@Ithillid I'm probably being a bit dumb but what does the shuttle part of Expand Orbital Communications Network and Orbital Cleanup mean?

Good to know, but for my purposes, that just confirms what I already thought- the Tokyo fabricator is a black box that costs an unknown but large amount of resources and churns out an unknown but large amount of consumer goods, along with, as you say, much-needed capital goods.
It's no more of a black box then the North Boston Chip Fabricator was and could in fact be slightly cheaper since it benefits from the progress reduction granted by the New Moscow Robotics Works.

Why are the leading plans passing up the resources from Orbital Clean-up?
Because it's a "spend money to make money" option and we're so hard up for money that doing so is a tricky proposition.
That and maybe because unlike tib harvesting orbital clean up only gives us a one time amount of resources per phase.
 
It's no more of a black box then the North Boston Chip Fabricator was and could in fact be slightly cheaper since it benefits from the progress reduction granted by the New Moscow Robotics Works.
Uh... yes? That's not the problem.

"Black box" is an engineering term for a system that is, importantly, opaque. You don't understand what goes on inside it, and can only examine its inputs and outputs.

The Tokyo Fabricator is, for purposes of my analysis, a black box. Because while I know in broad narrative terms what it's going to do, and in fact approve of doing the project, I can't calculate what it's going to do. Because I don't know the exact stage costs and outputs. By contrast, the North Boston fabricator was such a black box, but now is not, because by completing the stages we were able to pry up the lid and have a look at the internals.

...

So when I'm compiling a gigantic lookup table of Consumer Goods projects reckoned by their costs and outputs, the Tokyo fabricator presents something of a problem for me. Unless @Ithillid is prepared to say "yes, the Tokyo plant will have almost exactly the same stats as the North Boston plant, only with the Consumer and Capital Goods outputs reversed," then I can't actually crunch those numbers because I don't have them.

This is not a criticism of the Tokyo fabricator, which I in fact strongly approve of. Not least because right now far too much of our ability to survive as an industrial economy hinges on the Boston fabricator, which is hardly immune to Nod action if they are truly motivated to screw us over.

It's not that I disapprove of the project, it's that I cannot in any honesty claim to know its exact costs and rewards.
 
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Good to know, but for my purposes, that just confirms what I already thought- the Tokyo fabricator is a black box that costs an unknown but large amount of resources and churns out an unknown but large amount of consumer goods, along with, as you say, much-needed capital goods.
I think it's literally the inverse of Boston but with slightly lower progress costs because we have actual modern construction equipment again. Same per-die cost, and where e.g. Boston (Stage 3) gave 8 points of capital goods and 4 points of consumer goods, Tokyo will give 8 points of consumer goods and 4 points of capital goods. Assuming it follows the same pattern of doubling progress required per stage it would be Stage 1 = 125 points, Stage 2 = 250, Stage 3 = 500

Edit: Beaten by the QM's edit, didn't see that

Why are the leading plans passing up the resources from Orbital Clean-up?
It only really breaks even, if we have good luck it gives us a slight one-time payment beyond what it cost to do but it's not remotely as useful for actually sustaining growth as surface Tib mining. That 20-30 Resources it grants isn't recurring income it's a single lump sum.
 
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So when I'm compiling a gigantic lookup table of Consumer Goods projects reckoned by their costs and outputs, that's something of a problem for me. Unless @Ithillid is prepared to say "yes, the Tokyo plant will have almost exactly the same stats as the North Boston plant, only with the Consumer and Capital Goods outputs reversed," then I can't actually crunch those numbers because I don't have them.
Er Simon look here:
I have two jobs as a QM. Write updates and facilitate engagement. This is the latter.
Edit: Also, Tokyo is pretty much an inverted form of Boston. So you get a split of cap and con goods, but this time favoring con.
Ithillid pretty much answered your complaint so just look at the previous stages of North Boston Chip Fabricator as a guide for the rewards for each phase and just double the progress needed to complete each phase.

So since Tokyo Chip Fabricator (Phase 1) needs 125 progress to complete phase 2 will need 250 and phase 3 will need 500 with the rewards being 0 for phase 1, 2 consumer goods for phase 2 and 8 consumer goods + 4 capital goods for phase 3.
 
My personal recommendations list for eating up the Consumer Goods shortage before the election (scratching the backs of all those Developmentalist politicians who have been so good to us) is:

Stadiums (+2)
Civil Clothing Factories (+2) (-1 Energy)
Organic Textile Farms (+2)
Personal Vehicle Factories (+8) (-4 Energy)
Yellow Zone Light Industrial Sectors (+8) (-2 Energy) (-2 Capital Goods)

That lets us wipe out the deficit by adding +22 Consumer Goods, while consuming relatively minimal amounts of Resources, less than a third of the current Energy surplus, and -2 Capital Goods that we can readily compensate for in other areas during the same timeframe (about six turns) by various means. It also fulfills one of our main promises to the Yellow List, so it's a thing we would have done anyway.

Because it's a "spend money to make money" option and we're so hard up for money that doing so is a tricky proposition.

It's possible that building the Edinburgh plant would make it easier to build more Personal Vehicle Factories faster. But since the Personal Vehicle Factories option is already quite cheap and attractive, much more so than most of the other ways that we could 'surge' Consumer Goods before the election...

Well, my recommendation is that we probably shouldn't wait on Edinburgh to start building car factories, unless we're planning to do Edinburgh right the hell now in the next 1-3 quarters.
Civil Clothing Factories are +++Consumer Goods, which is +4, not +2.

Other comments on this: we'll want to keep above even on Capital Goods, which Saarland will get us to, so we'll want something to compensate for the YZ LIS cost: probably the Rolling Stock project because of the added +2 Logistics, which is going to be short due to glacier mining. But we'll be needing to push the next +Energy project soon, so HI dice are going to be at a premium.
 
This had the virtue of letting me plug numbers straight from the existing table into a formula without having to look up a second table.
*shrug* Just thought it'd save you a little work.

Probability array updated, and in the theadmarked post too. (P.S. Would you believe I haven't paid much attention to anyone's plans yet? lol)
 
I think it's literally the inverse of Boston but with slightly lower progress costs because we have actual modern construction equipment again. Same per-die cost, and where e.g. Boston (Stage 3) gave 8 points of capital goods and 4 points of consumer goods, Tokyo will give 8 points of consumer goods and 4 points of capital goods.

This would make Tokyo inferior to Boston I think. Capital goods are more expensive in pretty much all metrics than consumer goods.

In which case the number of consumer goods will likely be higher or a smaller reduction in cap goods. But in terms of costs of building Tokyo, yeah just slightly less progress required and same dice costs.
 
Orbital Cleanup should on average break even (and if we're lucky, make a profit). But we'll still need the spare resources to start it up.
 
Yeah once we put in like 20R to prime the pump it should be basically self-sustaining (plus or minus a couple bucks on any specific stage due to luck but on average). We can't really afford it this turn but next turn, unless we get incredibly unlucky with the Tib mining projects and income rolls, we can probably afford to toss space those starter 20R and let it run.
 
@Ithillid

how does the free market affect things mechanically?

as a rule of thumb,the more market grows and provides consumer goods,the less pressure there is for us to provide for them
but how would this be reflected in terms of mechanical effects?
 
I went back and looked at the old phases of Boston, to make some rough determinations about Tokyo. Based on that we can expect the following:
Phase 1: nothing
Phase 2: 2 consumer goods.
Phase 3: 8 consumer goods, 4 capital goods, -4 power.
Phase 4: 16 consumer goods, 8 capital goods, -4 power.

Taking the formulas Simon uses, that gives us about... 17 resources per goods, at phase 4, and 72 progress per goods to reach that point. It also takes 30 dice to complete that so uh, put a pin in it for later, but probably not an immediate priority.
 
Oh. I didn't realise that was a one off income.
There's only so much garbage in space for us to collect, so a permanent income trickle would be... infeasible.

I think it's literally the inverse of Boston but with slightly lower progress costs because we have actual modern construction equipment again. Same per-die cost, and where e.g. Boston (Stage 3) gave 8 points of capital goods and 4 points of consumer goods, Tokyo will give 8 points of consumer goods and 4 points of capital goods. Assuming it follows the same pattern of doubling progress required per stage it would be Stage 1 = 125 points, Stage 2 = 250, Stage 3 = 500

Edit: Beaten by the QM's edit, didn't see that
I'll go back and check out the QM's edit later...

Civil Clothing Factories are +++Consumer Goods, which is +4, not +2.
Thank you. Got that right in the lookup table, misremembered in the recommendations.

Other comments on this: we'll want to keep above even on Capital Goods, which Saarland will get us to, so we'll want something to compensate for the YZ LIS cost: probably the Rolling Stock project because of the added +2 Logistics, which is going to be short due to glacier mining. But we'll be needing to push the next +Energy project soon, so HI dice are going to be at a premium.
All very true. It's just that all the plans for getting even +24 or so Capital Goods in a reasonably timely, low-resource manner involve spending at least some Capital Goods and quite a bit of Energy.

*shrug* Just thought it'd save you a little work.
The suggestion was appreciated; the details of my personal workflow suggested a different approach, but I didn't mean to snub your offer. Apologies if it felt that way.

This would make Tokyo inferior to Boston I think. Capital goods are more expensive in pretty much all metrics than consumer goods.

In which case the number of consumer goods will likely be higher or a smaller reduction in cap goods. But in terms of costs of building Tokyo, yeah just slightly less progress required and same dice costs.
Maybe. It all comes down to details. Bearing in mind that we're utterly committed to producing a large quantity of consumer goods quickly in this plan, it may be considerably more efficient to build a factory that produces (let us say) +8 capital goods and +16 consumer goods than to build an equally expensive factory that produces +16 capital goods and +8 consumer goods, then have to spend 2-4 of those capital goods completing an entirely separate project to get the other +8 consumer goods afterwards.

Because in the former strategy we expend less time, dice, and resources on the overall project (in exchange for a slightly smaller capital goods surplus at the end, which we can make up with other different projects).

@Ithillid

how does the free market affect things mechanically?

as a rule of thumb,the more market grows and provides consumer goods,the less pressure there is for us to provide for them
but how would this be reflected in terms of mechanical effects?
Mechanically, this is reflected in us doing industrial grants that generate an extra +1 Consumer Goods per turn.

Note that this doesn't mean "private industry is producing a fixed stream of goods per turn," it means "the rate at which the private sector is producing goods is increasing by +1 unit/turn, every turn." It's an accelerating process, very much as you describe.
 
On that topic, North Boston Phase 4 costs 1,136 progress, while Tokyo Phases 1, 2, and 3 together costs 825 progress. So about 18 dice vs 13 dice (on average). And while the former will give 8 Consumer Goods, the latter will give 10 Consumer Goods total. ~2.25 dice per Goods for Boston 4 vs. ~1.3 dice per Goods for Tokyo 3.
 
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Attempting to Fulfill the Plan: GDI Edition

Lead the Global Defense Initiative into the future after the Third Tiberium War.

I think it's literally the inverse of Boston but with slightly lower progress costs because we have actual modern construction equipment again. Same per-die cost, and where e.g. Boston (Stage 3) gave 8 points of capital goods and 4 points of consumer goods, Tokyo will give 8 points of consumer goods and 4 points of capital goods. Assuming it follows the same pattern of doubling progress required per stage it would be Stage 1 = 125 points, Stage 2 = 250, Stage 3 = 500

Edit: Beaten by the QM's edit, didn't see that
I went back and looked at the old phases of Boston, to make some rough determinations about Tokyo. Based on that we can expect the following:
Phase 1: nothing
Phase 2: 2 consumer goods.
Phase 3: 8 consumer goods, 4 capital goods, -4 power.
Phase 4: 16 consumer goods, 8 capital goods, -4 power.

Taking the formulas Simon uses, that gives us about... 17 resources per goods, at phase 4, and 72 progress per goods to reach that point. It also takes 30 dice to complete that so uh, put a pin in it for later, but probably not an immediate priority.
Based on your projections, I included all of that in the table- specifically, I included "Tokyo (to stage X)" entries for Stages 2, 3, and 4, based on Crazycryo's cost projections and your output projections. Obviously these are only projections, and I try to label them clearly as such.

On that topic, North Boston Phase 4 costs 1,136 progress, while Tokyo Phases 1, 2, and 3 together costs 825 progress. So about 18 dice vs 13 dice (on average). And while the former will give 8 Consumer Goods, the latter will give 10 Consumer Goods total. ~2.25 dice per Goods for Boston 4 vs. ~1.3 dice per Goods for Tokyo 3.
All true.

On the other hand, the reason to complete North Boston Phase 4 isn't for the consumer goods output. It's for the capital goods output we need to build all the OTHER factories we promised to build in the Plan, including a host of military factories and a considerable number of consumer goods factories. :p

The Stage 4 Tokyo plant is already teetering on the line of what it makes sense for us to build specifically for the sake of hitting consumer goods targets, and is pushed over that line mainly by the prospect of all the Cool Shit we can do with the capital goods output of the same facility.

Stage 4 of North Boston is simply not something we build for consumer goods alone; the consumer goods are a pleasant side effect of getting a large capital goods surplus out of the megaproject.
 
Well, there's also the need to not have all our microchip manufacturing centralized in one massive target. Two massive targets are much more secure.
 
I don't think we're ever going to build up the military enough to stop Nod from being able to blow up a specific high value target or two if they really want to. Stopping their masterstroke never works, you just gotta have more redundant high value targets and structural flexibility than they can blow up. I'm pretty sure Boston's not our only chip foundry on the planet, there's probably multiple others of similar size or larger that already existed at the start of the game, but yet another center for even more redundancy never hurts.
 
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@Ithillid I'm probably being a bit dumb but what does the shuttle part of Expand Orbital Communications Network and Orbital Cleanup mean?
That is a mechanic that I was not happy with the implementation of, and am reworking. So I cut the project to lead to it. You are probably going to see a reworked version of it in Q2.
 
Looking at the plans Plan Tiberium and Transportation is the only one that goes for 3 glacier mining dice and has a 29% of getting two stages off done in one turn giving us 80-120R plus the income from Red Zone Tiberium Harvesting 10-20R. This means it also has the highest odds of completing one phase even on very bad rolls.
 
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