Heavy duty manoeuvring thrusters sounds good.
I'm not sure how much thrust we are getting from ion drives. Perhaps we might get something sub-fusion for inter-station transport? Full on fusion rockets seems a bit overkill for that.
 
Soon we too will be able to send ominous hologram messages! Kane will be so pleased.

Kane will just have to sulk as we launch worldships into orbit instead. I'm honestly sad it's not holograms.

[] Draft Plan Friends of Inferno Gel Working Group
-[] Infrastructure 5/5 Field Dice 70 resources
--[] Postwar Housing Refits (Phase 2) 33/150 2 dice 20 resources
--[] Rail Network Construction Campaigns (Phase 6) 108/245 2 dice 30 resources
--[] Yellow Zone Fortress Towns (Phase 7) 93/250 1 die 20 resources
-[] Heavy Industry 5/5 Field Dice 100 resources
--[] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/275 1 die 20 resources
--[] North Boston Chip Fabricator (Phase 5) 406/1805 2 dice 30 resources
--[] Second Generation Repulsorplate Factories 365/525 2 dice 50 resources
-[] Light and Chemical Industry 4/4 Field Dice 90 resources
--[] Bergen Superconductor Foundry (Phase 4) 523/610 2 dice 60 resources
--[] Adaptive Cloth Factories 0/300 2 die 30 resources
-[] Agriculture 6/6 Field Dice 75 resources
--[] Reforestation Campaign Preparations (Phase 1) 737/805 1 die 5 resources
--[] Dairy Ranches (Phase 3) 98/180 1 die 20 resources
--[] Spider Cotton Plantations (Phase 2) 60/160 2 dice 30 resources
--[] Tarberry Plantations (Phase 3) Progress 3/65 2 dice 20 resources
-[] Tiberium 7/7 Field Dice 2/6 Free Dice 250 resources
--[] Improved Hewlett-Gardener Refits (Phase 3) 2/210 2 dice 70 resources
--[] Enhanced Harvest Tiberium Spikes (Platform) 145/180 1 die 20 resources
--[] Coordinated Abatement Programs (Phase 3) 93/180 1 die 25 resources
--[] Red Zone Tiberium Harvesting (Stage 12) 29/120 1 die 25 resources
--[] Tiberium Inhibitor Deployment
---[] Blue Zone 5 0/75 1 die 30 resources
---[] Blue Zone 8 0/75 1 die 30 resources
--[] Red Zone Containment Lines (Stage 6) 54/180 2 free dice 50 resources
-[] Orbital 7/7 Field Dice 140 resources
--[] GDSS Shala (Phase 5) 868/975 2 dice 40 resources
--[] GDSS Shala Bays (2 available)
---[] Experimental Crops Bay 0/255 2 dice 40 resources
--[] GDSS Columbia Bays (4 available)
---[] Spaceport Bay 0/295 3 dice 60 resources
-[] Services 4/4 Field Dice 2/6 Free Dice 1/1 Admin Dice 1/1 Erewhon Dice 365 resources
--[] Primitive Prototype Portal Construction 279/400 1 die + 1 Erewhon die 200 resources
--[] Cosmetic Biosculpting 184/345 1 die + 1 free die + 1 admin die 90 resources
--[] Regional Hospital Expansions (Phase 2) 85/270 2 dice + 1 free die 75 resources
-[] Military 7/7 Field Dice 2/6 Free Dice 165 resources
--[] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 die 20 resources
--[] Modular Rapid Assembly Prototype Factory 102/265 1 die 20 resources
--[] Island Class Assault Ship Deployment 70/135 1 die 25 resources
--[] Stealth Disruptor Deployment 0/160: 2 dice 30 resources
--[] Ground Forces Zone Armor (Set 2) (Phase 1) (High Priority) 16/285 2 dice + 1 free die 60 resources
--[] Inferno Gel Development (Tech) 0/40 1 free die 10 resources
-[] Bureaucracy 4/4 Field Dice 0 resources
--[] Predictive Modeling Management 1 die
--[] Hand Off Capital Goods to Market 1 die
---[] Hand Off 5 Capital Goods
--[] Administrative Assistance 2 dice
-[] Free Dice 6/6
--[] 2 in Military
--[] 2 in Services
--[] 2 in Tiberium
-[] Resources 1255/1380

Following the RFC, it has become clear that there ls likely almost no support for Karachi at this time. I still disagree with this but in accordance with my burning hot love for the dialectic offer this refined plan, with such features as:

- Reduced capital goods spending!
- Effective progress on infrastructure not located within the defunct borders of Pakistan, including the potential hardening of fortress towns in the event of a nuclear strike!
- Rebalanced industrial and provisional orbital spending!
- Still not having the Department of Distributed Manufacturers or any other dice reducing measure!
- A maximum net political support change of +2, and the institution of predictive modeling management, allowing you to spend all subsequent turns spending huge quantities of PS without fear of getting a Nat 1 on Liquid Tiberium research or technology tests involving human beings!
- An increased guns and butter approach to military spending, and by butter I mean the Global Defense Initiative Deployment Model Zone Armor!
- Inferno Gel.
- A die in Dairy Ranches Phase 3!
- Making steady progress on the tiberium inhibitor network while also pursuing a diverse mix of tiberium sources, as to hopefully buy time for ZOCOM to be reinforced by the ground forces zone armor deployment!

What more could anyone ask for?

Can you explain why you want Inferno gel so much?
Not being sarcastic or anything, I just don't see the appeal and I'm wondering if I'm missing something

GDI intends to explore its potential as an anti-vehicle weapon, but as the technological basis of tank warfare is collapsing right before our eyes it might well be completely useless.
 
Last edited:
It'll finish off the consumer goods from agriculture goal, it's something the public will like, and it's there.

Agriculture is our most freewheeling sector at the moment and can get us in good with the average person, so I say make use of it.
 
Kane will just have to sulk as we launch worldships into orbit instead.
We will probably start with cityships and then build our way to worldships. Although realistically we will build super heavy lifters to (try to) radically reduce the cost of building in space and fasilitate planetary evacuation.
 
Last edited:
Following the RFC, it has become clear that there ls likely almost no support for Karachi at this time. I still disagree with this but in accordance with my burning hot love for the dialectic offer this refined plan, with such features as:

- Reduced capital goods spending!
- Effective progress on infrastructure not located within the defunct borders of Pakistan, including the potential hardening of fortress towns in the event of a nuclear strike!
- Rebalanced industrial and provisional orbital spending!
- Still not having the Department of Distributed Manufacturers or any other dice reducing measure!
- A maximum net political support change of +2, and the institution of predictive modeling management, allowing you to spend all subsequent turns spending huge quantities of PS without fear of getting a Nat 1 on Liquid Tiberium research or technology tests involving human beings!
- An increased guns and butter approach to military spending, and by butter I mean the Global Defense Initiative Deployment Model Zone Armor!
- Inferno Gel.
- A die in Dairy Ranches Phase 3!
- Making steady progress on the tiberium inhibitor network while also pursuing a diverse mix of tiberium sources, as to hopefully buy time for ZOCOM to be reinforced by the ground forces zone armor deployment!

What more could anyone ask for?
-First, including completion percentages. Because that makes it much easier to assess what level of dice on which project is worthwhile.
-Free dice should go into HI or Orbital, or possibly Tiberium. Those are the departments that have the most dice need in terms of Plan Goals, and in terms of urgent projects. Services would be the fourth in line, due to the projects there. Nowhere near enough investment in HI or Orbital.
-Doing IHG Refits is inferior in nearly every way to doing a new round of IHG Refineries. Likewise, Red Zone Harvesting is nearly the worst thing to put Tib dice on. Also, 4 dice on RZ-associated projects when including Cooperative Abatement is probably too much for Zocom.
-Putting an AA die or Erewhon on Portals is a terrible idea. Put them literally anywhere else.
-Again, we don't really need to put free dice into Military.
-You say it has reduced capital goods spending, and then spend 15 in the Bureaucracy sector. I don't think that means what you think it means.
 
-[] Heavy Industry 5/5 Field Dice 120 resources
--[] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/275 1 die 40 resources
--[] North Boston Chip Fabricator (Phase 5) 406/1805 2 dice 30 resources
--[] Second Generation Repulsorplate Factories 365/525 2 dice 50 resources
Your accounting on Heavy Industry costs is messed up. Also, I predict this plan would not win a plan vote because of how little it invests in Heavy Industry, but that's a prediction.

I'm confused as to how you talk about us facing a Capital Goods crunch in one post, then propose slowed down investment in North Boston in the next, though...

On a semi-related note, continuing to complete Bergen Phase 5 is going to be overwhelmingly popular, so most people will want plans with four Bergen dice. If you're switching to adaptive cloth production as a cost-saving measure I won't tell you you're wrong, but it's an issue.

-[] Tiberium 7/7 Field Dice 2/6 Free Dice 250 resources
--[] Improved Hewlett-Gardener Refits (Phase 3) 2/210 2 dice 70 resources
--[] Enhanced Harvest Tiberium Spikes (Platform) 145/180 1 die 20 resources
--[] Coordinated Abatement Programs (Phase 3) 93/180 1 die 25 resources
--[] Red Zone Tiberium Harvesting (Stage 12) 29/120 1 die 25 resources
--[] Tiberium Inhibitor Deployment
---[] Blue Zone 5 0/75 1 die 30 resources
---[] Blue Zone 8 0/75 1 die 30 resources
--[] Red Zone Containment Lines (Stage 6) 54/180 2 free dice 50 resources
I'll tell you what I told the others. It makes more sense to build new refineries right now (in preparation for Karachi) than to refit existing ones, and we have to build at least one tranche of new refineries anyway.

-[] Services 4/4 Field Dice 2/6 Free Dice 1/1 Admin Dice 1/1 Erewhon Dice 365 resources
--[] Primitive Prototype Portal Construction 279/400 1 die + 1 Erewhon die 200 resources
--[] Cosmetic Biosculpting 184/345 1 die + 1 free die + 1 admin die 90 resources
--[] Regional Hospital Expansions (Phase 2) 85/270 2 dice + 1 free die 75 resources
It is an extraordinarily ill-advised idea to use Erewhon dice on portals when regular dice are available. An Erewhon die is always worth between about 65% and 55% as much as a regular die, but has the same cost. When the cost in question is 100 R/die, you're paying a LOT for the ineffective option. My recommendation would be to apply the Erewhon die somewhere else, probably to a project that has low-to-medium R/die in its current form but has a much higher chance of completion with that extra +d100 in play.
 
So @Ithillid most of the various Information threadmarks are hilariously out of date any intention of updating those sometime soon?
Unfortunately I am running this quest on zero spoons, and recently chronic depression and more than a little bit of burnout (not quest related, just life being a lot). So at the moment, not unless I have a volunteer to go through and help out.

Edit: Just cracked 5k words last night, have eight more items to go, plus a bunch of the situation update pieces.
 
Last edited:
Well, I will say that I'm becoming more excited to become a weapons exporter in the sequel quest. If we keep dodging the econtechs, then finding a way to turn weapons into cash and influence is the next best thing.

And it's an area where we're naturally well situated. Lots of relevant experience, we'll doctrinally prefer significant overproduction to make sure that we're ready for future disasters, etc. The hard part will be figuring out what's better in our longterm interests to sell vs license vs keep secret. And for the secret ones, whether to deploy or keep hidden. Well that, and convincing our buyers that we have the good stuff, and making it compatible with everything else they use.
 
Unfortunately I am running this quest on zero spoons, and recently chronic depression and more than a little bit of burnout (not quest related, just life being a lot). So at the moment, not unless I have a volunteer to go through and help out.

Edit: Just cracked 5k words last night, have eight more items to go, plus a bunch of the situation update pieces.
I'll volunteer to take on one of them, of your choosing, if you like. PM me.
 
-First, including completion percentages. Because that makes it much easier to assess what level of dice on which project is worthwhile.
-Free dice should go into HI or Orbital, or possibly Tiberium. Those are the departments that have the most dice need in terms of Plan Goals, and in terms of urgent projects. Services would be the fourth in line, due to the projects there. Nowhere near enough investment in HI or Orbital.
-Doing IHG Refits is inferior in nearly every way to doing a new round of IHG Refineries. Likewise, Red Zone Harvesting is nearly the worst thing to put Tib dice on. Also, 4 dice on RZ-associated projects when including Cooperative Abatement is probably too much for Zocom.
-Putting an AA die or Erewhon on Portals is a terrible idea. Put them literally anywhere else.
-Again, we don't really need to put free dice into Military.
-You say it has reduced capital goods spending, and then spend 15 in the Bureaucracy sector. I don't think that means what you think it means.

Your accounting on Heavy Industry costs is messed up. Also, I predict this plan would not win a plan vote because of how little it invests in Heavy Industry, but that's a prediction.

I'm confused as to how you talk about us facing a Capital Goods crunch in one post, then propose slowed down investment in North Boston in the next, though...

On a semi-related note, continuing to complete Bergen Phase 5 is going to be overwhelmingly popular, so most people will want plans with four Bergen dice. If you're switching to adaptive cloth production as a cost-saving measure I won't tell you you're wrong, but it's an issue.

I'll tell you what I told the others. It makes more sense to build new refineries right now (in preparation for Karachi) than to refit existing ones, and we have to build at least one tranche of new refineries anyway.

It is an extraordinarily ill-advised idea to use Erewhon dice on portals when regular dice are available. An Erewhon die is always worth between about 65% and 55% as much as a regular die, but has the same cost. When the cost in question is 100 R/die, you're paying a LOT for the ineffective option. My recommendation would be to apply the Erewhon die somewhere else, probably to a project that has low-to-medium R/die in its current form but has a much higher chance of completion with that extra +d100 in play.

We may have a lot to do in terms of big singular projects in HI, but we've got even more to do in Military and Tiberium. The Zone Armor factories alone are a major lift, and yet we must do that alongside a whole host of remaining development and deployment projects, and we have to surrender a mil die at some point. And personally, if I was Litvinov I wouldn't take it well that my promised refits department was intentionally delayed until the very end of the plan, so we may need to consider giving up that die sooner than that.

I have given two dice in North Boston. That's fine. It's not revolutionary progress, but it's fine. I even cut a fusion die to do it. We hopefully won't have to continue repulsorplates after this turn, so that can go up to four field dice per turn, plus free dice as appropriate. That pace may finish prior to Karachi and will only require LI field dice during it if not.

Bergen Phase 5 is a thousand point project that isn't even part of the plan. We're fairly low pressure on LI dice, but that's about the only opening there. It's not happening soon no matter what, and so there's no reason to rush. The efficient approach is to put most LI dice in Bergen, but slowly progress other LI projects that appear as well, and give extra dice to LI rarely. I shifted an additional die to adaptive cloth specifically to respond the criticism of the last plan having only one die in it. Bergen Phase 5 will finish sometime in '65 at this pace, without free dice.

I've offered as much compromise as I'm willing to on capital goods. This plan aims to complete Repulsorplates (+9, 72%), Bergen Phase 4 (+4, 99%), and Spider Cotton Phase 2 (+1, 99%) in exchange for sending (-5) capital goods to the free market, Regional Hospital Expansion (-1, 96%), Stealth Disruptor Deployment (-1, 67%) Ground Forces Zone Armor (-4, <30%), Island-Class (-1, 82%) and PMM (-10). We have +21 capital goods at this time.

The minimum capital goods would be +4, and the maximum would be +20. With 325 in reserve. There's nothing wrong with the entire range of possible outcomes. In future turns, rushing North Boston or throwing some dice to Aberdeen will take care of even the lowest capital goods, which would also improve as it relies on Repulsorplates not finishing. I would also note that sending capital goods to the market can act as stimulus, and might turn into income indirectly.

We've got too much to do in retrofits to quibble between it and new refineries, in my opinion. I replaced the tiberium Karachi die with Red Zone Harvesting because it is likely to finish this turn without adding too much more to ZOCOM's plate, as the language for Red Zone Containment Lines suggests it does. ZOCOM is ultimately going to have to be strained as the Zone Armor rollout takes place, we have no other room to maneuver.

Portals has a 64% chance of completion with Erewhon, and a 87% chance of completion if changed to a standard die. But honestly, I just kind of want Erewhon on this project. Of all the available work this seems like the one most interesting and beneficial for an AI. Given the high physics at work here, it may even be that Erewhon will improve the project's outcome despite the lack of a dice bonus. I'd shift a die but there's no way to make the resource limit fit, and portals isn't a plan goal anyway. Ironically, resources is the cheapest thing we have, so I don't think this is a big risk.
 
Unfortunately I am running this quest on zero spoons, and recently chronic depression and more than a little bit of burnout (not quest related, just life being a lot). So at the moment, not unless I have a volunteer to go through and help out.

Edit: Just cracked 5k words last night, have eight more items to go, plus a bunch of the situation update pieces.
I don't know which of the old Informational posts you'd want to try to update or just keep around, but as an easy first step there are six that I think are very much obsolete and could be un-threadmarked easily:

"Omake Listing" was meant to list omake bonuses, and is no longer useful with the permanant omake bonus.
"Derpmind Probability Array" is the old and no-longer-updated Array.
"Derpmind Planquest Probability Calculator" links to an old version of the Anydice program, which I've found in practice to be self-explanatory and so doesn't need a post explaining how to use it.
"Labelled Zone Map" showes an old map that is completely replaceable by the later... "Labelled Zone Map". Which has the exact same threadmark name but uses a map made for this quest that also contains labels for the YZs instead of just BZs and RZs.
"New Policy for Knightdisciple" was a very short-lived policy that was walked back in the same day. It does not need to be threadmarked.
"How To SCED: a primer for planmaking in SCEDQuest" concerns the now dead SCED sidequest. If SCED was be continued, this might fit better under Apocrypha, but I'd suggest simply removing the post's threadmark entirely.

After this, I'd look into combining Informational lore posts and link posts into one post to consolidate them.
 
Last edited:
So, per doruma's latest dice required analysis:

We have
Infrastructure: 45 Total, 13 Required, 32 Available
Heavy Industry: 45 Total, 39 Required, 6 Available
Light and Chemical Industry: 36 Total, 5 Required, 31 Available
Agriculture: 54 Total, 14 Required, 40 Available
Tiberium: 63 Total, 44 Required, 19 Available
Orbital: 63 Total, 64 Required, 0 Available, 1 Free Die Required

Services: 36 Total, 2 Required, 34 Available
Military: 63 Total, 46 Required, 17 Available
Free: 54 Total, 1 Required, 53 Available

Personally, I hate seeing free dice spent on the military, but I've covered that several times before so I won't repeat it again.
And while I personally love spending free dice in Services, we have enough available dice through the rest of the plan in it that I don't feel particularly comfortable advocating for spending more.

As an almost completely arbitrary guess, I'm thinking a 2 HI/2 Tib/2 Orbital split (on average) through the rest of the plan.
So, that leaves:
HI - 6+16 = 22 available
Tib - 19+8 = 27 available
Orbital - -1+16 = 15 available
8 E dice
0-16 AA dice

With the following stretch goals:
HI: 3 dice Repulsors, 10 dice Nuuk 4, 8 dice Aberdeen 3, 1 remaining
Tib: 1 die EHTS, 17 dice inhibitors, 3 Forgotten Experimentation, 4 dice Secure YZ 1, 2 remaining
Orbital: 4 dice HDH, 4 dice spaceport, 4 dice habitation bay, 3 remaining

I was very against Secure YZ, but Shadows and OneAutumnLeaf pointed out that they might open up more Border Offensives, which will set us up nicely for the money rush at the start of the next plan.

I expect that inhibitors might end up very controversial, but if Kane does come at the end of this plan then we'll be very glad to have them.
 
I was very against Secure YZ, but Shadows and OneAutumnLeaf pointed out that they might open up more Border Offensives, which will set us up nicely for the money rush at the start of the next plan.

It will as confirmed by QM:

It is not a one to one conversion, but I can confirm that doing some number of the secure yellow zone actions will open up new red zone border offensives.

That said, scrape some Dice for MARVs for additional STU?
 
Current plan appears to be to build at minimum 1 MARV, which is included prior to free dice expenditures.

We do have 17 military dice available. That's 6 additional MARVs in total, if our concern is STU production. Although I suspect that people would rather pursue other military projects than that.

I could see dropping secure YZ, hoping that the Shala habitation bay isn't necessary (i.e. we get lucky that the next gen space habitation projects line up well with our goal), and dropping aberdeen. Which would free up 16 dice, for 12 additional MARVs in total.

I do really feel that the BZ inhibitors are very important though, and do not want to drop dice from them for MARVs.
 
Last edited:
"How To SCED: a primer for planmaking in SCEDQuest" concerns the now dead SCED sidequest. If SCED was be continued, this might fit better under Apocrypha, but I'd suggest simply removing the post's threadmark entirely.
I'd like to move that this instead be left as-is or be moved to Apocrypha because I haven't given up hope yet and may actually have enough free time over the next few months to start taking it over myself if anyone's interested in seeing me do that. Some might not, dunno.
 
I knew one of the lunatics on this thread would be happy to write something up for you to copy/paste into that info post.
WHICH info post, to be clear? Like, what exactly do you think the problem is?

We may have a lot to do in terms of big singular projects in HI, but we've got even more to do in Military and Tiberium. The Zone Armor factories alone are a major lift, and yet we must do that alongside a whole host of remaining development and deployment projects, and we have to surrender a mil die at some point. And personally, if I was Litvinov I wouldn't take it well that my promised refits department was intentionally delayed until the very end of the plan, so we may need to consider giving up that die sooner than that.
We gave her her promised munitions department very early in the plan, and we've always had good relations with her, and we're giving her a lot of other stuff she wants, so I'm not inclined to worry about it.

As for North Boston, two dice isn't a reasonable level investment on an 1800-point megaproject that we're hoping to complete in a timely manner. There is more need for Free dice in Heavy Industry at the moment than in Military and arguably than in Tiberium.

And as for Bergen there's nothing "more efficient" about pursuing it slower or faster, or pursuing other projects instead of it. There's a lot of arguments going both ways. For instance, some anticipate positive results from finishing the Phase 5 'capstone' project, and would prefer to get there sooner rather than later. Adaptive cloth production is desirable, but optional; many things are optional and it's not a clearcut matter of objectively worse or better. I'm confident that there would be widespread preference for pushing Bergen Phase 5, though I may turn out to be wrong.

I've offered as much compromise as I'm willing to on capital goods.
I think you perceive a great, fierce, intense conflict on Capital Goods where others do not. That, or you have plans to spend vast amounts of them in ways others would find questionable.

We've got too much to do in retrofits to quibble between it and new refineries, in my opinion.
I find it very confusing, sometimes, how you think some mandatory plan targets are urgent and "too much to do" and too critical to be put off for a turn, while other equally mandatory targets are not.

The retrofits are necessary but do not directly expand our refinery capacity. We have taken a separate, additional commitment to increase refinery capacity, which we can only fulfill by working on new refineries. This is a must-do thing just as much as the refits are.

...

As for portals, what it comes down to is that if we roll an Erewhon die instead of a regular Services one, there's a fairly high chance (23% or so by your math) that we'll end up having to spend an extra 100 R in the future on another Services die to finish the project next turn as a consequence.

You may not mind that. I do.
 
We have already done almost all of the diversion of Repulsorplates. I think it's a little silly to not finish it off when it's so useful. One die per turn in fusion is lean, but it could be made to work with good results and/or Red Zone power and liquid tiberium generators. That leaves two for North Boston this turn and 3-4 next turn and onwards, not including any turn where free dice are spent on it. We are going to need 14 to 19 more dice to finish North Boston. Completion between 65Q1 and 65Q3 with zero usage of free dice.

I've said all I will about Bergen 5 - getting zero returns out of light industry for the turns required to finish it is a strange preference. Better to divide as LI projects are available.

The single largest objection to my first draft was Karachi, but the second largest was that PMM was too many capital goods to justify. Now there's no way, even with catastrophic results, that it could be negative. I am simply responding to that expressed concern - personally, I don't think we should even be afraid to dig into the reserves until North Boston is finished.

The service die is a far more valuable loss than 100R, but we're in the green on service dice.
 
We don't really have any urgent Services Request aside from the portals so we can afford to limit ourselves to the main Die without any Free Dice or Erewhon

As for Mil Dice. It will be inevitable for us to lose 2 Die on this plan. The important part is that we gain those two back at the start of the next one

Also I still hope to create the Military AEVA before giving up that Refit Die. It will not return what we lost but will add some buffer.
 
We may have a lot to do in terms of big singular projects in HI, but we've got even more to do in Military and Tiberium. The Zone Armor factories alone are a major lift, and yet we must do that alongside a whole host of remaining development and deployment projects, and we have to surrender a mil die at some point. And personally, if I was Litvinov I wouldn't take it well that my promised refits department was intentionally delayed until the very end of the plan, so we may need to consider giving up that die sooner than that.

I have given two dice in North Boston. That's fine. It's not revolutionary progress, but it's fine. I even cut a fusion die to do it. We hopefully won't have to continue repulsorplates after this turn, so that can go up to four field dice per turn, plus free dice as appropriate. That pace may finish prior to Karachi and will only require LI field dice during it if not.

Bergen Phase 5 is a thousand point project that isn't even part of the plan. We're fairly low pressure on LI dice, but that's about the only opening there. It's not happening soon no matter what, and so there's no reason to rush. The efficient approach is to put most LI dice in Bergen, but slowly progress other LI projects that appear as well, and give extra dice to LI rarely. I shifted an additional die to adaptive cloth specifically to respond the criticism of the last plan having only one die in it. Bergen Phase 5 will finish sometime in '65 at this pace, without free dice.

I've offered as much compromise as I'm willing to on capital goods. This plan aims to complete Repulsorplates (+9, 72%), Bergen Phase 4 (+4, 99%), and Spider Cotton Phase 2 (+1, 99%) in exchange for sending (-5) capital goods to the free market, Regional Hospital Expansion (-1, 96%), Stealth Disruptor Deployment (-1, 67%) Ground Forces Zone Armor (-4, <30%), Island-Class (-1, 82%) and PMM (-10). We have +21 capital goods at this time.

The minimum capital goods would be +4, and the maximum would be +20. With 325 in reserve. There's nothing wrong with the entire range of possible outcomes. In future turns, rushing North Boston or throwing some dice to Aberdeen will take care of even the lowest capital goods, which would also improve as it relies on Repulsorplates not finishing. I would also note that sending capital goods to the market can act as stimulus, and might turn into income indirectly.

We've got too much to do in retrofits to quibble between it and new refineries, in my opinion. I replaced the tiberium Karachi die with Red Zone Harvesting because it is likely to finish this turn without adding too much more to ZOCOM's plate, as the language for Red Zone Containment Lines suggests it does. ZOCOM is ultimately going to have to be strained as the Zone Armor rollout takes place, we have no other room to maneuver.

Portals has a 64% chance of completion with Erewhon, and a 87% chance of completion if changed to a standard die. But honestly, I just kind of want Erewhon on this project. Of all the available work this seems like the one most interesting and beneficial for an AI. Given the high physics at work here, it may even be that Erewhon will improve the project's outcome despite the lack of a dice bonus. I'd shift a die but there's no way to make the resource limit fit, and portals isn't a plan goal anyway. Ironically, resources is the cheapest thing we have, so I don't think this is a big risk.
-We have a lot to do in big singular projects in HI both because they are plan goals, and because we're facing a Labor crunch and the solution is automation: in other words, using Capital Goods to free up Labor. I think we can handle the drain on our Capital Goods indicator from that so long as we continue to push production. Which means consistently putting a lot of dice into the big HI projects. For Military, we have been told that 8-10 dice per turn is "building up towards global offensive action" territory... which means that 7+ an active subdepartment is a level I am entirely comfortable with, so long as we don't go chasing unproductive sidelines (which I consider Inferno Gel - and to a lesser extent the Islands- to be). As for the Refits department, we're waiting on a third Refit project to come available before it gets activated... which should be coming soon, if we can get the development projects completed.

-While I'm not especially worried about running low on Capital Goods, we also are likely to be able to use up a nearly arbitrary amount. Also, completing North Boston gives us the next step in AI development, which is also something that will help with our impending Labor crunch.

-For note, Repulsorplates give +8 Capital Goods, not +9. Typo? Also, currently Resource income is less of a consideration than Capital Goods income. So I'm not particularly worried about pushing out CapGoods to the private market right now... I think doing it when North Boston 5 completes would be best.

-You missed my point about Red Zone Harvesting, and you are misunderstanding the situation ZOCOM is in. ZOCOM is currently working on regenerating its personnel - it's not a hardware thing. However, during this time, we've been trying to keep to no more than 2 Red Zone-associated dice outside of Coordinated Abatement.

-I'm not really mad at the reason to put Erewhon on Portals, but the idea that being an AI makes one better at physics projects is a brainworm that needs to be stamped out. Erewhon was not designed as a science AI.
 
Back
Top