We should probably not be pushing for a Planned City until post Election just to let the all the new military production actually get to the front lines, and that's only if we keep using at minimum all military dice we've got.
Yes, but military production of what? It may well be that refits to the extensive Orca fleet and better anti-laser protection all around for our forces would be more beneficial than a second air superiority fighter production line, if we have to choose one or the other.We need further mil production to allow for further pushes such as Chicago though.
This isn't about cutting back on military spending, it's about which projects, and whether specifically electricity is something we want to pour into the military.As it is I am confident on keeping power neutral I just need to see how much progress BZ power requires to figure out which one I am pushing. This is not a time for us to cut back on mil spending and new production more so since it takes time for factories to produce equipment.
Certainly we're taking a gamble with a military push if we go with the current situation. The military is saying not "we're ready," but "we could probably get away with this as long as you don't ask for too much." They're still being pushed close to their limits, in other words. So yeah, I'd like to give things some time for shell production to stabilize at a level with meaningful stockpiles (more than one more quarter since we didn't complete Phase 3 yet), for the hydrofoils to kick in and improve our seaborne logistics so we don't need to rely as heavily on, for us to at least find out what the combat impact of the Apollos is, and for us to at least look into the next generation of upgrades because we promised the military development programs and not just factories. All of these things are important and can be begun if not completed without spending -4 Energy immediately.We should probably not be pushing for a Planned City until post Election just to let the all the new military production actually get to the front lines, and that's only if we keep using at minimum all military dice we've got.
Anything like the planned cities only makes sense when taking the long view and assuming they'll have a long period of time to contribute to our abatement efforts. If we anticipate tiberium mutation making it impossible to keep tiberium out of the Blue Zones in the near future, then we need to prioritize space because nothing else will make much of a difference. Conversely, if we anticipate having several more years for our efforts to expand the Blue Zones and create buffer territories, then a quarter or two either way doesn't make as much difference if the point is to make sure the military is adequately prepared to avoid disaster when we go out there and do the thing.The military explicitly says that it can start a planned city and we do kind of need to start Chicago sooner rather than later, it is an additional source of abatement. Which is important considering the upcoming mutation roll.
The military explicitly says that it can start a planned city and we do kind of need to start Chicago sooner rather than later, it is an additional source of abatement. Which is important considering the upcoming mutation roll.
Toronto provides better coverage for Chicago, and from the text results we still could use more air force production. As it is I do have ablative in my list for the coming turn (and is one I am not cutting). Air superiority is going to be crucial and it takes time to spool up production and build up fighter wings to maintain that in multiple areas. Also why I am going to finish shell phase 3This isn't about cutting back on military spending, it's about which projects, and whether specifically electricity is something we want to pour into the military.
When Chicago happens, I'd suggest focusing on projects that can support military operations in North America when possible. Deploying MARVs to claim territory (or force Nod to divide their forces) in other areas of NA when Nod is focusing on the Great Lakes, prioritizing military factories in NA over elsewhere to more quickly reinforce the front etc. As the treasury, we have a surprising amount of indirect influence over the military, and I think that gets forgotten at times.
Myomer works makes it less progression, lets us spread the energy cost out, and makes the deployed wolverines better. And that works for all the steel talon projects.I'm thinking on
[ ] Wolverine Mark 3 Deployment
The Wolverine Mark 3 as designed is a relatively simple refit job. Existing factories, with limited modification can switch over to producing the new platform, although they admittedly do require substantial allocations of new equipment, primarily for the railguns.
(Progress 0/150: 10 resources per die) (--- Energy)
It's deployment, meaning we can have light mechs in the field immediately after its done. Plus, having some ST faith is a bonus. Just trying to balance the energy requirements.
And considering going for [ ] Reclamator Hub Red Zone 7 North, to set up for Chicago.
That's all a good point, and frankly a good reason to finish the Toronto factory. While this Gideon fellow doesn't seem to be doing too well at the moment, that won't last forever. Making sure we've got our shit together in general sounds good, too.Something I've been thinking about lately is exactly how much of a military commitment Chicago is likely to be. I mean it is a change in overall GDI strategy as it involves establishing a permanent long-term base of operation in what is de facto Nod territory (i.e. a deep yellow zone), even if there is no Nod presence there at the moment. Nod kind of have to try to punish GDI for that to discourage similar boldness in the future, and successfully stopping the Chicago project would be a major propaganda victory. While the military is clearly willing to try, I'd feel better if, at the very least the Toronto Apollo factory and the last shell plant were done beforehand and ideally had had some time to spool up production. Remember, the military being willing to try is not the same as the military being confident and/or they believing it will be easy.
When Chicago happens, I'd suggest focusing on projects that can support military operations in North America when possible. Deploying MARVs to claim territory (or force Nod to divide their forces) in other areas of NA when Nod is focusing on the Great Lakes, prioritizing military factories in NA over elsewhere to more quickly reinforce the front etc. As the treasury, we have a surprising amount of indirect influence over the military, and I think that gets forgotten at times.
Also on a more meta level, I'm worried about the fact that one of the North American warlords is a named character. Conservation of detail suggests he's important, especially since there are very few other Nod commanders we know the name of, much less force composition and tech.
I should point out that the Orca refits are likely to be quite important to air superiority too, for three reasons:Toronto provides better coverage for Chicago, and from the text results we still could use more air force production. As it is I do have ablative in my list for the coming turn (and is one I am not cutting). Air superiority is going to be crucial and it takes time to spool up production and build up fighter wings to maintain that in multiple areas. Also why I am going to finish shell phase 3
Yeah, the energy requirements are a bear, and as others point out the Myomer Works is a good place to start if we want to do that and other projects that would please the Steel Talons.I'm thinking on
[ ] Wolverine Mark 3 Deployment
The Wolverine Mark 3 as designed is a relatively simple refit job. Existing factories, with limited modification can switch over to producing the new platform, although they admittedly do require substantial allocations of new equipment, primarily for the railguns.
(Progress 0/150: 10 resources per die) (--- Energy)
It's deployment, meaning we can have light mechs in the field immediately after its done. Plus, having some ST faith is a bonus. Just trying to balance the energy requirements.
And considering going for [ ] Reclamator Hub Red Zone 7 North, to set up for Chicago.
If the full progress amount rolled over, then the YZ hub will be a 66/105 project. Meaning it only needs to roll a 12 or higher to succeed. (27 without an omake.) 1 die 20R 89%, basically. So we could easily build the hub and the fleet next turn, or build two hubs two turns from now. E: Forgot we have a MARV fleet to build next turn.Even though the flavor text makes it sound like we got rollover progress on a Yellow Zone MARV hub in central America I think we should let it sit half-completed for a while and do the North American Red Zone MARV hubs before finishing out that YZ hub. We really need the southern half of NA covered for our glacier mines, and the northern half for Chicago, the Central America hub is going to have to wait a bit imo.
You are right removed a dice form Rail Link Reconstruction (Phase 2) will decide where those are spend later a shame we do not know if Blue Zone Perimeter Fencing overflows to its followup else i put a dice on that.At a glance, you have 6 infra dice, we only have 5, Chicago in my plan is using tib dice only. Also we are getting strong signs that we need to do perennial under agri
Completing the hub might also provide a place for any overroll from the MARV fleet to go to if it does not complete this turn.If the full progress amount rolled over, then the YZ hub will be a 66/105 project. Meaning it only needs to roll a 12 or higher to succeed. (27 without an omake.) 1 die 20R 89%, basically. So we could easily build two hubs next turn.
Hmm, I'd like to make some adjustments.
The problem with this is that the Myomer Works text says that it has both military and economic affects, from the sounds of it not only will this open projects to improve the zone armour (as an example) which we can start rolling out to other parts of the military once we've finished the ZOCOM roll out.2) To be quite candid, the Myomer Works project is good and important but not urgent as far as I can tell. We want the Steel Talons improvements and tech upgrades gated behind it, but there's a lot of other stuff that cashes out as much more immediate enhancement of our military. Meanwhile, there's something the conventional ground forces really want: machine guns for the Predator tank. I suspect we can finish that quickly and relatively easily, should we have the resolve to do it, so I'd like to branch out into that.
I'm not putting it off because "mechs aren't realistic." I'm putting it off because the ground forces, tired of losing main battle tanks to suicide bombers, have been asking us to bolt a machine gun to their tanks for the better part of a decade and we still haven't gotten around to it, even as we're discussing launching a serious bite-and-hold military operation to seize territory in a deep Yellow Zone.The problem with this is that the Myomer Works text says that it has both military and economic affects, from the sounds of it not only will this open projects to improve the zone armour (as an example) which we can start rolling out to other parts of the military once we've finished the ZOCOM roll out.
But it will also open up HI/LI projects. I would expect we will see some nice capital goods projects (which we desperately need) and probably consumer goods projects based around prosthetics.
Let's stop putting it off because "Mechs aren't realistic meme", this is like the MARVs all over again.
Ithillid on Discord said:[ ] Entari Deployment With Entari ready to deploy, an investment into expanding seed crop production, and a beginning of rollouts across GDI's agricultural system. While this will require some modification to the bays, and some improvements in the water systems, it will also increase the efficiency of the food system as a whole. (progress 0/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)
and BZ Power phase 2 being 550 progress for another +16 Energy.[ ] Tidal Power Plants (Phase 1) With the oceans contaminated by Tiberium, tidal power has rarely been an effective means of power generation, especially with the limitations on actual power generation. However, with GDI's heavy industrial resources tied up attempting to bring fusion and more fission plants online, Tidal power has become a far more feasible design problem. (progress 0/200: 10 resources per die) (+++ Energy)
Tidal is in Infrastructure. (Would defeat the point if it was in HI alongside all the other HI power options.)
Hmmm I assume Tidal is HI? Because +4 is very tempting to try and shock, maybe 4 dice on that and 2 on fusion? Yz and BZ can be started Q3 than since I doubt we can do BZ in full Q2 and we need some power generation Q2. I am surprised because we did not finish a lot so did not expect much in the way of new options beyond the next phase and the Entari followup.
While Derpmind is entirely right I still wanna say...Looking at the numbers, we really only need +2 Power in order to afford everything that's likely to complete (BZ Arcologies, Vertical Farms, Shell Plants, Toronto Apollo) when our current surplus is taken into account. So really, YZ Power Grid on its own would be enough to supply us right now, and it requires less RpD and Progress.
Still, Tidal Plants does sound like something we could rush to get afterwards. If it's similar to VSNKh Quest, Tidal Plants will use Infrastructure Dice, not HI Dice. If true, that'd make it a lot easier to free up Dice for it.
Tidal is infra? Oh that changes a lot at the least we can get started on Tidal, maybe put two dice to have a chance to finish and if not finish phase 1 Q3 (I do want arcologies down this turn)Tidal is in Infrastructure. (Would defeat the point if it was in HI alongside all the other HI power options.)