I still don't see why that's so desirable. Why not plan things out so we get some of those "whatever we want" projects in Q3, in exchange for finishing some obligatory projects off in Q4? We have the freedom of choice now to commit ourselves to doing some things a turn later. Why can't we make that choice? (Especially for the projects that have extra phases to catch any roll-over progress; that being ASAT and Food Stockpiles. Extra dice there aren't wasted.)

To try and avoid failing plan goals in case of natural ones and/or bad rolls in last quarter.

Let's say we leave the last phase of OSRCT till Q4. We would need to either overcommit dice to achieve the completion probability of 100% or be afraid to fail the goal on a bad roll.

And if we roll a natural one in a plan goal project in Q3, we can correct the problem in Q4, if we delayed the project till Q4 and roll the natural one then, we cannot correct anything anymore.

Thus if everything goes according to plan, we have Q4 to do what we will, if something fails in Q3 we would be correcting it in Q4.
 
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I was talking about Columbia , our experimental station for the basic technologies to live in space , and the thing that provides basic living quarters, and saying we've already gotten warnings that the living conditions in orbit are terrible.
 
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I was talking about Columbia , our experimental station for the basic technologies to live in space , and the thing that provides basic living quarters, and saying we've already gotten warnings that the living conditions in orbit are terrible.
Yes. Which is why Columbia is the next thing we do... after we build the tools to build Columbia right and quickly and well.

Nothing is more important than Columbia, but we may wish to do another thing for Columbia's sake before we actually start physically welding Columbia together.

Like... if Enterprise Phase 5 weren't a Plan promise, I would probably have advocated that we stop work on Enterprise, build the station bay and the Leopard II yard, and I'm pretty sure we'd already be building Columbia.

But I want to get the infrastructure to do the job properly in place first. We'll actually save time and energy on the task on net.

Aside from more places to stash away backup colonies...no, not in the immediate, I think. They're not going to be that much easier to secure than, say, Vulcan, against reactionless drive warcraft.

In the long term, Tiberium abatement on Venus will be a major concern going forward, and saying Mercury has abundant solar power is a little like saying hurricanes have a lot of rainfall. But that's distinctly post-Visitor.
Well, we might want to at least look into the idea of putting a stabilizer constellation around Venus like the one we've set up around Earth. If we had a fleet of G-drive ships to shuttle the satellites back and forth in, that would be relatively straightforward, and a stabilizer constellation significantly slows the pace of tiberium mutation and "buys time" before anything too ugly can happen.

The main reason I'm suggesting this is that it's the only thing we can do about tiberium on Venus that doesn't involve messing around on the surface; we can just drop the stabilizer satellites off in Venus orbit and leave them there with minimal oversight and maintenance, and it wouldn't really require us to develop hardened industrial and basing equipment capable of surviving Venus surface conditions.

Random question. At some point we need pull an XCOM build Avengers and confront the visitors at their home base. So that means orbital construction, mining construction, space craft construction and space warcraft construction. I saw mention of secure lunar orbit as well asan aside which got me thinking. Is there any benefit from securing Mercury or Venus first before heading our past Mars to slug it out with the visitors?
Mercury's just a rock like many others as far as we know, so no point.

Venus has tiberium and it's theoretically possible that the Visitors might go there, but assuming they don't start expanding and building bases and giving us reason to think they're visiting Venus for the tiberium, it's probably not worth our while. Venus is a very inhospitable environment, and trying to build a whole-ass planetary defense system and shipping it to Venus would distract us from the effort of going all final base assault on their staiton around Jupiter.

The reason for us to secure lunar orbit is because we're doing stuff on the moon; it's desirable to us in and of itself.

Also, remember that planets circle the sun at different rates. At the best time for us to go punch the Visitors in the face around Jupiter, Mars, Venus, or Mercury may be on literally the opposite side of the Sun from us and there may be no planets even remotely "between" Earth and Jupiter. But that's a detail.

We pretty much have the choice of 'bad or worse' for engines, is the thing. Either we have a 12 gee fusion rocket with hydrocarbon thrust augmentation and can at least attempt comparable combat accelerations, or we have a 0.5 gee gravy drive that's the next best thing to stationary.

Which is one of the reasons I was speculating on fusion drive parasite craft operating off of gravy drive battlestars--we close the capabilities gap by specialization.
True.

I think we might also deliberately adopt a naval doctrine that... Well, it reminds me of the design philosophy the US Navy put into its "Standard battleships" before and during World War One.

Basically, you know your ships aren't gonna get anywhere very fast, and the enemy has plenty of options for outmaneuvering and raiding you. So you rely on coastal defenses to protect anything truly essential, and the overall strategic size and scale of your nation to make enemy pinprick damage acceptable or at least survivable. Then you design your ships to be tough, reasonably well-armed brawlers that can sail straight up to the enemy's home base and force them to fight against their will, such that their superior mobility does not save them from having to fight you on your own terms unless they're prepared to write off their base.

In that case, we'd end up with big, boxy, janky warships liberally festooned with railguns and ion cannons and whatnot, and just trundle on up to Jupiter and start throwing hands. I kind of like the idea, in all truth.

I've been talking about a Plan 4 RZ abatement heavy plan for a while now, if not necessarily in thread. I agree that the RZs are enemy held territory. We absolutely should do something about them.

The Treasury won't care in 2062. All the Treasury will care about is getting as much of the money goal done as fast as possible so that the Treasury has a budget to work with. And right now, our best money growing option that does not require ZA factories is YZ abatement.

So that is what I suspect the Treasury will be going for until ZOCOM gives the green light for the RZ Offensives and super glacier mines. And we won't get that before the ZA factories have been up and running for quite a while.

To be honest, I'd hoped to crank out ZA factories earlier, so we could do both RZ abatement and grow our money piles rapidly, but that's proven false.
My hope- my hope- is that by starting Ground Force Zone Armor production in Q3 or Q4 of this year, we can start to transition towards Red Zone Border Offensives and super-glacier mining as a source of income (and abatement) a little sooner than we otherwise would. We can start out on vein mining like you say, then transition to an attack on the Red Zones. We'd probably do this anyway, but we'll be able to start doing it faster if we are more aggressive about getting the Zone Armor rolled out sooner rather than later.

This imparts a certain sense of urgency to my actions.

Vein mining certainly won't be a bad thing for overall abatement considerations, mind you- as the fate of the New York carrier yard illustrates, we have real problems with underground tiberium in the Blue Zones and our existing program of tiberium spikes doesn't do enough to keep it under control.

Weren't the MARV fleets mostly constructed with tib dice for that quarter?

Really, the problem is that we kept going for glacier mines without factoring the need of MARVs to protect them. Then were shocked a few turns later to learn that the local warlord was about to destroy them if we didn't give ZOCOM heavy metal to defend themselves.
MARVs alone are too big and trundly to protect large scale Red Zone operations. ZOCOM has a whole array of vehicles and troop types whose job is to fight in Red Zones, and they need those too. Supertanks don't work at full potential without infantry and support assets, and MARVs in particular aren't supposed to spend all their time just sitting around passively defending anything. They're there to go out and munch up the tiberium deposits too.

So our main limit on glacier mining has always been ZOCOM's actual troops, not just our own failure to build MARVs. That's why we're hitting a hard cap again- ZOCOM's actual troops are stretched too thin and they want Ground Force to pick up the slack. Both by taking over the heavy infantry role in Yellow Zone and Blue Zone deployments where ZOCOM is currently deployed wastefully, and by being able to deploy (in armor) to shallow Red Zone operations directly.

MARVs at least have the advantage that they can mostly protect themselves without a disproportionate amount of ZOCOM effort, but they don't ultimately solve this problem.

I still don't see why that's so desirable. Why not plan things out so we get some of those "whatever we want" projects in Q3, in exchange for finishing some obligatory projects off in Q4? We have the freedom of choice now to commit ourselves to doing some things a turn later. Why can't we make that choice? (Especially for the projects that have extra phases to catch any roll-over progress; that being ASAT and Food Stockpiles. Extra dice there aren't wasted.)
We can make that choice, but I think it's a bad idea. Well, apart from ASAT rollover which is cool in moderation.

Because dice are swingy, there's a fundamental difference between spending two dice now and spending one now and one later, when you are treating the project as something that must get done.

My goal here is to front-load the most critical, required spending, because then if we roll badly on the optional projects, we don't get hurt, we just... deal with the project not being finished.

For example, if we spend three free dice on Vertical Farms this turn, in the expectation that we'll just spend three more dice on food stockpiles next turn... Well, maybe we get our vertical farms, and maybe we don't, much as with the ranching domes last turn. And there's a very plausible scenario where we are effectively forced to spend five dice next turn- one to finish the vertical farms that didn't complete, and four to be genuinely sure the stockpiles finish. By contrast, if we spent the three dice on the stockpiles up front, we would have more dice- potentially all five!- to throw at vertical farms later. But if the vertical farm rolls next quarter didn't go well, it wouldn't be so bad. We'd just grunt in displeasure and finish off the project in 2062 as soon as practical.

I'm trying to push to rapidly complete all the projects that have the power to hurt us if they aren't specifically finished next turn, so that we have the maximum number of wiggle dice to pursue other projects that can't hurt us.

...

There's a time to pace yourself, and there's a time to stop and smell the flowers, and there's a time to hustle so you can be sure of getting where you're going before the sun goes down.

And the sun's setting on this Four Year Plan.
 
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See, what this gives us is a very solid lock on low planetary orbit... and not much with potential beyond that. I consider the shipyards to be higher priority because I want the ability to build a fleet, not just to exploit our own "coasts" and build up there extensively.

The Enterprise isn't the only industrial station we'll build, it's not even the primary shipbuilding project we'll have access to. It's supposed to be the seed of all the rest of our more specialized and effective space industry and I think it's best if the bay slots are all specced into whatever bootstraps our other industries fastest. Enterprise shouldn't be what builds us an interplanetary fleet, I'm not sure it's capable of that even if we wanted it to be.

I suspect that it's going to take a decade of building the tools to build the tools to build the tools to build a warship before we have anything resembling an effective space navy, and by the time we're laying down the keel on humanity's first real interplanetary warship it will almost by necessity have to be in a much larger and more developed shipyard on the Moon or in a dedicated station. It won't be in an antiquated workshop tucked away in the experimental modular space quonset hut that was built before we even knew how to forge a steel girder in space.

I don't see a g-drive freighter shipyard as being the best way to accelerate the growth of our offworld industrial base. We could theoretically mine the Belt for resources with them, but I've already very loudly expressed my worries about mining operations beyond the Moon. If I'm wrong and being overly paranoid then we miss out on some money, oh well, but that's not the end of the world - especially with us likely to go hard on Red Zone operations and generating huge mountains of Earth-based income anyways. If I'm right and we go build Vulcan Station and then it gets blown up by the Visitors, people die. I do not think we're in a place that we're desperate enough to risk lives gambling for more money, I would much rather trade off the income for greater safety of the humans involved. If the engineers come to us and say "hey we just can't get enough X, Y, and Z on the Moon no matter how hard we try" then I guess we have no choice, but until that happens I'll gladly pay some extra dice or cap goods or whatever else to keep digging up rocks on the Moon rather than risking stationing humans out where we can't protect them.
 
I'm with Simon here. Us not completing the plan objectives is unacceptable even if it's due to bad luck on q4. We should ideally not have to rely on luck at all by then

What about not completing it because we started the plan expecting a small fight for Karachi and occasional raiding and instead Nod started the regency war with a worldwide conflict.
 
What about not completing it because we started the plan expecting a small fight for Karachi and occasional raiding and instead Nod started the regency war with a worldwide conflict.
First, technically this war was started by GDI and not NOD.
This is important because it frames perception. Most people, even politicians without highest levels of security clearance, think that this war was planned and prepared for by GDI and treasury. Only a few know that we started it as a preemptive strike due to intercepted intelligence.

And second, as we were renegotiating our goals, we were told that given the successes of the war parliament is convinced that the treasury was not unduly strained by the war - this was one of the reasons why they could hardly be budged on stored food goals, for example.

Last, the renegotiation itself. This was the moment for us to change any goals we could not achieve due to war strain. Any we did not change at the time, we reconfirmed as doable and on our schedule, so bringing up war after the renegotiation won't be seen well.
 
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Basically, OSRCT is specifically a vehicle for delivering large ground units from space to ground. The scale of OSRCT deployment that is desirable depends heavily on whether we have enough for the kinds of operations we are planning in the foreseeable future. My own assessment is that OSRCT Phase 4 already represents a reasonable upper limit on the amount of spaceborne drop troops that GDI requires in the foreseeable future. Thus, additional spending to begin expanding OSRCT to Phase 5 is not strictly wasted, but it is not effective in the same way that spending the dice on something else, something of greater immediate urgency, would be.

In other words, I will regret each die accidentally spent on OSRCT Phase 5 right now that could instead have been spent on a Zone Armor factory, on the Seattle frigate yard, or on the naval laser refits or SADN or railgun munitions or any of a number of other projects.

So I'm trying to avoid that. Not because OSRCT is going to stop existing or become useless beyond Phase 5, but because I do not consider it necessary or even particularly important at the present time, and it is competing for resources with other things that are.

ASAT is actually in the opposite position! I consider overkill on ASAT to be a positive good! First, because it may (may) let us spend 20 R now to avoid spending 30 R later. Second, because I am fairly sure that ASAT Phase 5 will be judged to be a military defense requirement in the near future as part of the 2062 reapportionment, given multiple lines of foreshadowing. We need better space firepower, and some of that is gated behind ASAT Phase 5.
I agree on the value of ASAT, but I think that you're undervaluing the ability to drop a regiment+ of increasingly varied forces into whatever brushfire arises when a warlord gets feeling ignored.

Now, I don't think it's something we'll consider urgent for several years, but I don't think that progress will be wasted, really.

More when not on my phone.
 
And we can only do Green Zone harvesting not Yellow Zone, since are barred from harvesting in Yellow Zones for now, and Green Zone harvesting only gives a single point of YZ abatement per phase.

Well, we can also do vein mining for more efficient RpT, if not necessarily more efficient abatement.

Takes CapGoods though.

My hope- my hope- is that by starting Ground Force Zone Armor production in Q3 or Q4 of this year, we can start to transition towards Red Zone Border Offensives and super-glacier mining as a source of income (and abatement) a little sooner than we otherwise would. We can start out on vein mining like you say, then transition to an attack on the Red Zones. We'd probably do this anyway, but we'll be able to start doing it faster if we are more aggressive about getting the Zone Armor rolled out sooner rather than later.

This imparts a certain sense of urgency to my actions.

Vein mining certainly won't be a bad thing for overall abatement considerations, mind you- as the fate of the New York carrier yard illustrates, we have real problems with underground tiberium in the Blue Zones and our existing program of tiberium spikes doesn't do enough to keep it under control.

An urgency that has only appeared when ZOCOM went from 'seriously, we are so stretched we need relief', to 'let me spell out how fucked we are if we do not get relieved and you decide to hit the crystal piñata'.

I've no doubt you have a good grasp of the math behind the dicerolls and projects. You seem to have a habit of ignoring the narrative, however, which has been specifically noted in the game rules as being an important part, even though the numbers is what we see the most.

Look, I'm not saying 'do not do ZA factories'. I'm saying 'prep for doing Vein Mining for at least a year next plan, and be happily surprised if we do not need to'. This would include hitting the CapGood departments, even though they cost a die. And if we're really smart, we hit those departments in Q3, to get that ticking, while doing Vein Mines with whatever dice in Tib are left over after Harvesting Claws. Which, yes, is a little expensive at 380 points, but I think the Treasury is expecting us to make extensive use of those things.
 
I don't see a g-drive freighter shipyard as being the best way to accelerate the growth of our offworld industrial base. We could theoretically mine the Belt for resources with them, but I've already very loudly expressed my worries about mining operations beyond the Moon. If I'm wrong and being overly paranoid then we miss out on some money, oh well, but that's not the end of the world - especially with us likely to go hard on Red Zone operations and generating huge mountains of Earth-based income anyways. If I'm right and we go build Vulcan Station and then it gets blown up by the Visitors, people die. I do not think we're in a place that we're desperate enough to risk lives gambling for more money, I would much rather trade off the income for greater safety of the humans involved. If the engineers come to us and say "hey we just can't get enough X, Y, and Z on the Moon no matter how hard we try" then I guess we have no choice, but until that happens I'll gladly pay some extra dice or cap goods or whatever else to keep digging up rocks on the Moon rather than risking stationing humans out where we can't protect them.
Right now, the Scrin base is inactive. But if it becomes active again? We have a bunch of telescopes all pointed at it, and even more monitoring the rest of the solar system. We'll have ample warning that they're coming, and with g-drive ships of their own, any off-Earth personnel can just evacuate.

Anyways, after thinking about it, I think the Station Bay, Gravitic Shipyard, and Fusion Shipyard actually are a synergistic combination. We already know the Gravitic and Fusion Shipyards combo well, since the former lets us transit the solar system in good time and the latter lets us go in and out of gravity wells with large cargoes. But the Station Bay? Stations + Gravitic lets us build more and bigger extra-Earth station, and Fusion lets us better exploit whatever Stations we build. It's the best combination for going to Mars to get whatever Eezo we can grab there, or investigating/mining the Venusian Tiberium if we get the technology to operate in its atmosphere. (Better shield tech, perhaps.) Or going to any other planet or moon in the solar system if we find something we want there.
 
I think the first wave of militarised spaceships will be fusion boats for cutting about Earth and lunar space as defensive craft. For going on the offensive over Jupiter the design might be a G-drive carrier to transport smaller fusion drive attack ships, if portals and drone control both work out we could be directing them as unmanned ships with no latency from an operations room on the Moon.
 
See, what this gives us is a very solid lock on low planetary orbit... and not much with potential beyond that. I consider the shipyards to be higher priority because I want the ability to build a fleet, not just to exploit our own "coasts" and build up there extensively.
If you can't protect your coasts, why the fuck are you trying to build a blue water navy? Plus, if you're building warships out of your orbital workshop, how the hell will that help transportation Earth-Moon or elsewhere, which defeats the purpose of building the yard bays in the first place?

This allows us to firmly secure Earth and Lunar orbits at a minimum, and there's no reason we can't make station bits or satellites that can be transported elsewhere, which will help expansion beyond Earth. And by securing Earth/Lunar orbits, we can safely build our navy to go out and punch out the Visitors wherever they appear.
 
Right now, the Scrin base is inactive. But if it becomes active again? We have a bunch of telescopes all pointed at it, and even more monitoring the rest of the solar system. We'll have ample warning that they're coming, and with g-drive ships of their own, any off-Earth personnel can just evacuate.

Anyways, after thinking about it, I think the Station Bay, Gravitic Shipyard, and Fusion Shipyard actually are a synergistic combination. We already know the Gravitic and Fusion Shipyards combo well, since the former lets us transit the solar system in good time and the latter lets us go in and out of gravity wells with large cargoes. But the Station Bay? Stations + Gravitic lets us build more and bigger extra-Earth station, and Fusion lets us better exploit whatever Stations we build. It's the best combination for going to Mars to get whatever Eezo we can grab there, or investigating/mining the Venusian Tiberium if we get the technology to operate in its atmosphere. (Better shield tech, perhaps.) Or going to any other planet or moon in the solar system if we find something we want there.
I basically think that fusion shipyard is none negotiable.
We are doing a lot around the Moon and in near orbit, the fusion shipyard will allow us to do it much, much more efficiently, I would go as far as to say that it is a prerequisite to efficiently exploit near Earth space.

Gravitic shipyards would synergize beautifully with that, and rereading how Ithillid worded the option - we would need them for Mars and asteroid belt.

Station Bay - we will build a whole lot of them, so it is a great economic option.

Advanced Materials - I really, really want them and think that we can get a lot out of it in the long run, but... realistically this is probably the bay we can most likely afford to delay.
 
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I think this plan we ended up fighting a war during our stop and smell the flowers phase
That, and building ranching domes.

The Enterprise isn't the only industrial station we'll build...
Yes, but we've been explicitly told that our choices about what to build on Enterprise will color the future focuses of our space industry. So I'm trying to choose with that in mind.

Taking stations-materials-satellites means we're likely to be very good at building out the orbitals of a planet and extensively developing them with massive flocks of everything, assuming we can source the materials, and that we will also have overall bonuses from orbital manufacturing to "make stuff better."

Taking stations-fusionyard-graviticyard means we're likely to be very good at building big stations (wherever situated) and moving stuff around between different celestial bodies.

Taking, say, military-materials-satellites would mean a heavy focus on fortifying Earth orbit, both in a downward-facing sense aimed at Nod, and in an upward-facing sense aimed at potential alien attackers, but in effect getting Fortress Earth more so than "interplanetary civilization."

Any of these paths can ultimately pursue stuff that is 'down' the other paths; taking "Fortress Earth" choices doesn't mean we can never colonize Mars or whatever. But which directions it is easiest to move down will, we are told, be influenced heavily by our bay choices.

I agree on the value of ASAT, but I think that you're undervaluing the ability to drop a regiment+ of increasingly varied forces into whatever brushfire arises when a warlord gets feeling ignored.
It's not that this isn't valuable, it's that we already have several such regiments. Eventually, you pass the point of diminishing returns, where you have enough drop troopers that you can really fuck up an enemy in a single place, and where you are unlikely to ever need to drop the whole force more or less at once except in the most extreme operations you are likely to plan.

I'm planning around not having another full-scale worldwide war in the Fourth Plan, which means that the number of hotspots we're likely to need to deploy orbital drop troops to at once is kinda limited. And the need to expand those forces comes at the expense of other needs and priorities, so at some point I'm just gonna say "we've done enough."

The OSRCT target was by far the largest and most dice-intensive military Plan goal we were handed by the legislature back when the Plan started. I'm pretty sure they weren't skimping on the scale of the project or would it would enable them to do, and I'm pretty sure that even the Space Force is going to want to pivot from "focus on pounding Nod from space" to "focus on space-to-space warfare capability" now that we know aliens are still up there.

An urgency that has only appeared when ZOCOM went from 'seriously, we are so stretched we need relief', to 'let me spell out how fucked we are if we do not get relieved and you decide to hit the crystal piñata'.
Yeah, I changed my mind upon a combination of (1) seeing more information about the scope of the problem, and (2) watching other people react to that and becoming convinced that even if I'm right about certain reactions being overreactions, it hardly matters.

I've no doubt you have a good grasp of the math behind the dicerolls and projects. You seem to have a habit of ignoring the narrative, however, which has been specifically noted in the game rules as being an important part, even though the numbers is what we see the most.
Sometimes I'm out in front of things on a narrative issue. Sometimes I'm behind.

Look, I'm not saying 'do not do ZA factories'. I'm saying 'prep for doing Vein Mining for at least a year next plan, and be happily surprised if we do not need to'. This would include hitting the CapGood departments, even though they cost a die. And if we're really smart, we hit those departments in Q3, to get that ticking, while doing Vein Mines with whatever dice in Tib are left over after Harvesting Claws. Which, yes, is a little expensive at 380 points, but I think the Treasury is expecting us to make extensive use of those things.
Go back and check my Q2 plan. You will note that it has several dice allocated to researching Harvesting Claws, precisely because I was already planning ahead for something like, oh... at a casual estimate, at least ten or so phases of vein mining, very probably more.

Check my Q3 plan draft. It, too, has multiple dice on the harvesting claw deployment, for exactly the same reason.

Meanwhile, my plans (and I cannot take credit for this because nearly everyone's plans do this) feature at least the following Capital Goods increases in the timeframe of Q2-Q4 of this year:

Anadyr (+4)
Crystal Beam Lasers (+6)
Enterprise Phase 5 (+2)
Bergen Phase 3 (+2)

I had originally considered Chicago Phase 4, for another +6, but was persuaded to step back by various factors, and am now unsure whether we can fit it in by 2061Q4 or 2062Q1.

With all of this, plus the existing surplus, we are fairly well positioned to do a vein mining surge.

Additional to this, I intend to institute the distributed capital goods production bureau in 2061Q4, but not sooner, because we have a vast number of projects in Heavy Industry and I would like to clear a few of them out while I still can. We will have other uses for our Heavy Industry dice soon enough, after all. Yes, this means that in theory we may have slightly less Capital Goods than we otherwise would. But there are many other considerations; Capital Goods are not the only thing we do with Heavy Industry dice and they are not the only thing that matters.

The point is, I am already well aware that we must prepare for a vein mining surge in early 2062. I have been outspoken on this subject for some time now. If you like, do a search of my posts for the word "vein." I may not share all your ideas about exactly how to prepare for the impending vein mining surge, granted! But I am in good faith attempting to prepare for such a course of action.

My desire to roll out Zone Armor starting in 2061Q3 is not rooted in a desire to do aggressive Red Zone pushes instead of that vein mining surge. It is rooted in a desire to be able to begin the Red Zone push in question as soon as reasonably practical.

If you can't protect your coasts, why the fuck are you trying to build a blue water navy?
The US Navy's answer, circa 1914, was:

"You CAN protect your coasts, which we do by installing giant-ass gun turrets along our coastline to protect key strategic harbors, which we are at present actually doing. However, you CANNOT build so many such giant-ass guns that no enemy ship can approach your coast anywhere at any time for any reason, nor can you use such turret guns to protect all of your own commercial shipping or every isolated island possession you may have off the coast, because things like a concrete battleship are prohibitively expensive and are not themselves invulnerable to attack in principle. THEREFORE, you must have both a reasonable allocation of fortifications that defends what is truly important but not necessarily all that is nonessential or marginal. AND you must have a blue-water fleet capable of forcing an end to the war by taking the fight to HIS home waters and destroying HIS bases in pitched battle, thus depriving him of the opportunity to zoom all over the oceans looking for random petty targets to pick away at."

GDI's equivalent answer, circa 2064 or '74, would be something along the lines of "We CAN protect the earth-moon system with constellations of orbital ion cannons, laser satellites, missile batteries, giant fuckoff railgun turrets on the moon, and so on. We CANNOT ensure that literally every automated freighter, mining outpost, and research station in the solar system is immune to any plausible alien attack. But that is okay, because some amount of risk is acceptable as long as we win the war. However, to win the war, we should not waste our resources building giant rings of excessive fortifications to protect relatively small investments. Critical locations and densely populated spaces (such as Earth and the moon) should be defended well. But meanwhile, we are constructing a fleet specifically optimized to fly directly to Jupiter and assault that alien base directly, forcing them to fight us in a battle of our choosing, whether they want that battle or not. Because taking the initiative and bringing the fight to the enemy is both quicker and more cost-effective than a prolonged period of spending 100% of our energy building purely defensive installations and hoping the more mobile enemy cannot find to bypass them and inflict any harm."

Plus, if you're building warships out of your orbital workshop, how the hell will that help transportation Earth-Moon or elsewhere, which defeats the purpose of building the yard bays in the first place?
I may be confused, but the main purpose of the fusion yards is to greatly enhance our ability to move things between Earth orbit and the moon, or around on the lunar surface itself. Right now, all our fusion craft are designed to take off from Earth under their own power, which places tight constraints on their design and makes them less efficient. An orbital yard would let us design fusion craft better suited to the Earth-moon transit corridor, or to "hopper rocket" duties on the moon itself.
 
Re: MARV Hubs earlier in this Plan.
It is reasonable to look at those as a mis-step on our part. I counted it up a while ago, and I think there was about 8-9 dice on MARVs and non-critical Military things (I think I also counted the Pacifiers?*). Such spending when we knew that some sort of fight was likely coming in this Plan was a bit too much, as it put us a whole turn behind on our Military spending towards Goals.
We've basically been dealing with the knock-on effect from this for the last 2 years. We deferred the Orca Refits and didn't look at Carriers to do them.
This isn't to say that the MARVs (and Pacifiers*) weren't useful in the conflict, as we didn't get our harvesting operations trashed. But we've trivially overshot the income we needed and now have more than we can spend. Not a bad thing in itself, but it has come at the cost of being really close to missing our Military Plan Goals.

*I didn't get why we built the Pacifiers when I didn't see any indication that they were critical. ZOCOM certainly said that they would like them next, but never indicated that they were struggling. Meanwhile Orca Refits sat with the Very High Priority tag. And we knew the Air Force was having some issues with new NOD aircraft.
It is likely that ZOCOM would have needed the Pacifiers by now though.
 
Re: MARV Hubs earlier in this Plan.
It is reasonable to look at those as a mis-step on our part. I counted it up a while ago, and I think there was about 8-9 dice on MARVs and non-critical Military things (I think I also counted the Pacifiers?*). Such spending when we knew that some sort of fight was likely coming in this Plan was a bit too much, as it put us a whole turn behind on our Military spending towards Goals.
MARVs translate into Red Zone abatement, which is never truly wasted.

Tiberium is the quietest of our major enemies in this quest so far... But they are also the only enemy so powerful that the QM has confirmed that we are on a timer until they expand out of control and kill us all.

The Pacifiers are a platform that strengthens ZOCOM, and since one of our most pressing current problems is that ZOCOM lacks strength, I do not and cannot regret having done things to strengthen them.

*I didn't get why we built the Pacifiers when I didn't see any indication that they were critical. ZOCOM certainly said that they would like them next, but never indicated that they were struggling. Meanwhile Orca Refits sat with the Very High Priority tag. And we knew the Air Force was having some issues with new NOD aircraft.
It is likely that ZOCOM would have needed the Pacifiers by now though.
The problem is that the difference between a "High" and "Very High" priority isn't how objectively important a project is. It's whether more than one branch of the military wants the thing in question. With the sole exception of Ground Force Zone Armor, almost every project ZOCOM could ever conceivably want us to do is something that only ZOCOM is ever likely to use. Therefore, ZOCOM's top priority, no matter how necessary it is, will almost never be a Very High priority... except for the present situation involving Ground Force Zone Armor.

It's possible for us to overcompensate by strengthening ZOCOM a little too much at a time when the other services are suffering. But the point is that we have six different branches of the military all asking us for different things at the same time, while prosecuting a complex global conflict against Nod and also having to worry about tiberium and the Visitors.

We will never be able to make procurement decisions that seem perfect from every possible point of view, or every possible future point of view. Investments that looked very wise from the viewpoint of 2060Q3 might look frustrating from the viewpoint of 2062Q1, and investments made from the perspective of 2058Q2 might well look very good from one perspective and bad from the other, or the other way around.

There is inherently more to do than can ever be done, and we will always be juggling a great many plates and occasionally dropping one that we could theoretically have avoided dropping. This is a design feature of the quest.
 
Yeah, but we'd dropped the plate labelled 'Military Plan Goals'.
In the next Plan, we need to work on keeping track of our Plan Goal progress. We did well for Orbital, but sort of didn't track the Military or Agriculture ones well enough.
Another thing to work on is that we can't think that it is okay to mono-focus on income increases, as while we might have the resources to finish our Goals later, disruptive events will suck up dice later on.
 
Yeah, but we'd dropped the plate labelled 'Military Plan Goals'.
In the next Plan, we need to work on keeping track of our Plan Goal progress. We did well for Orbital, but sort of didn't track the Military or Agriculture ones well enough.
Another thing to work on is that we can't think that it is okay to mono-focus on income increases, as while we might have the resources to finish our Goals later, disruptive events will suck up dice later on.
We really need the income though.
Even as late as last plan we literally have spent all 1130 resources to activate all the dice.
And this was at the very tail end of the plan.
 
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Yeah, but we'd dropped the plate labelled 'Military Plan Goals'.

In the next Plan, we need to work on keeping track of our Plan Goal progress. We did well for Orbital, but sort of didn't track the Military or Agriculture ones well enough.
The thing is, we did really well by the military itself, in the sense of "we loaded down the military with all kinds of weapons so it could fight and win an important war."

We didn't do great by the "hit our Plan targets" metric... but it really is not hard for us to just do that right now. Like, we can do that. It's not a problem. We just have to be intentional about it now. We could have done it earlier, but all the other stuff we did earlier was also legitimate and important, and I think that trying to peck ourselves to death over it is a mistake. There comes a point at which we're just inventing reasons to criticize "the thread" over problems "the thread" already has a solution for. It's pointless except as a way to make oneself feel smarter than other people.

Another thing to work on is that we can't think that it is okay to mono-focus on income increases, as while we might have the resources to finish our Goals later, disruptive events will suck up dice later on.
Without enough income to activate all our dice at an average of 15-20 R/die, it's effectively impossible for us to work meaningfully towards the kind of Plan targets we're usually given.
 
I'm not saying that we could have avoided all those issues. We just recognise that it was sub-optimal, and make small adjustments next time.
I'm just putting out some aspirational goals as far as how our approach to Planning plays out. The quest mechanics aren't static. Neither is how we deal with them.
We are starting to transition from 'Emergency Put All The Fires Out Planning' into 'Things are stable now, we should Plan long-term'. So the mechanics are going to be slightly different, as are our economic challenges.
Since we started the quest, we've gone from looking at lots of - and + signs, to having regular probability arrays and Plan Goal needs breakdowns.
There is nothing wrong with reviewing our past performance, and considering what we could do differently in the future, especially with how everything is evolving. (Unintentional Tib reference. -_- )
 
To First Lieutenant Violet Hawthorne-Smythe:
To First Lieutenant Violet Hawthorne-Smythe:
For service above and beyond the call of duty
RECOGNIZING THAT, during the Battle of Murmansk:
- While responding to an 'all personnel' recall order despite compromised communications equipment, she observed a Guardian Armored Personnel Carrier being disabled by hostile action, and evacuated the surviving crew member despite difficult environmental conditions.
- While attempting to re-establish contact with Home Guard units, she observed a squad of flamethrower-equipped hostile personnel about to begin an assault on an entrenched Home Guard position; engaging them with her sidearm, she provided sufficient distraction to allow friendly forces to respond appropriately and retreat in good order.
- During the OSRCT counterattack, observing a militant attempting to flank a Zone Trooper unit, despite being wounded by laser fire in the previous engagement, she engaged the militant with her sidearm, the distraction allowing the orbital drop team to eliminate the flanking individual.
THEREFORE: The Bronze Eagle and Purple Heart are hereby awarded with full distinctions and honors.

@Ithillid - instead of the usual "archived" AP News report, we have a couple of medals being awarded.
 
The US Navy's answer, circa 1914, was:
The US Navy circa 1914 also had substantial industrial capacity, substantial shipbuilding capacity, decades of knowledge about building steel hull ships, not quite a decade of knowledge in building dreadnoughts, and centuries of knowledge of building ships in general. And wasn't building itself from scratch.

GDI's Space Navy is not equivalent to 1914 US Navy. GDI's Space Navy is more akin to the Continental Navy or early years US Navy. And given that our ion cannon system couldn't dissuade the original Visitor assault, we can't even claim to have a decent array of fortifications at key areas to dissuade attacks.

I may be confused, but the main purpose of the fusion yards is to greatly enhance our ability to move things between Earth orbit and the moon, or around on the lunar surface itself. Right now, all our fusion craft are designed to take off from Earth under their own power, which places tight constraints on their design and makes them less efficient. An orbital yard would let us design fusion craft better suited to the Earth-moon transit corridor, or to "hopper rocket" duties on the moon itself.
It really feels like a lot of the talk about fusion/g-drive yards is also talking about building warships, hence my comment about if we're building warships in our workshops, we're not going to have transport capacity that was intended for the bays to build. Maybe the intent of the comments was that the knowledge from building in the workshop would translate to better ships, but it felt like more "build warships in the bays because we need space navy."
 
The US Navy circa 1914 also had substantial industrial capacity, substantial shipbuilding capacity, decades of knowledge about building steel hull ships, not quite a decade of knowledge in building dreadnoughts, and centuries of knowledge of building ships in general. And wasn't building itself from scratch.
The analogy isn't perfect, but I'm talking about a doctrine to aspire to, not something we can snap our fingers and do overnight.

The point is, our enemy has a single base of operations and for all we know they may all be asleep over there. Building up defenses as a precaution isn't a bad idea, but if we deliberately slow-roll everything and build gigantic wall-in-space defenses around everything and refuse to go anywhere without them, we're pointlessly crippling ourselves. Likewise we're crippling ourselves if we get too anxious about being unable to match Visitor ship accelerations and overlook the obvious strategic benefits of simply attacking an enemy's fixed point(s) in sufficient mass that they are forced to fight against their will.

GDI's Space Navy is not equivalent to 1914 US Navy. GDI's Space Navy is more akin to the Continental Navy or early years US Navy. And given that our ion cannon system couldn't dissuade the original Visitor assault, we can't even claim to have a decent array of fortifications at key areas to dissuade attacks.
My impression, from admittedly the one and only cutscene that even portrays the Visitors approaching Earth from space, is that GDI's ion cannon network did actually manage to inflict damage on Visitor ships approaching Earth. This is despite the considerable handicap of being utterly unprepared for the attack and, in all probability, suffering from considerable depletion of numbers and maintenance due to the ongoing strain of having been at war with Nod for quite a while up to this point.

In which case we have a gun we can shoot at attacking enemies; we just need to expand the network and make it more effective.

The point of the doctrine I describe is that you do build up to fortify yourself, but reduce the need to fortify every point to an extreme exhaustive level by retaining (or in our case, developing) the ability to assault the enemy's own bases. It's unwise to concentrate only on static defenses, or to assume that a mobile unit which cannot outmaneuver enemy mobile units is useless. Both extremes are unwise, and even a slow fleet can be useful if it is large, powerful, and thrown straight into the enemy's teeth.

It really feels like a lot of the talk about fusion/g-drive yards is also talking about building warships, hence my comment about if we're building warships in our workshops, we're not going to have transport capacity that was intended for the bays to build. Maybe the intent of the comments was that the knowledge from building in the workshop would translate to better ships, but it felt like more "build warships in the bays because we need space navy."
We're likely to see a combination. Unarmed transport ships, armed ships once we have a design we like, and importantly, gaining experience building ships in space so that future yards can be better designed to our needs.
 
ZOCOM doesn't really need new cool gadgets/machines in the field at the moment. While undoubtedly welcome, ZOCOM is still at decent confidence even when so strained they cannot physically spare any more people.

ZOCOM absolutly believe they can beat NOD of with a stick as it stands, ZOCOM problem is just them straight up not having enough people. Which is why Zone armour is really the only solution.

Giving ZOCOM new massive laser weapon won't allow them to be in two places at once, allowing ground force to take over guard duties will allow ZOCOM to focus more of their forces.
 
ZOCOM doesn't really need new cool gadgets/machines in the field at the moment. While undoubtedly welcome, ZOCOM is still at decent confidence even when so strained they cannot physically spare any more people.

ZOCOM absolutly believe they can beat NOD of with a stick as it stands, ZOCOM problem is just them straight up not having enough people. Which is why Zone armour is really the only solution.

Giving ZOCOM new massive laser weapon won't allow them to be in two places at once, allowing ground force to take over guard duties will allow ZOCOM to focus more of their forces.
...I don't think anyone seriously suggested giving ZOCOM bigger guns as an alternative to Ground Force Zone Armor? Unless I missed something...?
 
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