Fair, it just seems like it's going to be real hard to get people to not carry on with it after overflow.
I would point that we have had a non 0 number in a BZ hub since the 1st year of the quest ( I think it was Q2 that we dropped a die into it) and have not followed up on it so having overflow does not cause us to followup. However for the current time MARV was our best income+mit combo without stressing military so it let our mil recover and conduct their own operations without being forced to cover expanded RZ and YZ operations and since we want to pursue MARVs maxing the overflow benefits meant we saved dice overall to get the eventual 5 fleets out. Which means we got more down in other projects.

The military isn't saying we should stop doing MARV projects. They're saying they'd prefer 10 dice in military projects instead of 7 dice. Which of course they'd want even more dice, and they're not wrong that it'd help them more too. But we're more likely to spend those 2-3 free dice on other non-military projects when we wind down MARVs than we are to increase the Military dice to 10 or 11 dice.
Mil was saying 4 dice + MARV and no/limited expansion or 7-10 dice and some expansion. Of course we can go 7 dice + MARV and open up limited expansions (and we kind of have been doing that the past few turns and I am pushing to doing that Q2 and Q3, Q4 is another consolidation turn in my view and would leave more free dice for other categories and then after that we can chart our final year of the plan).
 
Having every single Free die in Military forever so we can keep doing MARVs is a waste of perfectly good Free dice. If we're committing to a MARV-based military then we should do that, but it would be a bad idea IMO we want a flexible military that can actually project power instead of turtling up around MARV hubs and building new hubs being our only way to expand. Once our FYP target is hit, we don't need to build any more MARVs and if we do it's just wasting Free dice that would be better spent in the Tib sector to get mitigation/income or in HI/LCI to support more military upgrades, or in space to make more progress there, or a dozen other things.

Finishing out our 5 fleet promise is necessary, obviously, and I can maybe even get behind overshooting with a sixth fleet to complete the NA RZ set. But MARVs just inherently cannot be a thing we do every turn forever unless we're going to build the entire military and global strategy around them, we can't keep starving every other sector of Free dice.
 
Yeah, we are going to want to cut back off MARVs after finishing our commitments.

I figure that we'll restart them when:
a) Expansion no longer provides a good return on investment in resources/abatement relative to MARVs
b) Our budget has just been cut and we want to use all available dice to get the money-printer going again
c) We are required to by politics
d) The military informs us that they don't want us that they can't cover expansion with their existing resources (hopefully won't happen again)
 
The military isn't saying we should stop doing MARV projects. They're saying they'd prefer 10 dice in military projects instead of 7 dice. Which of course they'd want even more dice, and they're not wrong that it'd help them more too. But we're more likely to spend those 2-3 free dice on other non-military projects when we wind down MARVs than we are to increase the Military dice to 10 or 11 dice.
No they're warning us that they can't defend/staff MARV fleets and our YZ/at risk abatement efforts at the same time and they're already stretched thin on both. We need to expand the military before doing much more of either, and need to stop trying to push for both MARVs and Yellow/Red Zone abatement at the same time because we literally do not have the quality or quantity of military assets to do both simultaneously.
And personally I'd rather shift dice off MARVs for more military than stop yellow/red zone projects.
 
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@Void Stalker
Sorry Im really tired and missed reading Chicago completely in your plan. I am going to compare to your 3 deployment variant, since its just simpler comparing 3 deployments.

Jadankorr
Q2 2056
YZ MARV 15 RpT (3 YZ mit)
RZ Harvesting Phase 7 10-20 RpT (1 RZ mit, auto unlock upon completing 3 deployments)
RZ Containment Lines 10-15 RpT (3 RZ mit)
Q3 2056
Tib Prospecting 5 RpT (I also get to claim this since its 3 dice, and obviously the other 2 Tib dice will be on Prospecting, when 3 dice are on Glaciers. 1 or 2 dice on Prospecting in Q2 should be very possible)
Glaciers 40-60 RpT (1 RZ mit)
RZ MARV 25 RpT (3 RZ mit) (52%)

Total, 32.5 (25*.52 +5) + 60-95 3 YZ Mit, 6.5 RZ Mit (Low income roll = 92.5, high income roll = 137.5)
- Opportunity Cost, high R cost for Tib and Mil in Q3 2056 (this is a bit offset by getting RZ Harvesting 1 quarter earlier)
- Higher Military Strain
- 1 turn delay to get Rail Links for Chicago Phase 3 (Rail Links is 5 dice to have 94% chance to complete, so thats 1 turn to solve the logistics)
- Able to start Superconductors Q4

Void Stalker
Q2 2056
YZ MARV 15 RpT (3 YZ mit)
RZ Containment Lines 10-15 RpT (3 RZ mit)
Q3 2056
RZ MARV 25 RpT (3 RZ mit, 87%)
Tib Prospecting 5 RpT
RZ Containment Lines 10-15 RpT (3 RZ mit)
RZ Harvesting Phase 7 10-20 RpT (1 RZ mit, auto unlock upon completing 3 deployments)
Chicago Phase 3 2 YZ mit, 2 RZ mit

Total, 41.75 (25*0.87+20) RpT + 30-50 RpT, 5 YZ Mit, 11.6 (3*0.87+9) RZ Mit (Low income roll = 71.75, high income roll = 91.75)
- Able to start Superconductors Q3
- Lower Military Strain
- Earliest for glaciers is Q1 2057, as logistics are spent on Chicago Phase 3 in Q3 2056.

Overall, my suggestion results in a 1 turn delay on LCI / Infra priorities / Chicago Phase 3 / -3 RZ Mit / Higher military strain as compared to yours. The gains would be more income sooner, with the usual thing where more income sooner is better. Or to put it another way, mine is an income plan willing to make tradeoffs for that income. Yours has lower income, and the gain is less strain on the other parts of the system.
 
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No they're warning us that they can't defend/staff MARV fleets and our YZ/at risk abatement efforts at the same time and they're already stretched thin on both. We need to expand the military before doing much more of either, and need to stop trying to push for both MARVs and Yellow/Red Zone abatement at the same time because we literally do not have the quality or quantity of military assets to do both simultaneously.
And personally I'd rather shift dice off MARVs for more military than stop yellow/red zone projects.
MARV's, per the QM, are net neutral in terms of military commitments.

The military does not want fewer than 4 non-MARV dice per turn. Even if we don't spend a single die on MARVs they are not going to be happy at that level of spending.

The military wants 4-5 non-MARV dice per turn to maintain a qualitative edge over NOD. Any spending on MARVs is fine once that commitment is met. At this level of funding, they don't think that they can defend non-MARV expansion projects.

The military wants 7-10 non-MARV dice per turn to take the fight to NOD. At this level of funding, they think that the can defend non-MARV expansion projects and will actually push for items like Fortress Towns or Yellow Zone mining to act as forward bases. Any spending n MARVs is (still) fine once that commitment is met, even if we are also expanding our general operations.

TLDR: The military is fine with MARVs, and they don't harm their operations like YZ/RZ "traditional" mining and abatement do. MARVs are not a political question for us. They are a free dice and resource allocation question.
 
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They are a free dice and resource allocation question.
They're very much not, or at the least we're handling them, our military, and other abatement efforts very poorly.
What the Military really wants is for you to pick a pathway.
Either load up on MARVS and pick that as your pathway forward, or actually load up on funding and do things that are not MARVS.
On one hand, they are problematic for NOD to operate around, on the other they do require a commitment of forces to protect the base and the MARVs.
What the Military really does not want is for you to end up heavily funding MARVs, and loading up on Red and Yellow Zone conventional commitments.
We're currently giving the military middling spending, investing in MARVs, and trying to continue Yellow/Red Zone commitments all at once. This is not mixing well at all. And between all the option to change this, dropping future MARV fleet investment for increased military spending and continued YZ/RZ abatement and development is the best outcome to me.
 
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Overall, my suggestion results in a 1 turn delay on LCI / Infra priorities / Chicago Phase 3 / -3 RZ Mit / Higher military strain as compared to yours. The gains would be more income sooner, with the usual thing where more income sooner is better. Or to put it another way, mine is an income plan willing to make tradeoffs for that income. Yours has lower income, and the gain is less strain on the other parts of the system.
My plan is also a mitigation plan, not to mention that cap goods is holding us back in certain areas and we are actually not that far off from income not being the restraint it is (we have done a lot to get discounts as well as boost income and that is paying off) short of new expensive options showing up. And I consider mitigation highly important given how far the red zone has expanded. Further by getting to superconductor sooner that makes Vein mining feasible earlier which lets us address the tiberium growing under ground for Mit and income. I would also point out Chicago is -2 logistics which does not stress the logistics system and one of our primary restraints in terms of power and logistics is available dice, not available resources (since we have a lot of cheap options in terms of R for power and logistics but not enough dice to handle all of them). More importantly is that we can push out more planned cities.

high income roll = 137.5)
This caps at 105 unless the project we did increased our processing cap for previous facilities (as opposed to applying to new facilities and having a project to refit the old ones). Currently we have 105 space left for income before we hit the processing cap from our facilities. Of note Chicago Phase 3 increases that cap by another 100 in addition to giving us 4 mit (2 per zone) which given our ability to jam income Q2 and Q3 (and follow up Q4) becomes required to make use of that income. With that 105 cap than you max is only 10 higher than my max and I do not have to diver to rail links for a turn and can keep power coming in.

So you are going for 92.5 to 105 income 3 YZ Mit and 6.5 RZ Mit, overflowing processing capacity potentially (32.5 on high income roll) vs 75 to 95 income, 5 YZ Mit 11.86 RZ Mit, less Mil strain, no logistics strain, 120 processing capacity on high income roll.

Which means Q4 where you need to increase processing capacity I can do stuff like vein mining for more income and superconductors a turn earlier (2 dice Q3 has a moderate chance to finish and is easy to fit 1 or 2 Q4 to finish it off) means we can chose to swap to rail links Q4 in infra to support glacier mining Q4 if we so chose to do so, though that add strain on at the back end, on the flip side the strain is pushed back a quarter letting us roll out more mil Q4.

Edit- I missed the 2nd reason why I wanted Chicago Phase 3 for the increased processing cap on my initial post, we had been doing income slow enough that it was not needed as we were doing planned city often enough to stay ahead of income but the income slam we can get done Q2 and Q3 compared to the past 2 turns all of a sudden makes that an issue
 
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They're very much not, or at the least we're handling them, our military, and other abatement efforts very poorly.




We're currently giving the military middling spending, investing in MARVs, and trying to continue Yellow/Red Zone commitments all at once. This is not mixing well at all. And between all the option to change this, dropping future MARV fleet investment for increased military spending and continued YZ/RZ abatement and development is the best outcome to me.
My contention is this:
If this turn we were given an additional 10 free dice and 200 free resources per turn for the rest of the game that could only be spent on MARVs, we should do so. Regardless of the number of dice we invest in the military, regardless of the number of dice we spend anywhere else. Because they are a net-neutral in terms of military effectiveness, it would only be to our benefit.

I'll keep on harping on this. MARVs aren't bad for our military in and of themselves. They aren't glacier mining. The military's issue is that we have limited dice and limited resources. And that resources spent on MARVs isn't being spent on something that the military wants more. Hence them being a free dice and resources question.

Also, that is deceptive quoting. You deliberately cut off the following parts of the quote:
What the Military really wants is for you to pick a pathway. Either load up on MARVS and pick that as your pathway forward, or actually load up on funding and do things that are not MARVS. With where you have been putting them, MARVs are militarily pretty neutral. On one hand, they are problematic for NOD to operate around, on the other they do require a commitment of forces to protect the base and the MARVs. Overall, it pretty much balances out, at lest in most of the Yellow and Red Zones. What the Military really does not want is for you to end up heavily funding MARVs, and loading up on Red and Yellow Zone conventional commitments.
 
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They're very much not, or at the least we're handling them, our military, and other abatement efforts very poorly.

We're currently giving the military middling spending, investing in MARVs, and trying to continue Yellow/Red Zone commitments all at once. This is not mixing well at all. And between all the option to change this, dropping future MARV fleet investment for increased military spending and continued YZ/RZ abatement and development is the best outcome to me.
You should include the part that lays out investment:
Edit: Basically to put this in dice terms, they would be happy with either
A: 4ish dice of general military stuff + as many dice as you want of MARVs and no or limited expansion of operations.
B: 7-10 dice of general military stuff, and general expansion into the Yellow and Red Zones.

What they don't want is
4-5 dice of general military stuff and general expansion into the Yellow and Red Zones.
We have been doing 7+ dice o general military stuff the past few turns and I anticipate that to continue for Q2, Q3 and Q4. This is seperate from MARV dice that I want Q2 (3) and Q3 (1-2) which allows us to do expansion as well as push out the current set of MARV.
 
My contention is this:
If this turn we were given an additional 10 free dice and 200 free resources per turn for the rest of the game that could only be spent on MARVs, we should do so. Regardless of the number of dice we invest in the military, regardless of the number of dice we spend anywhere else. Because they are a net-neutral in terms of military effectiveness, it would only be to our benefit.

I'll keep on harping on this. MARVs aren't bad for our military in and of themselves. They aren't glacier mining. The military's issue is that we have limited dice and limited resources. And that resources spent on MARVs isn't being spent on something that the military wants more. Hence them being a free dice and resources question.

Also, that is deceptive quoting. You deliberately cut off the following parts of the quote:
And it's followed by
Edit: Basically to put this in dice terms, they would be happy with either
A: 4ish dice of general military stuff + as many dice as you want of MARVs and no or limited expansion of operations.
B: 7-10 dice of general military stuff, and general expansion into the Yellow and Red Zones.

What they don't want is
4-5 dice of general military stuff and general expansion into the Yellow and Red Zones.
And we're currently doing neither A or B. I'm not saying MARVs are bad, I'm saying we can't have our cake and eat it too by taking MARVs and more Yellow/Red Zone commitments at the same time because we can't put enough military dice out to cover both, and between stopping MARV investment (so more YZ development and conventional abatement and more military spending) and stopping Yellow/Red Zone projects (more military and MARVs) MARVs are absolutely the less important of the two.
Edit: essentially what we're being told both in and out of character is that we need to stop being so unfocused and trying to get everything all at once, and pick either MARVs + general military and less Yellow/Red Zone projects or drop MARVs and go for more general military and continued Y/RZ projects.
 
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And we're currently doing neither A or B. I'm not saying MARVs are bad, I'm saying we can't have our cake and eat it too by taking MARVs and more Yellow/Red Zone commitments at the same time because we can't put enough military dice out to cover both, and between stopping MARV investment (so more YZ development and conventional abatement and more military spending) and stopping Yellow/Red Zone projects (more military and MARVs) MARVs are absolutely the less important of the two.
Edit: essentially what we're being told both in and out of character is that we need to stop being so unfocused and trying to get everything all at once, and pick MARVs + military and less Yellow/Red Zone projects or drop MARVs and go for more military and continued Y/RZ projects.
We are doing A and are now reaching into doing B at the same time (Q4 and Q1 has been at B level of investments) so saying we are doing neither is ignoring the past few turns and ignoring the current proposals that are high end B. We actually can do both MARV and Tib expansion at the same time, the cost is that we are only using 1 free dice outside of the mil category. But that also assumes 3 dice a turn on MARVs, dropping to 1 or 2 dice puts us at 2-3 non mil free dice a turn.
 
My attempt to map out general Reclaimator Hub locations. Note that some of these locations will overlap zones. (This isn't me arguing for or against doing more/less MARVs. Just a way to try and see how many Reclaimator hubs we'd have to build and stock to fill in an area of the map.)

North America:
RZ-7 North (built, no fleet), RZ-7 South (might have rollover progress?), YZ-6a, YZ-6b, YZ-6c, BZ-2, BZ-11, BZ-16
2 RZ, 3 YZ, 3 BZ. 8 total.

South America:
RZ-6 North (complete), RZ-6 South (complete), YZ-5a (built, fleet in progress), YZ-5b (some progress), YZ-5c, BZ-8.
2 RZ, 3 YZ, 1 BZ. 6 total.

Western Europe:
RZ-1 North (complete), YZ-1a? (small area), BZ-1 (some progress), BZ-5
1 RZ, 1 YZ?, 2 BZ. 5 total.

Eastern Europe and Asia:
RZ-3 North, RZ-3 South, RZ-4 North, RZ-4 South, YZ-1a, YZ-1b, YZ-1c, BZ-7, BZ-16, BZ-18
4 RZ, 3 YZ, 3 BZ. 10 total.

Africa:
RZ-1 South, RZ-2 North, RZ-2 South, YZ-2a, YZ-2b, YZ-2c, BZ-10, BZ-13
3 RZ, 3 YZ, 2 BZ. 8 total.

Arabian Peninsula:
RZ-1 South, YZ-2? (small area), BZ-4
1 RZ, 1 YZ, 1 BZ. 3 total.

Southern Asia and Islands:
RZ-4 South, RZ-5 North, RZ-5 South, YZ-3a, YZ-3b, YZ-3c, BZ-12
3 RZ, 3 YZ, 1 BZ. 7 total.

Australia:
RZ-8 North, RZ-8 South, YZ-4a, YZ-4b, YZ-4c, BZ-9
2 RZ, 3 YZ, 1 BZ. 6 total.

Other Islands:
BZ-3, BZ-6, BZ-14 BZ-15, BZ-17
5 BZ. 5 total.
 
That instant coffee and tea with the moon landing crew might very well be some of the last on Earth.

At least we're regrowing the tea and coffee plants now.
 
Can we just choose to not have any overflow? Because I'm worried we're really going to screw ourselves over doing MARV after MARV every single turn.

Once our FYP target is hit, we don't need to build any more MARVs and if we do it's just wasting Free dice that would be better spent in the Tib sector to get mitigation/income or in HI/LCI to support more military upgrades, or in space to make more progress there, or a dozen other things.

Remember we have been locked on expansion into tib zones because we need more military build up. We can spend a couple turns on military dice and then unlock another project. The MARVs have been the only way to get mitigation and income because of that. Even if we make more we still get those 2 crucial resources reliably- as in this is no question on whether or not we can actually invest in the project.

I am not saying they are the end all and be all, but they are and will continue to be useful.
 
Actually, the Council Races do have a concept of politically divided species. The Asari Republics are plural for a reason, even if the asari Councilor represents the entire species' interests. Even the Salarian Union isn't that unified, given their propensity for skullduggery and spycraft.

The most unified species in Mass Effect are the turians, due to the Turian Hierarchy, and the quarians with the Migrant Fleet. Everyone not named we just don't have enough of a grasp of to be sure about how unified those species are into a single government.

Now, that doesn't mean that the Council won't complain about Nod causing trouble, but GDI actually has a really good argument for dealing with that. It's called 'look, we do not like slavers and terrorists either, but it is not as if you guys are doing anything to stomp on any of those from your species making a mess in our space'.
But muh cultural heritage. That's the bs the Batarians usually spun the council to get away with it. By Council law they couldn't force changes onto a civilization that would damage its cultural identity. For example they couldn't demand the Asari centralise their government or military like many other races as it would massively change Asari culture. At the same time slavery was a completely abhorrent and illegal practice in Citadel Space but a central part of Batarian culture. So by their own laws they could prevent slaves from moving outside the Hegemony but couldn't do anything about it inside their space. It became a grey area like the indentured workers of Ilium but treated much worse.

It's why the Citadel let the Skyllian Blitz happen, STG were undoubtedly aware of Balak and his orders. They saw the paper tiger that were the Batarians eying up the rising SA for a fight and knew that either the Batarians would get smacked for trying to kidnap humans into slavery or the SA would be humbled. They didn't expect Torfan to get so bad as it did but they were perfectly happy to let humanity get away with it while the Batarians drew back and started to decline further.

But to answer the point of your post. From what I remember Kar'Shan, the Batarian homeworld, is much like Earth in that there are actually multuple polities on the surface. Unlike Earth they are hinted to fight frequently but it fits their "culture". The Volus are described being a large assortment of clans that barter and trade rather than fight with their leaders simply being the best at doing so. Interestingly, it is actually mentioned that the Book of Plenix encourages them to get rich in times of plenty and be charitable when times are tough.

The Raloi whom we never see are stated as being multiple nations on their world. The elcor are unclear but "Courts" plural is used to describe them so I imagine they're multiple groups.
 
That is not a good spot to be at which means we are using infra dice on logistics instead of power or planned cities.
Though since most plans still can't activate all our Tiberium dice to do anything much more expensive than 5 R/die Prospecting actions, and since using a Tiberium die on a planned city gets us about +20 more progress than using an Infrastructure die... I'm not sure it's a bad thing if we're using Infrastructure dice on +Logistics actions, though putting them on +Energy actions is good too, since we can't really spare Heavy Industry dice to do the much more dice-efficient nuclear power plant construction action.

Also you discount how long it takes for cruisers to rollout, unlike Apollos, Zone Suits and Hydrofoils we are not pushing them out each quarter, there is a fairly long lead time for them to start rolling out so there is a reason to keep pushing until we have 3+ of the shipyards online given the large number we need to take control of the seas.
I'm not sure it works out that way.

See, the Navy plans to build something like 100-ish cruisers over a period of several years from six yards. That means about 16-ish cruisers per yard, which means something roughly on the close order of one cruiser per quarter per yard. Not exactly, but this is a rough estimate, an approximation that can be off by 50% either way without being truly misleading.

The key point is that delaying the completion of a single yard is, in effect, equivalent to saying that the Navy will always have one available cruiser less, for the duration of the buildup until the planned fleet strength is reached. Or that a wave of four cruisers appears one quarter later, but still appears. The time-average strength of the Navy winds up being "one less cruiser" or "two less cruisers" or "1/2 less cruisers" on average, for each quarter we build a yard slower than we could.

The long rollout cuts both ways. On the one hand, we have to build all six yards in a reasonably timely manner or the buildup becomes nigh-impossible and we just can't build the ships. On the other hand, there isn't even the pretense of us being able to rapidly build the fleet in question even with all six yards, so the consequence of a delay winds up being a relatively marginal affair on the scale of a giant global war.

The number of dice per turn we put on the shipyards should be a reflection, not of "we have to do this because of the slow rollout," but of how important the project is. How important it is relative to everything else we're doing.

We have good reason to stop and think "shit, we've been neglecting naval security, it's genuinely worthwhile to invest like 18-20 Military dice and 360-400 Resources on a major shipyard program to build the warships the fleet needs to control global sealanes."

But we shouldn't be sinking 60 R/turn into something rather than 40 R/turn just because it has a slow rollout. The actual consequences of choosing the 40 R/turn path is, realistically, that the Navy gets six shipyards in nine or ten turns rather than six shipyards in seven or eight, and consequently has a single-digit lower number of cruisers at any given point in time for the next several years. We may legitimately decide that that's worth it to free up dice for other projects, or to free up dice for projects that cost lower resources, or because we're hard up for Capital Goods... and that's okay. We have to make choices like that, we can't prioritize everything all the time no matter how much anyone wants it.

Can we please stop pushing new MARV projects and investing so heavily into them? That's two turn in a row that the military has come in to pick problems with it and are completely getting ignored in thread. It's clear that beyond the (admittedly very nice) mechanical benefits they have that there are huge narrative problems with focusing so heavily on them that a lot of people just seem content to ignore.
The military seems to be telling us that they either want to stand on the defensive and have us spam MARVs, or stand on the offensive at the cost of us cutting MARV production to provide them the tools to do it with.

How we respond to that is up to us.

Are guys will not tolerate being used by aliens after almost killed by them actually they will have problems in general with them because of that won't they?
That's the thing about the asari, the asari are smart about avoiding destructive conflicts when they can, and balancing power blocs against each other to create a galactic order they like. They were actually doing really well until the Reapers showed up as a giant outside context problem that could only be defeated by a giant wall of guns, something that was, again, an outside context problem.

In canon Mass Effect, it was probably an asari strategist who thought "we can authorize human claims to a giant Wild West of poorly used and uncolonized space to block the ambitious batarian claims, because the batarians are kind of assholes and estranged from us anyway, but this way we can either curb the batarians' power, or if the humans turn out to be worse we can start backing the batarians again and they'll happily sort the problem out for us."

The thing is, that was beneficial to the humans of the time, at least as far as they were concerned. They were being 'used' in the sense of a commensal relationship. Humanity got access to a truly ridiculous amount of clay, and in exchange all they had to do was defend it against some assholes nobody liked, and they were being granted considerable concessions (like the right to build a rather outsized navy) to defend it.

The trick is that when you're a member of a race of long-lived galactic masterminds who've stayed on top of the diplomatic game for over two thousand years by keeping your eye on the main chance, "entering a commensal relationship with a younger power" and "using the younger power for your advantage" look very similar.

gotta finish atleast the ones we've been working on to keep our military person who gives an extra military dice and a +2 to all mil dice. (plus the -20 needed for marv fleets, but that wouldnt apply if we're not doing marvs).

Basically, We gotta continue pushing marvs till we've finished 5 marv fleets, which we will when we've finished building what we've started. (the fleet for the hub just built, and the fleet that we've been building)
We do have an important commitment to build five MARV fleets in this plan, so yeah. We can slow-walk the last bits of that construction commitment, but we're just now hitting the promise limit we made early in the Plan.

Part of the problem with this is we keep starting new hubs with overflow from one project. So there's quite a few more hubs under construction than the ones we decided to start building, and finishing those may start more hubs. It's a vicious cycle of unfinished projects scratching at people's OCD 'finish projects' part of the brain.
I mean... maybe?

There's a Blue Zone hub we started in 2050 and abandoned after one die of investment, when we decided that Blue Zone MARV fleets were a bad idea. Been lying out in the rain ever since, no one bats an eye.

Aside from that, there are exactly two partly completed hubs, one in South America that only started existing a few turns ago, and one in North America that only started existing this turn. No one has made any moves to start building either of them, and the suboptimally efficient nature of Yellow Zone MARV fleets may discourage people from building the one in South America.

And the overflow itself got added as a mercy mechanic. It was intended to be a reason to invest in the hubs.
I, for one, am not complaining.

A rock done bit my sister Nell
With whitey on the moon...
Humanity has three options in this quest right now:
1) All stay on Earth and be gradually nommed by green crystals.
2) All leave Earth, which requires a space program.
3) Kane can stop being a colossal dickhead.

Anyone who wants to complain about GDI's space program is welcome to write a letter complaining to the nearest Nod outpost about Nod's failure to do anything about (3), which would be SO much simpler than (2) and less painful than (1).
 
Using Void Stalker's Plan as a guideline to make my own, thank you!

I want to push out as many capital goods for this turn and set up Superconductors to finish. Had to sacrifice a services die, but we're doing good on consumer goods with the arts grant and services is a sector we're doing fine in. Between the military telling us to pick between red/yellow zone expansions and MARVs, I'm picking MARVs due to the promise we made. But really the red/yellow zone expansion is just a one turn break for the military to build up some confidence after we've been stretching them out. On the military side, MARVs and focusing on a few select projects to finish them off rather than starting a whole bunch of things. Shell plants, Governor ships, and Titan Mk 3 to keep the Talons happy.

The focus on cap goods is so that we'll have them for the Governor factories and with luck, enough to do Strategic Planning Apparatus which the QM has told us will break large projects like North Boston 4, Kure 4, Tokyo 4 or other into smaller chunks. Makes finishing the smaller chunks per turn easier and therefore seeing the results faster. Probably less getting screwed by dice too.

I'll probably take a die off Governors depending on how attractive any new options come out.

[ ] Plan Thirsting for CapGoods
Infra 5/5 50R +15
-[] Tidal Power Plants (Phase 2) 278/450 5 dice 50 R 99%
HI 5/5 75R +20
-[] North Boston Chip Fabricator (Phase 4) 64/1200 1 die 15 R
-[] Kure Machine Works 78/280 4 dice 60 R 95% (High Priority)
LCI 4/4 90R +15
-[] Chemical Precursor Plants 115/200 2 dice 30 R 46%
-[] Superconductor Foundries 0/200 2 dice 60 R 11% (High Priority)
Agri 3/3 30R +15
-[] Yellow Zone Purification Facilities 0/320 3 dice 30 R 0%
Tiberium 5/5 50R +35
-[] Tiberium Prospecting Expeditions (Repeating Phase) 2/200 4 dice 20R 100%
-[] Hewlett-Gardener Method Development 0/40 1 die 30 R 100%
Orbital 3/3 +1 dice 70R +15 (5 Fusion dice)
-[] GDSS Enteprise (Phase 3) 183/385 3 dice 60 R 57%
-[] Orbital Cleanup (Phase 3) 43/90 1 dice 10 R 85%
Services 3/4 25R +30
-[] Fashion Development Houses 91/225 2 dice 20 R 82%
-[] Game Development Studios 236/300 1 dice 5 82%
Military 5/5 +5 dice 140R +15
-[] Reclamator Fleet YZ-5a (Super MARV) 174/210 1 dice 20 R 95%
-[] Reclamator Fleet RZ-7N (Super MARV) 0/210 1 dice 20 R 0%
-[] Shell Plants (Phase 4) 3/300 3 dice 30 R 5% (High Priority)
-[] Governor Class Cruiser Shipyards (Hampton Roads) 3 dice 60 R 59% (Very High Priority)
-[] Titan Mark 3 Deployment 0/175 2 dice 20 R 26%
Bureau 3/3 +15
-[] Security Reviews - Bureacracy 2 dice
-[] Expand Strategic Planning Apparatus
Free 6/6
5 mil, 1 orbital

540/545
 
Actually, the Council Races do have a concept of politically divided species. The Asari Republics are plural for a reason, even if the asari Councilor represents the entire species' interests. Even the Salarian Union isn't that unified, given their propensity for skullduggery and spycraft.

The most unified species in Mass Effect are the turians, due to the Turian Hierarchy, and the quarians with the Migrant Fleet. Everyone not named we just don't have enough of a grasp of to be sure about how unified those species are into a single government.

Now, that doesn't mean that the Council won't complain about Nod causing trouble, but GDI actually has a really good argument for dealing with that. It's called 'look, we do not like slavers and terrorists either, but it is not as if you guys are doing anything to stomp on any of those from your species making a mess in our space'.
OK, let me clarify.

The Council system actually has a problem about dealing with disunited species. This is an ongoing institutional problem of theirs- political power is apportioned by species and there is no mechanism for apportioning political power to non-species entities. On the other hand, species seem to think of themselves racially or nationalistically. You hear about debates of whether "the volus" should have a Council seat, or whether "the volus" have enough economic leverage that they don't need one (a position even some volus hold, oddly). But you never hear about anyone suggesting that the Council be replaced by a much larger representative body that apportions, say, one representative seat to each of several major asari republics.

The asari are a weird case, because they're a collection of separate sovereign states but, importantly, they stand behind the asari Councilor. The salarians seem to have the same thing going on. If you have a problem with a LOT of asari doing the same thing and want recompense, you have someone to complain to, even if that person won't be responsive to complaints about individual asari misbehaving.

We can expect people to expect GDI's ambassador to the Council (or whatever) to be the primary point of contact for Space Nod-related complaints, even if they don't actually expect us to fully police up Space Nod all at once all by ourselves.

The military isn't saying we should stop doing MARV projects. They're saying they'd prefer 10 dice in military projects instead of 7 dice. Which of course they'd want even more dice, and they're not wrong that it'd help them more too. But we're more likely to spend those 2-3 free dice on other non-military projects when we wind down MARVs than we are to increase the Military dice to 10 or 11 dice.
The problem is that spending all our Free dice on the military is unsustainable or at least has severe opportunity costs. But we can't scale back our Free dice commitments AND provide the military with 7 dice/turn to enable them to go on the offensive AND build MARVs on a large scale.

Since sooner or later we're gonna have to do the first, and we want to do the second, the third is probably gonna have to take one for the team. If we were content to turtle, we might be able to sacrifice the second to keep the third.

We're currently giving the military middling spending, investing in MARVs, and trying to continue Yellow/Red Zone commitments all at once. This is not mixing well at all. And between all the option to change this, dropping future MARV fleet investment for increased military spending and continued YZ/RZ abatement and development is the best outcome to me.
To be fair, we're doing both by pouring even greater military resources in. The military is getting 7-8 dice per turn of investment AND we are spending on MARVs. In theory we could keep doing that indefinitely, it's just inefficient in the long run because spending free dice on MARVs every turn is less good than first spending free dice on non-MARV military and THEN spending free dice on conventional tiberium expansion.

We can't have our cake and eat it too, but we CAN bake two cakes if we're willing to expend enough resources... which we probably shouldn't be willing to do much longer, now that we're near the end of our promise to build more and more MARV fleets.
 
Though since most plans still can't activate all our Tiberium dice to do anything much more expensive than 5 R/die Prospecting actions, and since using a Tiberium die on a planned city gets us about +20 more progress than using an Infrastructure die... I'm not sure it's a bad thing if we're using Infrastructure dice on +Logistics actions, though putting them on +Energy actions is good too, since we can't really spare Heavy Industry dice to do the much more dice-efficient nuclear power plant construction action.
I actually have 1 dice on Planned cities under infra in Q3, otherwise though Infra is rolling out power which we are going to need for all the other plants and not an area we can afford to shift to infra if we want to keep pushing forward. Also with the high mit and income plans being put forward it looks like Chicago Phase 3 is necessary to stop from going over the cap. And while I have some prospecting dice (because yeah that 5 R makes thing easier) but I also have 2 phases of containment and some dice on Chicago Phase 3 between Q2 and Q3 in tib. Really if we actually try we can get around 80 or so income and some good mit (more mit generally comes with lower income but still at least 70+ for 12 RZ mit and 5 YZ mit). We can go higher income but that costs us mit (and also we have 105 processing capacity left right now so we can only go so much higher anyway).

That does mean Q4 and next year is going to have a wealth of resources to play with which will be fun.
 
The thing is... the Mass Effect Council races don't really have a concept of a politically divided species. They're going to see GDI as "the human government" and any trouble Nod creates, they are likely to complain to us about. This will create considerable pressure on the galactic stage for us to take responsibility for suppressing any problems they have with Nod.
Of course, that assumes we end up being the first to contact the citadel. I'm sure Councilor Kane would have some very interesting stories to tell about GDI.
 
Of course, that assumes we end up being the first to contact the citadel. I'm sure Councilor Kane would have some very interesting stories to tell about GDI.
That would be low key hilarious.

I'm not sure any political entity would have the clout/support to join a Citadel council with Kane on it.

GDI: (Puts a fleet or 7 at the Relay.) Whelp. Independent FTL or slow boat space travel it is.
 
That would be low key hilarious.

I'm not sure any political entity would have the clout/support to join a Citadel council with Kane on it.

GDI: (Puts a fleet or 7 at the Relay.) Whelp. Independent FTL or slow boat space travel it is.
There was a fic where Nod posed as a persecuted religious group to the Council when they found them. By the time GDI fought off the Turians at Shanxi they found a hostile council that had already spent decades speaking with Kane. The Council just took all evidence of what Nod had done as either fabrications or the acts of a religious minority trying to protect itself against a hostile government. GDI didn't help their case by being belligerent and aggressive but they had just been attacked for a second time by an alien race.

From what I remember it took 20 years after GDI met the Council for Nod to be unmasked somewhat. 20 years in which the 2 still fought each other in the shadows. The GDI embassy (which they built themselves not trusting the Council) was attacked by Scrin so Kane sent a unit of Marked to help protect it in line with his plans.
 
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