7/7+1 free 240R +39
-[] Harvesting Tendril Deployment (Phase 1) 0/600 8 dice 240R 95%
Orbital 6/6 120R +26
-[] GDSS Enterprise (Phase 5) 102/1535 (3 Dice, 60 R)
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/305 (2 Dice, 40 R) (96% chance of Phase 1, 12% chance of Phase 2)
-[] Lunar Regolith Harvesting (Phase 2) 276/320 (1 Die, 20 R) (98% chance)
Services 1/5 15R +27
-[] Hallucinogen Development 0/60 1 die 15R 88%
Military 8/8+5 free 245R +26
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 4 dice 80R 81%
-[] Skywatch Telescope System 64/95 1 die 15R 100%
-[] Railgun Munitions Development 38/60 1 die 10R 100%
-[] Escort Carrier Shipyards (Dublin) 0/240 3 dice 60R 54%
-[] Escort Carrier Shipyards (New York) 0/240 1 dice 20R 0%
-[] Escort Carrier Shipyards (Nagoya) 171/240 1 die 20R 73%
Bureau 4/4 +24
-[] Conduct Economic Census 4 dice 1 Erewhon die 96%
Free 7/7
1 Agri, 5 Mil, 1 Tiberium
Moved a free die into agri to try and jumpstart reserve food a little bit to keep political pressure off ahead of time. Meanwhile mainly pushing out plan goals and what we need to support them. Have shifted carrier dice around to give 1 at 54% instead of 2 at 4% but starting the third will make it easier to finish Q2 and getting yards out quick is the name of the game, and once again plan goal. Portal is in due to more R than expected but if we get one of the tech gachas or a good service project that is first on the list to be cut.
Food has 16 with a chance for another 4 being taken out to be turned into 8 with a chance for another 2 in reserves, we need 18 over 4 turns so this is a good faith effort to fill in those reserves. Freeze dried should improve the efficiency so might be less food being taken out. Meanwhile have 5 from freeze dried, 6 from 1 aquaponic phase and a possible additional 6 from a 2nd aquaponic phase to counter the food being put in reserve. If freeze dried finishes should put us at net neutral on food for the turn, maybe a bit of a gain if all agri projects finish before pop changes (+17 food -20 to reserve but that will be reduced by freeze dried)
Also at this point except for service, tiberium, skywatch and YZ fortress towns every die is on either a plan goal or an action to support plan goals (for example we need food to turn into food reserves, we need power to run the plan goal actions). And finishing up YZ fortress towns has value, getting tendrils out for the big income and letting us finish phase 2 this plan to make our income recovery next plan more effective has long term value.
Plan Goals
Looking to Finish:
Income: 20 Points more than enough
Complete ASAT Phase 4- 2 dice 45%
Railgun Munitions Development- 1 dice at 100%
Complete at least two more phases of Blue Zone Apartment Complexes- two will finish chance of a third
Making Progress:
Complete at least three phases of Space Mines- 1 at 98%, 2nd at 96%, 3rd at 12%
Consumer Goods: 12 Points 4 at 100% and 4 at 73%, Chicago will provide 8 and is tentative Q2 (see processing)
Food: 18 points in reserve +8 into reserves, 28% for another +2
Complete OSRCT Phase 4- 4 dice 81% to finish Phase 3
Complete GDSS Enterprise- 3 dice to start last phase
Complete All remaining Escort Carrier Shipyards- 1 at 73% 1 at 54%, 3rd is being started but will not finish
Complete Isolinear Chip Foundry Anadyr- 2 die at 8%
Future Turns:
Processing: 280 points - tentative Q2 or Q3 Chicago push to finish this
Complete at least one more phase of URLS production - tentative Q2
Complete Karachi Planned City by end of Q4 2065 - next plan
Deploy Mastodon- tentative Q2
Deploy Crystal Beam Industrial Laser- tentative start Q2 finish Q2 or Q3 depending on progress needed and resources per die
Let me try to explain this in politician terms. From post #31619:
What you see is +4 to the reserves out of +8 easy peasy. What the politicans see:
Sudden drop in food variety in blue zone. Target to ramping my 'bus' off found!
Note how his plan is freeze dryers(and hope its not a cursed roll again) and then all that food into the stock pile. That is all for agri actions. No increase in supply and a drop in stuff on shelves equals hearing and inquiry target found. Sound bytes in progress.
Alright to try to address this in turn. A complete look at Simon's plan's Food situation would have to factor in the guaranteed 4 Food from Fertilizer. In a worst case scenario, where both the phases of stockpile construction complete, and none of the other agricultural projects complete, we would still have the 4 Food coming in from Fertilizer. That means even factoring in the reduction from Refugees we would still have: 22 (Current) + 4 (Fertilizer) - 8 (Stockpile Construction) - 5 (Refugees) = 13 Food. That is still a sizable buffer. Yes it is a sizable reduction in our surplus, but the chance of that occurring is small ~6%. A chance that has gone down with Simon's updated plan.
Here the chance of such a drop occurring is down to a ~0.5% chance.
Current is surplus is +22 food and the stockpile is at 10 of 18 needed for plan goals. Even with the +5 from freeze dryers and reduction to feed in its a political football for the politically needy to tackle you for. The assassination based shake up and need for blood in the water with set them off. After all 'no increase in food production' (read allegedly) and all those politicians looking for someone to throw under the bus and reality of numbers is irrelevant. Your political points to spike in the endzone to them.
I think there is a miscomprehension with respect to the amount of Food Reserve we need. We are not at 10/18 Food Reserve, we need an 18 additional Food Reserve on top of the 10 we currently have. Further it is difficult to argue that we have not been increasing Food production with how many BZ Aquaponics phases we have completed over the past year. I acknowledge that the Food situation is politically fraught, but that is why all of my analyses and all of my arguments and plan proposals include significant investment, not only in Food Reserve, but also in Food production.
Note this is before you get to the drop in surplus from the refugee influx. Politically you'd be better off doing and 'Extra Large Food Stockpile' action with one dice and spending the rest (plus free dice) on projects that expand the food surplus buffer. I wouldn't do the ELFS next turn either as things haven't settled down (politically) and the freeze dryers aren't already an active thing yet. you also want to see if you get a food kick back from the previous stockpiling actions. Though I think that is what the +5 from the freeze dryers already is.
If that is so its -11(from -16) for the ELFS for +8 food before the discount from the freeze dryers kicks in. If its a quarter of the food investment off for the dryers then its only -7 for +8 stockpile at that point. This means you must add in at least +7 food surplus to the system to avoid a disruption the politicians can jump all over. That is before the drop off from the influx of refugees. So say +10 surplus needed to tell off the politicians for next turn when you do the actual stockpile burst.
I have posted how I think the Freeze Dried Food Plants work. It is not a straight +5 Food from Extra Large Food Stockpiles. It is according to what we have seen a reduction in the amount of Food it takes to produce a unit of Food Reserve, from 4 Food to 2 Food Reserve, to 3 Food to 2 Food Reserve. This explains why the amount of Food Freeze Dried Food Plants increased by one after we completed the first phase of stockpile construction.
As for what threshold would be politically damaging, I don't know. The Refugees might actually be an advantage here as they are currently in a stockpile mode coming out of food scarcity. Because there are new refugees coming in there will constantly be new refugees stockpiling as a natural response to coming out of a food scarce environment. Now this is its own political issue, but not one the treasury has direct responsibility for. Because they are causing empty shelves, the effect of a smaller food surplus isn't the treasuries fault in the public eye. This is not to say we should not do our best to maintain a sizable Food surplus, but we do have some leeway.
This is a scenario with hearings and soundbites as the goal. They need to look like they are doing something. Going off about the 'food crisis' is an easy stunt that doesn't cost them anything. Its also a major distraction from all the terrorism by NOD. Intelligence and Security dropped the ball and made the Treasury have to rebuild freeze drying plants, which is why it didn't complete this turn. They can't blame those guys or people feel unsafe and that is a highly toxic subject. Better to annoy the Treasury for not having a +YES to food going on. Much safer.
Remember that at one point they agreed that +18 stockpile was pushing it and were all for lowering the requirement. Basically everyone planned for that during the recalculation of the goals after the whole suddenly war thing. When that actually happened it was sudden, 'No make it plus 50 if you want to recalculate' with no real lead up. This scream 'intentionally unreachable goalpost' to me. The food stockpile is someone's go to distraction/cause. They want you to fail at it as its mostly a safe thing to fail and gets them all the air time.
With regards to the renegotiations, the larger scale Food Reserve goals were nit un obtainable. Even limiting us to the worst case scenarios. Bear in mind this is before CRP and we still don't know if the progress costs of the follow on phases of Stockpile Construction continue to increase beyond 200 for phase 4. It is entirely possible that opponents of the Treasuries policies want to give it a black eye, however, that doesn't mean it doesn't have its supporters.
Again, your dealing with politicians here and they just lost two party heads to assassinations and now are ranting loudly about a 'food crisis'. This is not so much about objective reality so much as political realities. Let the blame game blow over for the first quarter and then stockpile once the second quarter is upon you there. Don't feed their distraction narrative.
I find the fact they were championing not feeding the corpse starch to food animals as a sound bite. Also, unless food coloring and artificial flavors are now legendary losttech or something, I find it completely irrational that they would think your actually going to serve people the mark one version of corpse starch. This is blatantly someones cause to crusade on. Its too consistently popping up in the narrative not to be a thing. Housing is the back up plan best I can tell, you won't be able to 'win' there either for the same reasons. The surplus numbers are likely largely irrelevant.
Alright to address this, our goal isn't to win a PR war, our goal is to preserve humanity. Less grandiosely our goal is to complete our Plan Goals on schedule. Another goal is to ensure that the economy, simulated by the various economic factors, continues to function. I agree that the crp not being fit fit animals was a sound bite, but it was hyperbole meant to accentuate their broader point. That point being that parliament was concerned that the Treasury was shirking it's commitments. Unless crp turns into a silver bullet for the Food Reserves, we must invest in the stockpile construction.
Anyway, your own analysis was:
When we get here I have to wonder why your not selecting the ELFS twice so its only 3 dice for the stockpiling part. I saw nothing about a one time only event.
[ ] Extra Large Food Stockpiles
Laying in all that is possible in the currently existing storage space will be a significant undertaking, requiring a large surplus beyond what is being consumed. While not the most efficient of options, it is the cheapest of the lot, requiring no real additional construction
(+8 Food in reserve, -16 Food)
If you examine the text describing the action in question it states that we are utilizing 'all that is possible in the currently existing storage space'. This means that this action is filling the currently partially filled bunkers that already exist. As such we will not be able to repeat this action as there will be no more spare space to fill. Now why don't we do this immediately instead of constructing new stockpiles? Partially because it would cause the sort of precipitous drop in Food surplus that you mentioned earlier, and partially because it is not sufficient on its own. As such, we want to do it later on when we have Freeze Dried Food Plants to reduce the cost of the action.
Also remember that your looking at future the +22 stockpile now it probably going to need to be +60 to tread water politically in this climate. Granted your down to 51 wit the freeze dryers +5 and the chemical fertilizer's +4. This means your going to have to go for the energy minus projects and both shown stages of Agri Mechanization to pull those numbers off. That means your going to have to fight off the energy hoarding lobby to not fail this task.
...and now I'm wondering if whoever's cause this is is invested in the mechanization financaillly and you'd stymied their personal funds by accident. The energy efficiency lobby is what I always seem to see nerfing agri growth as lower importance after all.
We physically can't reach a 60 or even a 51 Food surplus given the incoming refugees. Unless you mean we need to produce 60 or 51 Food, which while actually doable, isn't necessary to even maintain our significant Food surplus. We only need 47 Food to do that, assuming we finish Freeze Dried Food Plants that is. However it isn't necessary to maintain this large of a surplus, especially since the whole reason we built up the surplus was to feed the refugees and move it into the Reserves. We can probably get away with a surplus of 10, though I would prefer a larger one.
In any event our priorities in this matter are quite straight forward. Make sure there is enough Food for everyone and generate sufficient Food Reserve to meet our commitments. If politicians want to bleat about the Treasury doing it's job, well that's their problem.
In short I see that you are concerned that Parliament will jump on us no matter what we do. Of the 4000 members of Parliament, we enjoy strong support from 1298 (32.45%) and weak support from another 1101 (27.525%). In other words we enjoy support from 59.975% of Parliament, almost a super majority. They are not going to toss us out on our ears. Will parties like Initiative First try to smear us and the incoming refugees, yes, but we shouldn't let their complaints inhibit us from completing our commitments.
Why do we think Hallucinogen Countermeasures will be an effective counter to the Remembrancers? They're basically stealth game protagonists, what with their special powers that let them take on all but our heaviest security. Hallucinogen grenades are just one tool in their toolbelt, and compared to their psychic powers, it's not even a major tool they use. I'm reminded of MGSV, where if you use headshots a lot, enemy soldiers start wearing helmets, and if you attack bases at night a ton, they start putting up floodlights... none of which do more than inconvenience the player, as it simply forces them to use some of the many different tactics and tools they have access to.
We're the Treasury. We're not GDI's Commandos. (They're not even funded through us!) Fighting the Remembrancers is completely outside our wheelhouse.
I'm more interested in the synergy between Hallucinogen Development and Hallucinogen Countermeasures Development in raising our Health as we only have Poluticeplans for Health gain right now and I want to be sure that is the case or gain more Health with my plan.
If we're posting plans, I threw one together with more focus on security than I've seen anyone else propose thus far. If we're worried about our food supply, Agriculture is overdue for a security check, and LCI is not far behind. I'd like to sweep both just to see if we can shake out any extra food or consumer goods like fell out last time we squashed corruption, and with the war on the Brotherhood could have easily redoubled their efforts to infiltrate our food supply chain (which also includes all the agrichemicals coming out of LCI, not just the farms themselves). Especially with all the refugees flooding in, there's a lot of chaos to take advantage of and the Brotherhood has been going suspiciously easy on our Food indicator.
Other differences I see right off the bat are continuing work on the shuttle service to try and make sure BZ-18 stays alive, and continuing to build up Green Zone infrastructure. Finally, I'd like to start the sports program in Services - we have the spare health now, the war is winding down, and we could use the PS going into reallocation. Doubly so with another potential Forgotten conference coming up, a cheap way to turn otherwise-idle Services dice into a solid chunk of PS will be useful to have started. We can see multiple big PS spends in the pipeline, starting work on +PS projects now is the smart move in my opinion so they're quick and easy to finish when we need the PS rather than having to rush them from zero.
[] Plan Insert Name Later, Security Reviews -[]Infrastructure (6 dice) 90 Resources
--[] Yellow Zone Fortress Towns (Phase 6), 1 die (20R)
--[] Blue Zone Apartment Complexes (Phase 3), 4 dice (40R)
--[] Suborbital Shuttle Service (Phase 1), 1 die (30R) -[]Heavy Industry (5 dice) 160? Resources
--[] Continuous Cycle Fusion Plants (Phase 8), 2 dice (40R)
--[] LASERS GO HERE, 1 die (20R?)
--[] Isolinear Chip Foundry Anadyr, 2 dice (100R) -[]Light and Chemical Industry (5 dice + 1 Free) 55 Resources
--[] Chemical Fertilizer Plants (Phase 2), 1 die (15R)
--[] Civilian Drone Factories, 4 dice (40R)
--[] Security Review (LCI), 1 die -[]Agriculture (4 dice + 2 Free) 60 Resources
--[] Blue Zone Aquaponics Bays (Phase 4), 1 die (10R)
--[] Freeze Dried Food Plants, 1 die (20R)
--[] Strategic Food Stockpile Construction (Phase 2), 3 dice (30R)
--[] Security Review (Ag), 1 die -[]Tiberium (7 dice + 2 Free) 255 Resources
--[] Intensification of Green Zone Harvesting (Stage 7), 1 die (15R)
--[] Harvesting Tendril Deployment (Phase 1), 8 dice (240R) -[]Orbital (6 dice) 120 Resources
--[] GDSS Enterprise (Phase 5), 3 dice (60R)
--[] Lunar Rare Metals Harvesting (Phase 1), 2 dice (40R)
--[] Lunar Regolith Harvesting (Phase 2), 1 die (20R) -[]Services (5 dice) 110-120? Resources
--[] Professional Sports Programs, 2 dice (20R)
--[] Scrin gacha?, 3 dice (90R?) OR Portals, 1 die (100R) -[]Military (8 dice + 1 Free) 170? Resources
--[] Orbital Strike Regimental Combat Team Stations (Phase 3), 3 dice (60R)
--[] Skywatch Telescope System, 1 die (10R)
--[] Escort Carrier Shipyards (Nagoya), 1 die (20R)
--[] Shark Class Frigate Shipyards (Seattle), 3 dice (60R)
--[] Mastodon Factory, 1 die (20R?) -Bureaucracy (4 dice + 2 Free + Erewhon)
--[] Security Review (LCI), 1 die
--[] Security Review (Ag), 1 die
--[] Conduct Economic Census, 4 dice + 1 Erewhon die
Security checks are balanced around each department needing to be checked once per plan (aka, once per sixteen turns).
I'm generally in favor of checking departments more often than that, both to hedge against Nod rolling abnormally well and to give ourselves wriggle room in case we don't have dice available.
Our current problems in agriculture are probably due to a lack of focus in the department, not wreckers. It's only been 8 turns since the last sweep.
Well, we could actually take a die out of Orbital.
Orbital doesn't strictly need any Free dice to meet Plan Goals, that is just a safety net. And if we fall behind because of this, it will only be 1 die.
I'm not a fan of doing that. The big problem is that in Orbital, the plan target (aside from mines, which are in the bag) our entire goal is "fill this progress bar on this one project." It's probable that we can do that without Free dice expenditure, but not certain, and I'd like to get enough of a buffer of progress in the bar that we can either finish in 2061Q3, or at least get so close that the outcome is effectively predetermined.
Also, it would be really nice if we could afford to do something, anything in Orbital that isn't just finishing Enterprise Phase 5 and then immediately transitioning to whatever next Plan's targets are. There's stuff like the Conestoga design that I'd really like to do. Or the Enterprise bays. Making some progress on that would be nice.
I would suggest moving the Free die from Orbital, specifically the third die on Rare Metal Mines. I know you've said before that you want to spend the minimum that would give some reasonable chance of finishing both phases. However, I think that the 12% chance of finishing both phases and getting Hallucinogen Countermeasures needs to be weighed against a 64% chance of finishing both phases of the Rare Mines.
Hmm. In all fairness, I didn't actually go back and check @Derpmind 's post and calculations in that particular instance, I just went "well, if the rare metals project can finish faster, so much the better," grunted, and (metaphorically) went back to sleep. I was basing my assessments on a very... non-rigorous... assessment of the odds.
12% chance of clearing Phase 2 is getting towards good enough that I at least consider dropping a die in this situation, so... yeah, I can see doing it. Still going to want to put a Free die or two into Orbital at least once in the coming year, though.
I've noticed that apparently exactly all the plans insist spending every single available calorie on puffing up the food stockpile in one turn. I've also noticed that you seem to have missed that two major political factions got decapitated and the balance of power, at least in factions, is scrambling to recover. Political passions are high and they need a win or at least a distraction. This is kind of important to handle properly or its going to cause you all kinds of problems and your avatar character is actively shriveling up and getting ill.
Necratoid, Doruma has already addressed why you are factually incorrect about a lot of basic facts here. Speaking for myself, my most recent draft as of this writing features:
1) Absolutely surefire action for +4 Food
2) Nearly surefire action that provides +5 Food
3) Moderately likely to succeed action that provides +8 Food,
4) Surefire action that stores -4 Food or more probably -3 Food,
5) Quite unlikely action that stores additonal -4/-3 Food (the 18% likely Strategic Food Stockpile Construction Phase 3 action)
There is almost no plausible circumstance under which this draft results in declining surpluses. I can't do much better than that. All I can do is place myself at the mercy of your reading comprehension.
So can someone explain why exactly anyone think its anything like a good idea to cause a massive visible drop in 'extra' food supplies by emptying all the shelves and signalling to the general populous that the refugees have spent your food buffer and starvation is high?
Your goal here is not panic and run around flailing your arms with their hair on fire and forgot stop, drop, and roll was a thing. Your goal is to get to 18 stockpile and keep the politicians from spending all your political capital shoring up their bases. Your far better off doing 2 turns of +4 to the stockpile and just increasing the main production levels instead. The current plans scream 'the treasury department is panicking! Descend and consume them for great poll numbers!'
My natural instinct in response to this kind of arrogant and condescending assessment in which you tell everyone involved in the planning process that they are stupid because you didn't see something that was already there is to tell you to go take a hike.
To put it politely.
Seriously, you do realize how pointlessly abrasive you're being over literally nothing? Especially since you appear to be responding to a bunch of plans you just hallucinated or something?
Yeah, so I love how your whole condescending rant is based off a three-day-old version of my plan draft, and one where you didn't read the Light Industry line and notice the fertilizer plants.
Necratoid, you're not the only smart person in the room, okay?
More on-point, I should note that there is no good way to resolve this situation without some degree of fluctuations. There is no perfect solution; the perfect solution was to have already solved this crisis eighteen months ago, and we didn't do that then for a variety of reasons. Food indicator surpluses are going to be fluctuating up and down a bit. We cannot realistically avoid this. Being paranoid about which things the legislature will do an inquiry over doesn't help.
You're mentally modeling the legislature as a bunch of mindless animals (see, comparisons to sharks).
The legislative majority is not just a giant piranha tank out to sabotage us; they are not an enemy. If we aren't conspicuously screwing up (read: Natural 1, or questionable choices like "delay tank antimissile defense for years" or "not build enough ships, let Navy get overstretched"), then we are not going to get "eaten alive," our protagonist character Dr. Seo is not, as you explicitly claimed, literally going to die, and so on.
There may be an increase in legislators, especially from the opposition parties, shit-talking us. But that is, ultimately, a very survivable thing.
Again, your dealing with politicians here and they just lost two party heads to assassinations and now are ranting loudly about a 'food crisis'.
One point I think you are neglecting (among several) is that there is no singular unified "they" here. GDI's legislature has thousands of members. The parties are quite large institutions. There may be individuals trying to gain traction for a "Treasury is corrupt/incompetent/out of touch" narrative, but the body as a whole is not. The party leaders who were assassinated have fairly clear successors, who are working with us because they see having us as an ally as a good way to shore up their own political position.
That is to say, the major parties aren't gonna suddenly start massively busting our collective gonads, even if a single committee chair here or there does when it looks like we're fucking up somehow. Notice that the gonad-busting we've had so far took place on a turn when we did nothing but expand Food production and work on the freeze-drying plants; clearly, efforts to increase Food production are not a shield against this. Especially since expanded Food production doesn't ensure that there won't be problems with distribution, which is what actually went wrong this turn.
Bluntly, Necratoid, you're constructing big houses of cards here based on an incomplete understanding of how the system works, and if you're gonna do that, don't be a condescending asshole about it.
Why do we think Hallucinogen Countermeasures will be an effective counter to the Remembrancers? They're basically stealth game protagonists, what with their special powers that let them take on all but our heaviest security. Hallucinogen grenades are just one tool in their toolbelt, and compared to their psychic powers, it's not even a major tool they use. I'm reminded of MGSV, where if you use headshots a lot, enemy soldiers start wearing helmets, and if you attack bases at night a ton, they start putting up floodlights... none of which do more than inconvenience the player, as it simply forces them to use some of the many different tactics and tools they have access to.
We're the Treasury. We're not GDI's Commandos. (They're not even funded through us!) Fighting the Remembrancers is completely outside our wheelhouse.
Furthermore, let me be more precise at the cost of spending more time talking. The Remembrancers' special powers mostly impact technological security measures. When it comes to actually fighting their way past installation guards, they're just a couple of big tough brutes (the Gamma guys) and a couple of regular skilled people (the Delta guys). At which point they lose a couple of levels in badass and are much closer to our level, where we would have a better chance of stopping them. Trying to counter them with mechs or power armor is tricky because they have the ability to psychically compel our giant robot exosuits to, I dunno, dance the Macarena at will. But trying to counter an angry guy with an assault shotgun is more complicated. They have no special hard-counter ability to shut that down; they have to get in a gunfight the same as anyone else, and are not immune to being injured or killed in such a gunfight.
What they do have for that situation are hallucinogen grenades, and they do not stint on using them.
Nor, importantly, do other Nod commando units all around the world- the Remembrancers are not unique here and I am not thinking only of them. Counterpunching Nod infiltration in general is highly desirable. And Nod regularly uses hallucinogen weapons whenever they need to get past a bunch of our infantry without blowing the place to smithereens or reducing it to a white-hot burning hulk with flamethrowers.
This is over and above any hope of treating the long-term victims of hallucinogen exposure, many of whom have been comatose for long periods of time because this shit can totally put you in a coma.
As noted in my previous post, I forgot to check, and just assumed it'd be less than that without really thinking about it. I normally do a ton of my own math, along with leaning on yours, but in this case I did neither. There will be an upcoming draft of Plan Attempting to Supply the Canned Beans that will address this.
So. Rather than the bare minimum of videogame logic in making things slightly more difficult or meaning the stealth-em-up protaganists have to use new tricks... you want to.... not react at all?
The hallucinogen countermeasures aren't supposed to be a silver bullet that crushes the remembrancers with 'one weird trick'. But, a part of our military's toolbox to remove one of their abilities. Or, at least force nod to spend money coming up with a new recipe for their hallucinogens.
The thing is, forcing the Remembrancers to roll at a slight disadvantage gives us a significantly better chance of stopping them, or of taking down one of their precious and very hard to replace Delta technopaths. So yeah, I agree with you.
It would really more useful to transfer a dice per turn to Stealth Disruptor and Advanced ECCM, unlike Hallucinogen Countermeasures, putting one dice per turn on each until both are ready for full scale deployment on the next plan.
Unlike Hallucinogen, the stealth is widely used by all Nod Warlords and having as many as we can of them as soon as we gain enough R on the next Plan will leave Nod scrambling for counter measures.
The reason I'm not doing that this turn is because:
1) I want to get Hallucinogen Countermeasuressoon. Every turn we delay is a turn that Nod spies have that much less trouble getting at our top-secret facilities with precious, super-secret capabilities like the Varyag reverse-engineering project, tiberium manipulation tech, portal research, or the Anadyr factory. Doing everything we can to close those vulnerabilities sooner rather than later is a good thing.
2) I want to use the stealth disruptor, the advanced ECCM, or both as our ace in the hole for Karachi. The longer those techs exist but are not fully deployed, the greater the risk that Nod will catch on and start taking precautions against them- and the window of opportunity to use them before Nod fully grasps what we have in hand will close soon enough after they are deployed. I would thus prefer to delay development of those things until either 2061Q4 or late 2062, and do quick, aggressive deployment in 2063, preparatory to pushing the GO button on Karachi in 2063Q4 or 2064Q1.
However, Hallucinogen on Services is what I prefer. This may unlock Health and Consumer Goods Options that will be useful on the next turn.
My plan drafts to date are not addressing Services, because I do not know whether to anticipate a tech gacha popping up there. If there's a tech gacha, that becomes the priority. If not, not.
I assume you're planning to do a die on laser deployment here. The question is, are you thinking about that in terms of the R budget, the way I factored that in?
Agri 4/4+1 free 50R +24
-[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 2 dice 20R 18%
-[] Freeze Dried Food Plants 151/200? 1 die 20R 91%
-[] Strategic Food Stockpile Construction (Phase 2) 38/150 1 die 10R 28%
-[] Extra Large Food Stockpiles 1 die auto
I personally don't think it's a great move to do ELFS this coming turn. Because we do not, in point of fact, know we'll have the freeze-drying plants ready this turn, and we don't have much real certainty of any other Food this turn except the +10 from Aquaponics Phase 4 and the fertilizer plants.
I'd be a lot more comfortable pursuing ELFS the turn after we finish the freeze-drying plants, rather than "simultaneous with."
Military 8/8+5 free 245R +26
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 4 dice 80R 81%
-[] Skywatch Telescope System 64/95 1 die 15R 100%
-[] Railgun Munitions Development 38/60 1 die 10R 100%
-[] Escort Carrier Shipyards (Dublin) 0/240 3 dice 60R 54%
-[] Escort Carrier Shipyards (New York) 0/240 1 dice 20R 0%
-[] Escort Carrier Shipyards (Nagoya) 171/240 1 die 20R 73%
I continue to advocate in favor of monofocusing on OSRCT this turn, then splitting expenditures in subsequent turns. Since ASAT Phase 4 only requires 2-4 dice to complete, most likely 2-3 dice, it can wait without any realistic danger of failure to fulfill the Plan target.
I also continue to advocate in favor of frigate yards, because it is the large wave of frigates, not the escort carriers, that are going to be doing the most to resolve the immediate naval raiding crisis by increasing escort density and reducing naval casualties.
1) If you go down to seven dice on Harvesting Tendril Deployment, you go down to less than a 95% chance of completion. I wouldn't have a Free die on the project in my own plans in the first place except that I really want to get that done.
Services 5/5 Dice 145 R
[] Hallucinogen Development 0/60 (1 Die, 15 R) (88% chance)
-[] Pinhole Portal Early Primitive Prototype Construction (New) 56/180 (1 Die, 100 R) (19% chance)
[ ] Professional Sports Programs
(Progress 0/250: 10 resources per die) (+2 Consumer Goods, -1 Health, -1 Labor) (+10 Political Support) (3 Die, 30R,) 85%
You know, this is interesting. With the war winding down, we might seriously want to consider doing Professional Sports Programs for the Political Support. We could use it.
Not a fan of how this plan minimizes spending on shipyards. We need to get those out of the way quickly, because they have very long lead times. We should be doing the other Plan goal stuff (like the Mastodon factories and URLS ammo rollouts) later, in 2061Q2-Q4.
Likewise, one reason you're doing this is to free up budget space for portal research... But it makes more sense to roll portal research dice in 2061Q2 and later, when we have the harvesting tendrils to fund it with.
Bureaucracy 4/4
-[] Conduct Economic Census DC 100/150/200/250 (4 Dice) (99% chance of DC 250)
If we're posting plans, I threw one together with more focus on security than I've seen anyone else propose thus far. If we're worried about our food supply, Agriculture is overdue for a security check, and LCI is not far behind. I'd like to sweep both just to see if we can shake out any extra food or consumer goods like fell out last time we squashed corruption...
Tell you what. You're not wrong that these are issues, but I'd like to get the economic census done and don't want to sink all our Free dice.
I'm prepared to commit to doing these two security sweeps in Q2, though.
Light Industry could use a sweep, but the best time to do it is after we finish Civilian Drone Factories, because that's when we're staring down the bore of "welp, guess everything left to do in this area is desirable, but both nonessential and expensive per die."
Agriculture could use it, but as others note, I'm pretty sure our problems in the sector are due to our own neglect. However, you are likely right that this is a sector where a lot of black market stuff is likely to happen, because the raw quantities of merchandise are huge and there's a lot of room for things to fall off the back of a hovertruck (Suzuka, you have not been forgotten!)
Other differences I see right off the bat are continuing work on the shuttle service to try and make sure BZ-18 stays alive, and continuing to build up Green Zone infrastructure.
Respectable. I'm personally thinking more in terms of resuming work on the shuttles in Q2 when the budget's a little less tight (tendrils again), and having Tib dice free to work on Green Zone considerations again when the tendrils are done, at least out to Phase 1 (since Phase 2 is bigger and cannot possibly pay for itself before end of Plan, I don't mind if it takes longer to complete at a slower rate of investment).
I can respect cutting a fortress die in favor of a shuttles die, mind you.
Finally, I'd like to start the sports program in Services - we have the spare health now, the war is winding down, and we could use the PS going into reallocation.
Though... not gonna lie, I'm less than happy with only two dice on fusion. We do still need the Energy to power our war factories, and while your plan reduces the risk of us getting knocked down to zero by deliberately minimizing the chance of a single-turn completion on the Seattle frigate yard, we're effectively putting ourselves in 'debt' in terms of having to spend extra Heavy Industry dice on fusion in future turns. Which will conflict with spending them on Chicago Phase 4 or other projects, including laser rollout.
I think you'd do better to just accept three dice on Civilian Drone Factories (we don't need a 73% chance of completion this turn, and 24% isn't nothing), drop the Free die from Light Industry, and transfer it back to Heavy Industry.
-[]Tiberium (7 dice + 2 Free) 255 Resources
--[] Intensification of Green Zone Harvesting (Stage 7), 1 die (15R)
--[] Harvesting Tendril Deployment (Phase 1), 8 dice (240R)
Again, I don't really think Intensification of Green Zone Harvesting does anything for us right now that's important enough to justify putting a Free die on it.
-[]Military (8 dice + 1 Free) 170? Resources
--[] Orbital Strike Regimental Combat Team Stations (Phase 3), 3 dice (60R)
--[] Skywatch Telescope System, 1 die (10R)
--[] Escort Carrier Shipyards (Nagoya), 1 die (20R)
--[] Shark Class Frigate Shipyards (Seattle), 3 dice (60R)
--[] Mastodon Factory, 1 die (20R?)
Prediction- not me arguing with you, just a prediction.
The Mastodon deployment project will cost 10 R/die or 15 R/die, like the Havoc and Apollo deployment projects, respectively.
On the other hand, they're giant stompy land battleships, so if anything is going to cost 20 R/die the way shipyards do, I suppose it would probably be Mastodons.
As for my own plans...
Budget:
1020/1020 R
7/7 Free Dice
16 Initial Energy
ENERGY WORST IMAGINABLE CASE (Nagoya and Seattle and Anadyr (!) but no fusion phase, 0.55% chance)
+16 -1 (fertiizers) -2 (Anadyr) -2 (drones) -1 (freeze drying) -1 (mechanization) -5 (Nagoya) -6 (Seattle) = -2
ENERGY WORST PLAUSIBLE CASE (Nagoya and Seattle but no fusion phase, 7% chance)
+16 -1 (fertiizers) -2 (Anadyr) -2 (drones) -1 (freeze drying) -1 (mechanization) -5 (Nagoya) -6 (Seattle) = +0
ENERGY MEDIUM CASE (fusion phase and Nagoya OR Seattle, 28% chance)
+16 +16 (fusion) -1 (fertiizers) -2 (drones) -1 (freeze drying) -1 (mechanization) -5 or 6 (Nagoya/Seattle) = +21 or +22
[] Draft Attempting To Supply The Canned Beans Infrastructure (+34) 6/6 Dice 80 R
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 (2 Dice, 40 R) (Phase 6, median 104/300 on Phase 7)
-[] Blue Zone Apartment Complexes (Phase 3+4+5) 72/160 (4 Dice, 40 R) (Phase 3, 97% chance of Phase 4, 18% chance of Phase 5) Heavy Industry (+29) 5/5 Dice + 1 Free Die 180 R
-[] Continuous Cycle Fusion Plant (Phase 8) 67/300 (3 Dice, 60 R) (65% chance)
-[] Isolinear Chip Foundry Anadyr 85/320 (2 Dice, 100 R) (8% chance)
-[] One Die on Laser Project (???, 20 R just in case; allocate elsewhere if this proves totally unnecessary) Light and Chemical Industry (+24) 5/5 Dice 55 R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 (1 Die, 15 R) (100% chance)
-[] Civilian Drone Factories 104/380 (4 Dice, 40 R) (74% chance) Agriculture (+24) 4/4 Dice + 2 Free Dice 80 R
-[] Freeze Dried Food Plants 151/200 (1 Die, 20 R) (91% chance)
-[] Agriculture Mechanization Projects (Phase 1) 0/150 (2 Dice, 30 R) (63% chance)
-[] Strategic Food Stockpile Construction (Phase 2+3) 38/150 (3 Dice, 30 R) (99% chance of Phase 2, 18% chance of Phase 3) Tiberium (+39) 7/7 Dice + 1 Free Die 240 R
-[] Harvesting Tendril Deployment (Phase 1) (New) 0/600 (8 Dice, 240 R) (95% chance) Orbital (+26) 6/6 Dice 120 R
-[] GDSS Enterprise (Phase 5) 102/1535 (3 Dice, 60 R) (3/17.5 median)
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/305 (2 Dice, 40 R) (96% chance of Phase 1, 12% chance of Phase 2)
-[] Lunar Regolith Harvesting (Phase 2) 276/320 (1 Die, 20 R) (98% chance) Services (+27) X/5 Dice 70 R
-[] 70 R WORTH OF SERVICES STUFF (Mad science gacha, hallucinogens, sports, ???) 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 (Nagoya) 171/240 (1 Die, 20 R) (73% chance)
-[] Shark Class Frigate Shipyard (Seattle) 0/300 (4 Dice, 80 R) (64% chance) Bureaucracy 4/4 + EREWHON!!!
-[] Conduct Economic Census DC 100/150/200/250 (4+E Dice) (96.1% chance of DC 250, 99.6% chance of DC 200)
@Simon_Jester Unless I'm mistaken, did you delete your post, then re-post it with an entire second post's worth of stuff? There's no reason to do something like that. Double-posting is allowed on SV as long as you're making a significant post and/or not spamming. Given how the second part of your post is over 2,000 words long, (compared to the first part's 900+,) there wasn't any need to delete the old post, and it can actually be confusing for people who saw the original post and may assume your new one was the same as the old one, and so skip over the additions you made.
I assume you're planning to do a die on laser deployment here. The question is, are you thinking about that in terms of the R budget, the way I factored that in?
I personally don't think it's a great move to do ELFS this coming turn. Because we do not, in point of fact, know we'll have the freeze-drying plants ready this turn, and we don't have much real certainty of any other Food this turn except the +10 from Aquaponics Phase 4 and the fertilizer plants.
I'd be a lot more comfortable pursuing ELFS the turn after we finish the freeze-drying plants, rather than "simultaneous with."
I continue to advocate in favor of monofocusing on OSRCT this turn, then splitting expenditures in subsequent turns. Since ASAT Phase 4 only requires 2-4 dice to complete, most likely 2-3 dice, it can wait without any realistic danger of failure to fulfill the Plan target.
I also continue to advocate in favor of frigate yards, because it is the large wave of frigates, not the escort carriers, that are going to be doing the most to resolve the immediate naval raiding crisis by increasing escort density and reducing naval casualties.
My goal is to get mil plan goals done by Q3, by min die ASAT if it does not finish I can drop 1 die Q2 and maybe 1 Q3 so we are not wasting die and letting us move free dice to other categories if need be. As it is with 4 dice OSRCT should finish the current phase Q1 with overflow letting us have a good chance at 3-4 dice to finish it Q2 and if not drop 1 die Q3. That lets us be more effecient with our use of free dice and with the plan goals focus I have can allow us to get other stuff such as zone armor done.
Finishing the last frigate yard is not going to be as much help as getting the escort carrier wave going, we need escort carriers to counter raiding by providing basing for ASW aircraft, that provides a bigger coverage area compared to frigates. And the carriers are a plan goal the frigate yard is not. And there is enough potential dice needed to hit plan goals that putting them off is a bad idea.
I would highly suggest focusing on plan goals otherwise you are opening us to either overkill to finish in Q3 or have to try and finish in Q4 with a chance to miss.
Trying to counter them with mechs or power armor is tricky because they have the ability to psychically compel our giant robot exosuits to, I dunno, dance the Macarena at will.
I'm gonna need a cite on this to refresh my memory. After all, if they had that ability, then wouldn't they have had the ability to, I dunno, make a Havoc not fire its weapons when the trigger is pulled? That was, after all, the entire reason the Varyvag raid failed. Havoc pilot heard his hatch opening and just held down the triggers in the hopes the noise would alert everyone else, which it did. Maybe link to the Zone Armor suit control Deltas showed after OSRCT showed up at that one research center raid? Because if they have that level of control, particularly in combat, and I somehow missed seeing it or forgot, I'd really like to know.
There's a level of difference between being able to sweet talk a door/hatch open or a server to cough up its data, and completely overriding user control of a mech or power armor. Also, presumably the overridden user control also means they guys in the armor or suit aren't calling in support over their comms or the Deltas have a mystical ability to trap all the support responses too... or maybe an infinite supply of Deltas so each one controls one suit/mech each, plus the ones needed to open doors and grab data from servers.
1) I want to get Hallucinogen Countermeasuressoon. Every turn we delay is a turn that Nod spies have that much less trouble getting at our top-secret facilities with precious, super-secret capabilities like the Varyag reverse-engineering project, tiberium manipulation tech, portal research, or the Anadyr factory. Doing everything we can to close those vulnerabilities sooner rather than later is a good thing.
The problem with this is... what are we not spending dice on in Q2 to fund immediate roll out of any deployment project that results? Frigates? Plan Goals? Because, after all, every turn we delay benefits Nod spies! And can we guarantee free dice availability in later turns? That's honestly why I didn't bother putting development in my spending concept until Q3, because the plan would be to immediately spend on deployment in Q4 so we wouldn't have to argue against wasting dice on deployment in Q2-3 that'd be better spent on Plan Goals those turns.
Especially since Military is the only category (besides the main ones of Agriculture and Orbital) that has actual slack. That slack should be used up at the end of the Plan, not frittered away the three prior turns and expect free dice or most of our Q4 dice or both to ensure goal completion. Which, to be fair, also counts against spending big on frigates yards using Mil Dice Q1 instead of just free dice, when I think on it.
--
Depending on the factories' condition, it's possible we might be able to re-purpose/refurbish the old Mammoth Mk II factories for Mastodon production. Might decrease project requirements. Of course, those factories were shut down in 2039. Who knows if they're still standing or if they were repurposed for something else since then.