I stand by my stance of voting for anything that puts dice on Inferno Gel, so @Simon_Jester and @Shadows plan's both make me happy and I'd vote for them as is. However, I would be remiss if I didn't point out somethings I think could be changed. For instance, while I am interested in the SSN Development Program, I'd hold off on it until the Islands were done. It's not urgent, and I'd like to see what the Navy is proposing for their Capital Carrier and Battleship refit programs. Odds are that yes, we'll just let the Department of Refits take care of it, but it'd be good to know. As an alternative, I'd really like to relieve ZOCOM, so either getting started on the next phase of Zone Armor Factories, or the new Red Zone MARVs. More the MARVs actually. We know that having high numbers in certain areas can have positive indirect effects, and I'd like to know what having lots of STUs around could do for us. If nothing else, it'd let us spend them more freely.
I'd also consider putting a hold on Reforestation for a turn, and do a spread of Tarberries, Lab Meat, and Food Stockpiles. A little energy, a good chance at the meat, and three dice on the stocks.
And since we're staring down Karachi, I strongly urge to get the Autodoc Deployment and Hospital Expansions done. That Emergency Health could be a god send, and the hospitals will support them.
I stand by my stance of voting for anything that puts dice on Inferno Gel, so @Simon_Jester and @Shadows plan's both make me happy and I'd vote for them as is. However, I would be remiss if I didn't point out somethings I think could be changed. For instance, while I am interested in the SSN Development Program, I'd hold off on it until the Islands were done. It's not urgent, and I'd like to see what the Navy is proposing for their Capital Carrier and Battleship refit programs.
Hmmmmm, yeah, that's actually not a bad point, though I don't think there's any harm in doing the SSN development program.
Oddd are that yes, we'll just let the Department of Refits take care of it, but it'd be good to know. As an alternative, I'd really like to relieve ZOCOM, so either getting started on the next phase of Zone Armor Factories, or the new Red Zone MARVs. More the MARVs actually.
Hm. Maybe, but again, I'd like to at least do the developments so we know what we're dealing with. As for ZOCOM, I suspect that the Ground Force zone armor deployments (now about two years old) are starting to take a fair amount of the strain off, and just building more factories won't immediately do much good in that moment. ZOCOM itself isn't actually very big- only a couple of corps worth of troops over the whole world, as I recall. Even if the Set 1 factories we've built are only enough to equip, say, 3% or 5% of Ground Force, that'd be a very big force by ZOCOM standards.
As to Red Zone MARVs, I don't think MARVs make ZOCOM's life easier. On the one hand, the MARVs are capable of self-defense. On the other hand, someone has to guard those reclamator hubs.
I'd also consider putting a hold on Reforestation for a turn, and do a spread of Tarberries, Lab Meat, and Food Stockpiles. A little energy, a good chance at the meat, and three dice on the stocks.
And you are always welcome here. So 15 on Yellow Zone and 85 on Red Zone Tiberium.
Resources: 1265+20+30 = 1315 + 25+1265-1225 = 65 in reserve (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-10 Division of Alternative Energy) (-20 Department of Munitions) (100 in Reserve for Banking)
Tiberium Spread
Edit: 24.99-0.15+1.04 = 25.03? (+0.04?) Blue Zone
0.06? (??.??) Cyan Zone
23.05? (??.??) Yellow Zone (104 points of mitigation)
Edit: 51.90+0.85-0.89 = 51.86 (-0.04) Red Zone (86+3 = 89 points of mitigation)
Current Economic Issues:
Housing: +72+1+8 = 81 (9-1-8 = 0 population in low quality housing) (+1 high-quality housing per turn)
Energy: +34+5-2+19-1-1-6 = +48 (+5+1 = +6 in reserve)(+5 per turn from sub-departments)
Logistics: +26+8 = +34 (-2? from military activity)
Food: +29+1+12 = +42 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q4 2063)
Health: +23+1 = +24 (-8? from refugees)
Capital Goods: +25+2-1-2-1-2 = +21 (+2 per turn from Distributed Industrial Authority) (+304 in reserve)
STUs: +6+1? = +7?
Consumer Goods: +242+10+3+1+4 = 260 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (+1 per turn from perennials) (-1 per turn Q1 2064) (Net +14 per turn)
Labor: +28+3+2?-4-1-1 = +27? (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-4 per turn from private industry) (-1 per turn from other government) (Net +0)
Tiberium Processing Capacity (2760 Edit 2: +30 = 2790/3800) (900+450? = 1350? IHG)
Tiberium Reserve (0/500)
Taxation Per Turn: +140+20 = +160 (+20 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5
STU Production and Consumption
Net: +6+1? = 7? per turn
Production: +30+1? = +31? per turn
Consumption: -24 per turn
18 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-12 Other (8 Structural Alloys, 2 Hovercraft, 2 Gravitic Shipyard)
6 Military
-4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])
-1 Strategic Air Defense Networks
Plan Goals
Provide 27-3-4 = 20 Consumer Goods points from the Treasury
Provide 1 Consumer Goods from Agriculture
Increase Income by 480-20-30 = 430
Increase Tiberium Processing limit by 470
Increase population in space by 16.85k-2k = 14.85k
Provide 20-3 = 17 Points of Red Zone Abatement
Spend at least one die on Steel Talons projects every turn Upheld
Projects
Complete Karachi Planned City by end of 2065
Deploy Orca Wingman Drones by end of 2065
Complete North Boston Phase 5 Develop and deploy Governor-A refit
Complete at least 4 Ground Forces Zone Armor factories Complete Transorbital Fighter Development or follow on heavy ship development
Complete 2 phases of Reforestation Campaign Preparation
Develop both Next Generation Armored and Support Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065
Complete Coordinated Abatement by end of 2065
Complete Post War Housing Refits
Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active. Upheld
Spend no more than two free dice per turn on Military. Upheld
Activate Refit Department
Hand off at least 10 more points of Capital Goods to market over the course of the plan.
Complete Improved Hewlett Gardener Refits before end of plan
For those wondering about that +32? on Cosmetic Biosculpting that is how much @Ithillid added last turn on it. See here:
[ ] Cosmetic Biosculpting
While somewhat of an affectation, there are a wide array of options for GDI to begin programs to make people more comfortable in their bodies. While obviously limited by bone structure, muscle mass, and the need to avoid making harmful changes, the program would be a significant step in both reconstructive and cosmetic assistance for many of GDI's citizens.
(Progress 92/350: 30 resources per die) (+1 Health) [52]
[ ] Cosmetic Biosculpting
While something of an affectation, there are a wide array of options for GDI to begin programs to make people more comfortable in their bodies. While obviously limited by bone structure, muscle mass, and the need to avoid making harmful changes, the program would be a significant step in both reconstructive and cosmetic assistance for many of GDI's citizens.
(Progress 84/345: 30 resources per die) (+1 Health)
84 which is +32. So I'm going to low-ball my math on this one until the OP clarifies WTF is going on with this Action's math.
So now all that's left is to wait for that clarification and for @Darkandus and whoever else is supposed to roll for this turn including whoever rolls for the elections.
Edit: Darkandus is here the post right below this one. Now to see what we got for elections and also if there is anything else to roll.
The +32 is wrong. (It discounts the Services AEVA bonus.) After double-checking, the +40 (35+5 for the tech bonus) is correct, so I'll fix that in my mathpost and in the Array.
Edit:
So the correct progress for Cosmetic Biosculpting is 194/345
New Tiberium Spread
25.84-x (+0.85-x) Blue Zone
0.06+x (x) Cyan Zone
22.20 (-.85) Yellow Zone (104 points of mitigation)
51.86 (-.04) Red Zone (86 89 points of mitigation)
No cost but opportunity cost, turn. But that is still a cost.
Hm. Maybe, but again, I'd like to at least do the developments so we know what we're dealing with. As for ZOCOM, I suspect that the Ground Force zone armor deployments (now about two years old) are starting to take a fair amount of the strain off, and just building more factories won't immediately do much good in that moment. ZOCOM itself isn't actually very big- only a couple of corps worth of troops over the whole world, as I recall. Even if the Set 1 factories we've built are only enough to equip, say, 3% or 5% of Ground Force, that'd be a very big force by ZOCOM standards.
As to Red Zone MARVs, I don't think MARVs make ZOCOM's life easier. On the one hand, the MARVs are capable of self-defense. On the other hand, someone has to guard those reclamator hubs.
The idea for the MARVs helping ZOCOM is that they do Red Zone Abatement without adding to ZOCOM's plate.
As for the bigger Zone Armor deployments, even if the earlier phases are paying off now, ZOCOM clearly doesn't think it's enough, and we have 4 more phases to do anyway. Plus the Ground Forces are more holding their ZA Forces in reserve then giving them light ZOCOM duties. And they'll likely hold to that pattern until they see a larger supply of suits headed their way. ZOCOM is small, yes. But our ground forces are huge, and they'll want a hell of a lot more armor then ZOCOM. Remember, ZOCOM might just want the GF to pick up their slack, but GF are dreaming dreams of every man and woman in a 7 foot human shaped death machine they can wrestle Gana with.
I myself think I only put one die on reforestation, just to finish the phase.
There's not a lot of point in just finishing the phase now. We tired to get it done for the election, and failed. That was the big push behind getting it done. I'd rather knock out the Meat Labs and get a few other things done, then go to a 3 die per turn average for the rest of the plan. Unless we want to extend the goal to all three phases, that should more then cover us and give us room to do other random fun stuff.
[ ] Orbital Nuclear Caches
GDI has maintained an increasingly small nuclear stockpile in fortified strongpoints around the world. During the Third Tiberium War, as in previous wars, the Brotherhood of Nod expended significant effort to seize nuclear devices. In order to better secure that arsenal, building a number of small stations in orbit should place them well out of reach of the Brotherhood. Beyond that, adding and upgrading to the arsenal would be a stage of preparation to actually make them usable in politically acceptable ways. (Station)
(Progress 0/140: 20 resources per die) (MS) (Will time out at end of plan)
So does Coordinated Abatement, and the Lines don't add much. We can only do so many things at a time, and I'd rather we just not bicker over whether to do the MARVs in 2064Q1 or Q2 or Q3. I think everyone agrees they're a good idea, but they're not an urgent idea, and they're the kind of project that lends itself to an extremely aggressive rollout all at once, rather than being trickled away two dice at a time. It's, y'know, okay, I'd say.
As for the bigger Zone Armor deployments, even if the earlier phases are paying off now, ZOCOM clearly doesn't think it's enough, and we have 4 more phases to do anyway. Plus the Ground Forces are more holding their ZA Forces in reserve then giving them light ZOCOM duties. And they'll likely hold to that pattern until they see a larger supply of suits headed their way. ZOCOM is small, yes. But our ground forces are huge, and they'll want a hell of a lot more armor then ZOCOM. Remember, ZOCOM might just want the GF to pick up their slack, but GF are dreaming dreams of every man and woman in a 7 foot human shaped death machine they can wrestle Gana with.
There's not a lot of point in just finishing the phase now. We tired to get it done for the election, and failed. That was the big push behind getting it done. I'd rather knock out the Meat Labs and get a few other things done, then go to a 3 die per turn average for the rest of the plan. Unless we want to extend the goal to all three phases, that should more then cover us and give us room to do other random fun stuff.
I just want to finish the current phase on general principles. It's one Agriculture die out of six. Before you tell me that meat labs are more important, please actually read my plan draft where I put two dice into meat labs.
We're already working on a project that does that. I'm planning on doing the orbital nuclear caches for the Space Force's sake, but we don't need it just to keep the Mad Science counter up when the tiberium spikes already do that.
Now that we've started up North Boston, I'd like to request we put Erewhon on the project. Two reasons: North Boston is creating the computer tech that will (hopefully) stabilize Erewhon's life. And it will be where we make the computer tech used for future AIs. For both those reasons, I believe Erewhon deserves to participate in and have direct influence upon the project.
Additional, more crudely pragmatic reasons to do this:
1) As I've discussed recently, Erewhon makes a bit more sense on projects that are cheap per die rolled.
2) Erewhon seems to enjoy projects that are basically giant Factorio from its perspective.
I might not put Erewhon on North Boston every single turn while construction lasts, but it's definitely something to think about. And this turn Erewhon's not doing anything I'm that attached to in my own draft...
Mathpost for my personal use in making the next preliminary plan:
Blue Zone Arcologies (Stage 4) 277+3+78+55+81 = 494/465 (Stage 5) 29/465? +8 HQHaus +4 ConG +1 ER -2 E Rail Network Construction Campaigns (Phase 6) 1+80+27 = 108/245 Suborbital Shuttle Service (Phase 3) 27+95+27 = 149/150 Completes with a Non-Canon Omake +8 Log Second Generation Repulsorplate Factories 0+4+94+89+42+136 = 365/525
North Boston Chip Fabricator (Phase 5) 36+88+8+44+94+136 = 406/1805 Second Generation Continuous Cycle Fusion Plants (Phase 3) 143+98+83+68 = 392/275 (Phase 4) 117/270 +19 E -1 Lab Bergen Superconductor Foundry (Phase 4) 235+82+14+48+28+116 = 523/610 Reforestation Campaign Preparations (Phase 1) 457+67+4+19+6+39+145 = 737/805 Agriculture Mechanization Projects (Phase 2) 203+68+29 = 300/230 +12 F -1 E -1 CapG
Improved Hewlett-Gardener Refits (Phase 2) 65+68+1+78 = 212/210 NAT 1 Converted 450? processing capacity
Coordinated Abatement Programs (Phase 2) 88+15+92+78 = 273/180 (Phase 3) 93/175 +3 RZ Mit Tiberium Vein Mines (Stage 10) 36+74+39 = 149/150 Completes with a Non-Canon Omake +30 RpT -2 CapG Enhanced Harvest Tiberium Spikes 0+23+34+78 = 135/180 -10 PS GDSS Columbia (Phase 5) 956+22+39 = 1017/1015 +2k Permanent Residents +3 Columbia Bays +10 PS GDSS Shala (Phase 5) 367+18+15+81+71+60+20+2+234 = 868/975 Hospital Bay 184+93+39+39 = 355/310 +1 Heal Primitive Prototype Portal Construction 73+73+43+90 = 279/400 Library Enhancement Programs 149+57+35 = 241/180 +5 PS
University Program Updates 234+74 = 308/250 -1 CapG Increases Labor outputs Cosmetic Biosculpting 84+62+32? = 178?/345
Anti-radiation Munitions Deployment (Munitions) 150+50 = 200/265 Ultralight Glide Munitions Deployment (Munitions) (Phase 1?) 150+50 = 200/165 (Phase 2?) 35/150 -1 E Railgun Munitions Factories (Phase 3) (Munitions) 100+50 = 150/160 Governor A Development 0+91+36 = 127/40 Island Class Assault Ship Deployment 0+39+31 = 70/135 Shark Class Frigate Shipyards (Seattle) 148+72+31 = 251/230 -6 E -2 CapG Modular Rapid Assembly Prototype Factory 0+71+31 = 102/265 Transorbital Fighter Development 0+38+36 = 74/60 Orca Wingmen Drone Deployment (Phase 2) 56+76+2+62 = 196/215
Edit:
And you are always welcome here. So 15 on Yellow Zone and 85 on Red Zone Tiberium.
Resources: 1265+20+30 = 1315 + 25+1265-1225 = 65 in reserve (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-10 Division of Alternative Energy) (-20 Department of Munitions) (100 in Reserve for Banking)
Tiberium Spread
Edit: 24.99-0.15+1.04 = 25.03? (+0.04?) Blue Zone
0.06? (??.??) Cyan Zone
23.05? (??.??) Yellow Zone (104 points of mitigation)
Edit: 51.90+0.85-0.89 = 51.86 (-0.04) Red Zone (86+3 = 89 points of mitigation)
Current Economic Issues:
Housing: +72+1+8 = 81 (9-1-8 = 0 population in low quality housing) (+1 high-quality housing per turn)
Energy: +34+5-2+19-1-1-6 = +48 (+5+1 = +6 in reserve)(+5 per turn from sub-departments)
Logistics: +26+8 = +34 (-2? from military activity)
Food: +29+1+12 = +42 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q4 2063)
Health: +23+1 = +24 (-8? from refugees)
Capital Goods: +25+2-1-2-1-2 = +21 (+2 per turn from Distributed Industrial Authority) (+304 in reserve)
STUs: +6+1? = +7?
Consumer Goods: +242+10+3+1+4 = 260 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (+1 per turn from perennials) (-1 per turn Q1 2064) (Net +14 per turn)
Labor: +28+3+2?-4-1-1 = +27? (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-4 per turn from private industry) (-1 per turn from other government) (Net +0)
Tiberium Processing Capacity (2760 Edit 2: +30 = 2790/3800) (900+450? = 1350? IHG)
Tiberium Reserve (0/500)
Taxation Per Turn: +140+20 = +160 (+20 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5
STU Production and Consumption
Net: +6+1? = 7? per turn
Production: +30+1? = +31? per turn
Consumption: -24 per turn
18 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-12 Other (8 Structural Alloys, 2 Hovercraft, 2 Gravitic Shipyard)
6 Military
-4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])
-1 Strategic Air Defense Networks
Plan Goals
Provide 27-3-4 = 20 Consumer Goods points from the Treasury
Provide 1 Consumer Goods from Agriculture
Increase Income by 480-20-30 = 430
Increase Tiberium Processing limit by 470
Increase population in space by 16.85k-2k = 14.85k
Provide 20-3 = 17 Points of Red Zone Abatement
Spend at least one die on Steel Talons projects every turn Upheld
Projects
Complete Karachi Planned City by end of 2065
Deploy Orca Wingman Drones by end of 2065
Complete North Boston Phase 5 Develop and deploy Governor-A refit
Complete at least 4 Ground Forces Zone Armor factories Complete Transorbital Fighter Development or follow on heavy ship development
Complete 2 phases of Reforestation Campaign Preparation
Develop both Next Generation Armored and Support Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065
Complete Coordinated Abatement by end of 2065
Complete Post War Housing Refits
Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active. Upheld
Spend no more than two free dice per turn on Military. Upheld
Activate Refit Department
Hand off at least 10 more points of Capital Goods to market over the course of the plan.
Complete Improved Hewlett Gardener Refits before end of plan
- 2 Die on Rail Networks for more and cheaper Vein Mine Stages down the line, 1 Die on Emergency Caloric Reclamation Processor to burn some PS and 2 Die on Postwar Housing Refits to work on finishing that off now that another around of Arcologies is done.
- 2 Die on Fusion Power to keep building up our surplus, 6 Dice and Erewhon on North Boston to keep that Phase 5 rolling and 2 Die on Repulsorplate Factories to get that done and get better Space options.
- 4 Dice on Bergen to get Phase 4 done and just keep on rolling into Phase 5.
- 2 Die on Reforestation Preparation to get a Phase of it done, 1 Die on Spider Cotton and Tarrberies each to get a Phase for each and 2 Die on Strategic Food STockpiles to get one and maybe two Phases of that done in preparation for the incoming Karachi refugees.
- 2 Die on Red Zone Containment Lines because we will be getting another Tib mutation soon, if we haven't already, and we should be ready for it, 3 Dice on Improved Hewlett-Gardener Refits because it gets a Phase of that done most likely and if we are lucky it gets two done, 1 Die to finish off the Enchanced Tiberium Spikes and get our Inhibitor info/data and 1 Die on Coordinated Abatement to get that done and our diplomatic relations improved with some warlords.
- 3 Dice on Columbia Spaceport Bay to future-proof our space traffic, 2 Die on Shala to finish that off and 3 Dice on Shala Species Restoration Bay to see how much of our Biosphere we have left.
- 2 Die on Biosculpting to finish that off and 2 Die on portals because Bureaucracy is full of Actions to take this turn and I'm done slowrolling Portals or risking them not finishing next turn as well. @Derpmind Is right we should get portals as soon as we can every time we can until we have the tech done.
- 1 Die on Orca Wingmen Deployment in case that doesn't Autocomplete, I'll swap it to the Refit Department if it does, 1 Die each on the new Vehicle Development Actions to get that done and start the refits rolling, including the Governor-A one, 2 Die on Stealth Disruptors because while they will be late for the start of Karachi we will still get a new military paradigm out of it, 1 Die on the Island Deployment because it will be enough to demonstrate our commitment to the project and 1 Die into Steel Talons' MRA Factories.
- For once since we lost Security Reviews as an Action to take there are only Bureaucracy Actions here: 2 Die on Transferring funds to InOps to finish off that action set as we can only take it 2 more times, 1 Die on PMM to stop getting NAT 1s that easily and 1 Die on a round of trade to see what that does.
[ ] Plan Bracing for Impact 1.0: -[ ] Infrastructure (5/5 Dice +27 bonus) 60 Resources:
--[ ] Rail Network Construction Campaigns (Phase 6) 108/245 15 RpD, 2 Die = 30 R 78% ADC 34
--[ ] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/70 10 RpD, 1 Die = 10 R 100% DC 1
--[ ] Postwar Housing Refits (Phase 2) 33/150 10 RpD, 2 Die = 20 R 89% ADC 24 -[ ] Heavy Industry (5/5 Dice + 5 Free Dice + Erewhon +34 bonus) 195 Resources:
--[ ] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 20 RpD, 2 Die = 40 R 77% ADC 35
--[ ] North Boston Chip Fabricator (Phase 5) (updated) 406/1805 15 RpD, 6 Dice + Erewhon Die = 105 R 6/17 Median ADC N/A
--[ ] Second Generation Repulsorplate Factories 365/525 25 RpD, 2 Die = 50 R 72% ADC 39 -[ ] Light and Chemical Industry (4/4 Dice +29 bonus) 120 Resources:
--[ ] Bergen Superconductor Foundry (Phase 4) 523/610/1750 30 RpD, 4 Dice = 120 R 100%/ 4/16 Median Median DC 1/ N/A -[ ] Agriculture (6/6 Dice +29 bonus) 55 Resources:
--[ ] Reforestation Campaign Preparations (Phase 1) 737/805 5 RpD, 2 Die = 10 R 100% ADC 1
--[ ] Spider Cotton Plantations (Phase 2) 60/160 15 RpD, 1 Die = 15 R 50% DC 51
--[ ] Tarberry Plantations (Phase 3+4) 3/65/130 10 RpD, 1 Die = 10 R 88%/23% DC 13/78
--[ ] Strategic Food Stockpile Construction (Phase 5) 78/170/320 10 RpD, 2 Die = 20 R 98%/5% ADC 10/85 -[ ] Tiberium (7/7 Dice +39 bonus) 200 Resources 5 PS:
--[ ] Red Zone Containment Lines (Stage 6) 54/180 25 RpD, 2 Die = 50 R 95% ADC 17
--[ ] Improved Hewlett-Gardener Refits (Phase 3) 2/200/400 35 RpD, 3 Dice = 105 R 87%/2% ADC 22/89
--[ ] Enhanced Harvest Tiberium Spikes (Platform) 135/180 20 RpD 5 PSD, 1 Die = 20 R 5 PS 100% DC 1
--[ ] Coordinated Abatement Programs (Phase 3) 93/175 25 RpD, 1 Die = 25 R 73% DC 28 -[ ] Orbital (7/7 Dice +1 Free Die +34 bonus) 160 Resources:
--[ ] Columbia Spaceport Bay 0/295 20 RpD, 3 Dice = 60 R 42% ADC 60
--[ ] GDSS Shala (Phase 5) 868/985 20 RpD, 2 Die = 40 R 99% ADC 12
--[ ] Shala Species Restoration Bay 0/255 20 RpD, 3 Dice = 60 R 71% ADC 41 -[ ] Services (4/4 Dice +35 bonus) 260 Resources:
--[ ] Cosmetic Biosculpting Edit: 194/345 30 RpD, 2 Die = 60 R 85% ADC 23
--[ ] Primitive Prototype Portal Construction 279/400 100 RpD, 2 Die = 200 R 99% ADC 8 -[ ] Military (7/7 Dice +31 bonus) 155 Resources:
--[ ] Orca Wingmen Drone Deployment (Phase 2) (High Priority) 196/215 20 RpD, 1 Die = 20 R 100% DC 1
--[ ] Next Generation Armored Support Vehicles (Platform) 0/80 25 RpD, 1 Die = 25 R 72% DC 29
--[ ] Next Generation Armored Fighting Vehicles (Platform) 0/80 35 RpD, 1 Die = 35 R 72% DC 29
--[ ] Stealth Disruptor Deployment 0/160 15 RpD, 2 Die = 30 R 67% ADC 42
--[ ] Island-Class Assault Ship Deployment 70/135 25 RpD, 1 Die = 25 R 82% DC 19
--[ ] Modular Rapid Assembly Prototype Factory 102/265 20 RpD, 1 Die = 20 R 1/2 Median DC 100? -[ ] Bureaucracy (4/4 Dice +29 bonus) 120 Resources -115 RpT -5 PS:
--[ ] Transfer Funding to InOps -60 RpT X2
--[ ] Predictive Modeling Management
--[ ] Trade Programs -5 PS per Action taken
---[ ] Sell Consumer Goods : +5 Resources per Turn, -10 Consumer Goods -[ ] Total Cost: 60+195+120+55+200+160+260+155+120 = 1325/1380
I just want to finish the current phase on general principles. It's one Agriculture die out of six. Before you tell me that meat labs are more important, please actually read my plan draft where I put two dice into meat labs.
I did read your plan, so I wasn't going to. I have paranoid fears two dice won't be enough, but that's just my brain refusing to believe statical anomalies aren't enemy action. Or a curse because we haven't sacrificed enough of the Bannerjees tib goats.
Think we still need rolls for the Biodiversity party.
EDIT: Never mind. Discord information says Biodiversity dissolved because they rolled a few nat 1s on election prep.
It isn't Nod I'm worried about.
But there was a protracted war that put us in the position at the start of the quest. That sort of situation isn't created by a single act of sabotage.
Should the Visitors attack again, we'll likely start losing factories faster than we can rebuild them. But more importantly, it would be good to be spending those resources on fighting back, rather than rebuilding to stay afloat.
Ah, I see. Still think that your concerns regarding Cap Goods are rather overblown. GDI has learned a lot since Tib War 3. Even if the Visitors return before our Cap Goods income recovers from the hit (i.e. in the next five turns, which is quite a big if indeed), I don't think the situation will devolve to where it was at the start of the quest.
Sure, there may very well be a period in which we lose more factories than we can rebuild, but that is what the buffer is for. As my previous post demonstrated, 325 cap goods is a lot to burn through. Even if our deficit hit -20, a truly titanic shortfall, it'd take the length of a Four Year Plan to eliminate our stockpile. It helps that in that sort of situation we're bound to get a fair few cap goods increasing options as a result. Militarization of industry, rebuilding damaged factories in more secure locations, that sort of thing. If we can't adapt in the bonkers amount of time our stockpile gives us, then we're doomed anyways.
Moreover, there is no reason why we can't both rebuild our industry and improve our military at the same time. There's a limit to how many dice we can throw at Military stuff each turn after all. We'll probably have to prioritize one over the other, sure, but we can still do both.
We burned through somewhere in the ballpark of 300 cap goods just in the first few years of the game before getting back to breaking even. And that was AFTER the war was over and we could rebuild in relative peace, if you factor in the stockpile burndown during the years of war offscreen before the quest actually started we could have easily burnt through 1000 stockpiled cap goods if not more. Our current stockpiles are definitely nowhere near enough to cover another TW3-level event, and even with the thousand-odd stockpiled cap goods we had in the 2040's we were STILL desperate enough to take hardware from the 1990's out of mothballs lest society collapse entirely.
A reasonable lowest bound on the cap goods stockpile is probably somewhere in the 800-1000 range, and really should be higher so that we're not cutting it so close that we need to use 90's era harvesters and refineries next time we get invaded by aliens.
Total Seats: 4000
Developmentalist - 1036 (lose of 2) 25.9%
Militarist - 623 (lose of 131) 15.8%
Starbound - 560 (increase of 99) 14%
Market Socialist Party - 551 (increase of 65) 13.8%
Socialist Party - 452 (increase of 26) 11.3%
Free Market Party - 308 (increase of 80) 7.7%
Initiative First Party - 250 (lose of 85) 6.25%
Reclamation - 99 (increase of 87) 2.5%
United Yellow List - 76 (lose of 100) 1.9%
Homeland - 41 (lose of 9) 1%
Open Hand - 4 (new) .1%
Biodiversity - Dissolved
Free Market got a decent boost, probably because of the private economy finally taking off. But Market Socialists are there with them.
Militarists, despite being the favorite, lost the largest amount of seats, though they're still the 2nd largest party.
Initiative First loses even more seats.
Reclamation seeing big numbers as people see Tiberium as more and more of a major danger. That mountain explosion last quarter probably helped them a lot.
United Yellow List continues to freefall in elections, now down to the ranking of minor party.
Starbound continues to soar coming in as the 3rd largest party.
Developmentalists more or less continue to hold on to around a quarter of seats.
EDIT: Reordered largest to smallest with percentage of seats.
Think we still need rolls for the Biodiversity party.
EDIT: Never mind. Discord information says Biodiversity dissolved because they rolled a few nat 1s on election prep.
Theoretically other parties wouldn't like us dropping that commitment.
Like. Parties can lose 100 seats in a go. Or even dissolve. So imagine you're one of the smaller parties. It means you'd be at risk of the treasury not doing your plangoals, other parties pointing at how you 'did nothing' and then the project you campaigned for which was promised to you gets scrapped.
We'd never be trusted by smaller parties ever again. And even larger parties would be suspicious.
Additionally, even if the Biodiversity Party dissolved, that doesn't mean its politicians are all automatically out of a job. I wouldn't be surprised if the Reclamation Party's big gain is in part absorbing a "biodiversity caucus" of former party members.
I bet Open Hand winning their paltry seats is going to cause a system wide political shitstorm though, especially when paired with UYL, Initiative First, and the Militarists taking losses. Guess we'll get to see exactly what Peace Noddism consists of soon.
I am quite happy Open Hand got some seats. Their poor leader has survived a lot of stuff and various assassination attempts. Glad he (edit: they) finally made it.
Hopefully they can increase outreach to people that were in nod but broke the indoctrination or are just tired of it and want to live a normal... ish... life.