- Location
- Mid-Atlantic
We don't get to select what Starbound will accept as space goals. Things like the Conestoga yards may not even be on there, and even if they are, it's gonna be hard to justify a 30 R/die project for a while. I'd like to do the research project to design the ship class in 2061Q4 if we can spare a die for it.We can make those Plan goals too, you know?
Sure, they're not as big a deal as some, but Starbound is bound to have a wide variety of space goals we can use to steer the Plan negotiations.
I normally try to avoid doubleposts, and there's no way to go back and retroactively fix it now. Usually when I do that, it's because there's a good reason, so even if it was a mistake in this case, I don't know what to tell you.@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 figure building a bunch of storage facilities (as my plan does) will also help, while not taxing our actual Food surplus so heavily.Because from the perspective of the politicans they really see the end goal shifting and ELFS does that so this should head off potential trouble
Like, under my plan, Seo can point to big-ass buildings that we are busily filling with canned beans and say "that is what we are doing." It's not necessarily going to shut up all the critics, but it'll help, and it ensures that we stay Food-neutral or Food-positive for the turn.
Also, I want to do ELFS with an Erewhon die, and Erewhon is busy helping out with the economic census this turn. Next turn I'll be doing security reviews in Bureaucracy and have Erewhon pitch on the ELFS project.
If we don't count the frigate yards as a Plan goal (even though they are obviously needed), then our dice needs for military Plan goals are, conservatively: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.
(3) Complete ASAT Phase 4
(9) Complete OSRCT Phase 4
(1) Railgun Munitions Development
(3) Complete at least one more phase of URLS production
(4) Deploy Mastodon (Based off precedents for Havocs, Titans, etc.)
(7) Complete New York and Dublin Light Carrier Yards
(1) Complete Nagoya Light Carrier Yard
That's a total of 28 Military dice. Again, I'm being conservative- trying to make sure everything will have a significantly greater than 50% chance of completion.
Then we have "strongly advisable this year" projects that I consider quasi-mandatory.
(1) Skywatch Telescopes
(4) Seattle Frigate Yard
In fairness to you, there's an argument for switching the Seattle frigate yard and one of the light carrier yards, since it's not a massive public humiliation or breach of promises if some fuckery involving Seattle drags out construction into 2062Q1.
HOWEVER.
I'm going to push back hard on the idea that the escort carriers will impact the naval situation more meaningfully than the frigates. The escort carriers take much longer to actually hit the water and do anything, and the frigates, while not as capable of proactive actions, are capable of providing close escort for convoys and (importantly) highly capable anti-missile escort for the carriers we have. This is especially important with the conversion carriers, which are very vulnerable to antiship missiles of any kind. I think both options have significant impact and there is a very good reason why the frigates are listed as a "defensive Navy" option. I do not think the naval situation will improve until, as a minimum condition, the first wave of frigates out of each frigate yard have already hit the water. Given the time it takes the light carriers to build, even if we snapped our fingers and completed every single yard of both types right now, three waves of frigates would be in the water (180 ships) before the second round of light carriers (something like 18 more ships on top of the 18 in the first wave, as I recall) could be completed.
The frigates are going to be very impactful, and they will impact the situation quickly once set up, which makes delays all the more problematic because it means the existing crisis will drag out longer.
At the same time, the light carriers are not inconsequential, we did promise, and narrowing down the total number of carrier yards we need to build is far from a bad thing.
I very much think we can pull off the frigate yards alongside everything else, especially if we're willing to continue spending Free dice on Military heavily, as you clearly are since you keep suggesting thirteen-die plans and whatnot.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.
In fairness, you're right. They can disrupt the function of mechanized equipment, but cannot just casually lock down every such piece of equipment in range. On the other hand, the fact that that Delta was even trying to gain access to that Havoc suit, and nearly succeeded in doing so, suggests that this is a relevant concern.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.
Remember, the Remembrancers were having trouble fighting drop pod Zone Troopers during exfiltration. That is, at a time when their presence in the area was already known, when their movements could be tracked by anyone in range to see them with infrared sensors, and so when they were taking fire from long range (probably outranging their own control abilities) and thus in exceptional danger.
Their ability to shut down a mech suit from closer range would be a separate issue.
With that said, the Remembrancers (and Nod's many many many other Shadow teams, Confessors, and other infiltrators and elite assault units) would not use hallucinogen gases if those gases did not work. This is a weapon we have seen deployed over and over against us whenever we try to defend a high-value target, which should make it obvious that we have reason to want that weapon neutralized.
If the rollout of hallucinogen countermeasures turns out to be an excessively and unacceptably dice-hungry project, we will simply not do it until later. We have, on net, lost nothing, because we would have had to do the development anyway.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?
Personally, I suspect it will be either a very low-dice project, or potentially a zero-dice non-project, because the "countermeasures" are quite likely to be relatively minor modifications to existing equipment, or "have the same agencies responsible for existing ongoing pharmaceutical production" start to make and distribute one more pharmaceutical to the troops, along with the many many others they already provide."
Out of respect for @Void Stalker , and mindful of the fact that so far we have put considerably more effort into frigate yards than light carrier yards, I am flipping the 'build order' of the Seattle and Dublin yards in my own mind.
I say 'Dublin' because I'm a bit concerned about Gideon going apeshit and nuking the Eastern Seaboard, so I'm trying to distribute military production facilities I don't want disrupted away from BZ-2 for a while insofar as possible. Obviously we can't make every important capability in BZ-2 redundant (if nothing else, there is North Boston), but when it comes down to practically a coin toss which yard we build, I know which one I favor.
Given that Dublin is a cheaper yard than Seattle and has a reasonable chance of completion with only three dice, this also frees up a fourth OSRCT die, which is much appreciated on my end, and simplifies Energy calculations... likewise.
Budget:
1020/1020 R
7/7 Free Dice
16 Initial Energy
ENERGY WORST IMAGINABLE CASE (Nagoya and Dublin and Anadyr (!) but no fusion phase, sub-1% chance)
+16 -1 (fertiizers) -2 (Anadyr) -2 (drones) -1 (freeze drying) -1 (mechanization) -5 (Nagoya) -5 (Dublin) = -1
ENERGY WORST PLAUSIBLE CASE (Nagoya and Dublin but no fusion phase, sub-10% chance)
+16 -1 (fertiizers) -2 (Anadyr) -2 (drones) -1 (freeze drying) -1 (mechanization) -5 (Nagoya) -5 (Dublin) = +1
ENERGY MEDIUM CASE (fusion phase and Nagoya OR Dublin, 25-30% chance)
+16 +16 (fusion) -1 (fertiizers) -2 (drones) -1 (freeze drying) -1 (mechanization) -5 (Nagoya/Dublin) = +22
ENERGY WORST IMAGINABLE CASE (Nagoya and Dublin and Anadyr (!) but no fusion phase, sub-1% chance)
+16 -1 (fertiizers) -2 (Anadyr) -2 (drones) -1 (freeze drying) -1 (mechanization) -5 (Nagoya) -5 (Dublin) = -1
ENERGY WORST PLAUSIBLE CASE (Nagoya and Dublin but no fusion phase, sub-10% chance)
+16 -1 (fertiizers) -2 (Anadyr) -2 (drones) -1 (freeze drying) -1 (mechanization) -5 (Nagoya) -5 (Dublin) = +1
ENERGY MEDIUM CASE (fusion phase and Nagoya OR Dublin, 25-30% chance)
+16 +16 (fusion) -1 (fertiizers) -2 (drones) -1 (freeze drying) -1 (mechanization) -5 (Nagoya/Dublin) = +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 (4 Dice, 80 R) (81% chance, 4/8.5 dice towards Plan target)
-[] Escort Carrier Shipyards (Nagoya) 171/240 (1 Die, 20 R) (73% chance)
-[] Escort Carrier Shipyards (Dublin) 0/240 (3 Dice, 60 R) (54% 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)