Next turn for military I say finally working on building those orbital combat teams. Be able to send reinforcements to any hotspot on the planet is an enormous tactical advantage. Plus we did promise to work on more orbital stuff.

90R for 10 PS right here and now, one-off, never worry about it again is an awesome deal for Granger.
Isn't it 10 PS for 15 Resources?
 
But if we didn't want to worry about stuff, we wouldn't be playing a planquest...
Having to fight a constant battle at every vote for 6 turns to keep funding an expensive space station with no real payoff in sight beyond trying to maybe eventually do slightly less than break even with what we'd get from just hitting one button one time this turn isn't worth it and probably wouldn't work anyways. Knowing when to take a good deal is an important part of winning at these.

Isn't it 10 PS for 15 Resources?
It's losing access to 15 income each turn, not a one-off payment, so our net lost income compounded over the remaining six turns of the Four Year Plan is 90 Resources. Thinking about it as one lump payment of 90 for comparison with the space stations is helpful to contextualize for me at least.
 
Next turn for military I say finally working on building those orbital combat teams. Be able to send reinforcements to any hotspot on the planet is an enormous tactical advantage. Plus we did promise to work on more orbital stuff.


Isn't it 10 PS for 15 Resources?

It'll come out to 90 over the next 6 turns since we won't have those resources anymore.
 
Having to fight a constant battle at every vote for 6 turns to keep funding an expensive space station with no real payoff in sight beyond trying to maybe eventually do slightly less than break even with what we'd get from just hitting one button one time this turn isn't worth it and probably wouldn't work anyways. Knowing when to take a good deal is an important part of winning at these.


It's losing access to 15 income each turn, not a one-off payment, so our net lost income compounded over the remaining six turns of the Four Year Plan is 90 Resources. Thinking about it as one lump payment of 90 for comparison with the space stations is helpful to contextualize for me at least.
Ah okay, you're thinking about it as 90 resources we won't have for the rest of the plan.
Mostly I was just worried I missed something and it would tie up our bureaucracy dice for turns on end.
 
I just started this, saw the starting world map, and saw that my place in Ohio is in a blue zone.

Just bringing it up due to all the old cleveland jokes decades ago.
 
NOD Doctrine and Tactics.
NOD Doctrine and Tactics.

To describe NOD as having a unified doctrine is an exercise in delusion. NOD, despite presenting itself as a unified organization, is riven through with intercine internal disagreements. Most of the time, NOD is organized into a series of fiefdoms, with lesser leaders serving those closer to Kane in return for technological and material favors. This structure means that to attempt to define a single unified doctrinal, strategic, operational, and tactical methodology is a waste of time at best, and actively counterproductive at worst.


Part 1: The Grand Vision
NOD has rarely had a unified goal. However, when it is unified, there is a common trend in their planning and operations. The Brotherhood trends towards a masterstroke, relying on the chaos and destruction sown by mostly independent local commanders to distract and pin down enemy forces, while some larger program is carried out.
This plays into the structure of the Brotherhood. Kane and his disciples act as essentially feudal overlords, passing favor, the blessing to hold a piece of land, and most importantly technology down, while NOD warlords and other leaders pass service and more importantly men into Kane's hands. Broadly, the forces of the Brotherhood can be divided into rates. The first rate is best defined as Kane and Company. Qatar, Slavik, etc. In terms of equipment, these are the groups that have plentiful supplies of Avatars, stealth tanks, Vertigos, Shadow Teams, Black Hand, and all of the other paraphernalia of war. Second is generally the mainline body of the brotherhood. Mostly various warlords either pledging themselves to one of the first rate members, or can otherwise support themselves. To generally describe their position, they have substantial quantities of Scorpion tanks and Venoms and often have some part of their force with more elite hardware. Third rate are people who are generally indirectly NOD, either in the form of an "independent" warlord, or claiming some national/state position. They tend to rely heavily on handouts from higher positioned members of the Brotherhood, or on what they can produce locally. These provide the bulk of NOD's militant forces. Fourth and finally are the small warlords and warbands. Generally speaking they exist on the sufferance of and in the liminal zones between the larger warlords. While some do manage to establish themselves it is often temporary.

As much as NOD has a strategic doctrine, it is formed by the structural and systemic needs of its least valuable, the thousands of smaller, disfavored militant cells and chapters. While the Brotherhood's elite is broadly capable, it lacks in two key areas. It cannot be everywhere at once, and it cannot survive in the face of GDI's overwhelming material superiority. In light of this, they must rely on the thousands of other leaders within the Brotherhood to ensure their victories. However, at the same time, they cannot entrust the grand strategy to them. This has lead to the doctrine of the masterstroke, single, critical strikes, carried out by elite assets, intended to confuse, distract, and cripple GDI response and force the use of GDI assets against relatively expendable NOD units.
The opening moves of the Third Tiberium war exemplify this doctrine. The strike against the Goddard Space Center presaged global attacks against GDI positions, and offered an opportunity to destroy GDI's central command and control position with a nuclear device. However, the Third Tiberium War also shows the weaknesses of the doctrine. While it can work on the offensive, it struggles to maintain positions, allowing GDI to strike against NOD strongholds in daring deep penetration invasions, such as happened in Egypt and the Balkans.

Part 2: The Tools of War
In war, as in almost all activities, one of the most valuable tools is the supply of trained manpower. Before the First Tiberium War the Brotherhood of Nod spent decades building an army of highly trained, well-equipped, infantry and the technical and material basis for a diverse high tech global military. The developments after the First tiberium War began to diversify them away from that. Those carefully tended trained men were squandered in decades of civil war and internecine strife. By the Second Tiberium War, NOD's professional soldiery was a pale shadow of its former self, which was then thrown into the meat grinder battles of the war, and by 2034, it was effectively wiped out.
From 2034 onward, the professionalization of the Brotherhood's military was heavily reliant on the religious aspects, and was increasingly forced to specialize, and theologize their positions. Rather than training a particularly knowledgeable force, NOD has tended to rely heavily on rote learning and technical assistance. While both have their consequences, they have produced forces that are both extremely compact in terms of valued members, and one that can stiffen masses of relatively untrained militants.
 
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Makes sense since in the games we (the player) are in the role of one of NOD's greatest generals/warlords and as such have access to men, material, and the best technology NOD has to offer. The bulk of the Brothehood is hordes of ragtag militias and warlords sporting C&C equivalents of AK-47s, RPGs, and armored vehicles that went out of date decades ago.

Also shows that without the manpower of the Yellow Zones NOD loses the majority of its assets and its plans for stealth and grandiose masterstrokes become much more difficult or fall apart entirely.
 
Makes sense since in the games we (the player) are in the role of one of NOD's greatest generals/warlords and as such have access to men, material, and the best technology NOD has to offer. The bulk of the Brothehood is hordes of ragtag militias and warlords sporting C&C equivalents of AK-47s, RPGs, and armored vehicles that went out of date decades ago.
In both campaigns you end up in tip of the spear positions very early. The first act is, for both sides, far more typical of the overall war than the later operations. By the mid to late campaign, you are looking at a list of the most decisive battles of the war, ones where the Initiative and the Brotherhood are breaking out the good stuff, not the kind of average fight that happened all over the world in the early months of 2047.
 
For comparison the space stations would run us on average about 100 Resources for 10 PS, and require constant attention and thread will to keep up with, and are subject to bad luck/future complications. 90R for 10 PS right here and now, one-off, never worry about it again is an awesome deal for Granger.
I think those projects need about 2 dice each spread over 4 turns allows us to use fusion dice for them so that is 4 dice at 20 each. There might be a third dice needed but at the same time, any overflow will help the next stages that might provide more PS/food or other bonuses for the orbital command base.

In services PS is cheaper(going for 1 dice per 50 progress needed here):
Primary Schooling 2 dice at 5R
Craft Shops and Maker facilities 4 dice at 5R
Reopen the Publishing Houses 3 dice at 10R

Helsinki C-35 Factories 3 dice at 15R but also provides ++ logistics
And there is also the Heavy Industry option for civilian planes factories once Boston is done.
 
Ughhhhh, I hate this, but you make a good point about swapping the resources for PS. Might be a good time to to it just after the election, make a good impression on the newly elected. Sweet gods we need more resources though.

[X] Plan Share the Wealth and the Fish (Radical)

Lets keep an eye on the military if we can, Kane is about to make a grab for the Tacitus at least, and it would be great to hold onto it. But also the death crystal...and the capital good collapse...oh dear, so many fires.

Edit: switched my vote to Plan Share the Wealth and the Fish (Radical), removed my vote for the conservative version
 
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I think those projects need about 2 dice each spread over 4 turns allows us to use fusion dice for them so that is 4 dice at 20 each. There might be a third dice needed but at the same time, any overflow will help the next stages that might provide more PS/food or other bonuses for the orbital command base.

If we want to get enough space stations done to compete with the PS gain from cashing out budget we'd have to do at least 2 dice per turn to get enough stages done, while we have only one fusion die and aren't about to build more. There's neither the budget nor the political will (in-thread, not in-universe) to make the space stations a reliable source of 30 PS before the end of the Plan. The Helsinki C-35 factory is probably not getting built for the same reason more fusion dice aren't getting built, we have WAY higher priorities in Heavy Industry for the forseeable future.

Smaller and cheaper projects like the schools and maker shops aren't a replacement for a big shiny "+30 PS right now" button either, they're a supplement that should go on top of it, because even if we do the radical version (which we should) that only brings us up to a pretty mediocre 55 PS. 55 is still a pretty low number that will need further supplementing if we want to make moves during the next budgeting cycle or spend PS on the Forgotten Outreach or whatever else comes up.
 
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If we want to get enough space stations done to compete with the PS gain from cashing out budget we'd have to do at least 2 dice per turn to get enough stages done, while we have only one fusion die and aren't about to build more. There's neither the budget nor the political will (in-thread, not in-universe) to make the space stations a reliable source of 30 PS before the end of the Plan. The Helsinki C-35 factory is probably not getting built for the same reason more fusion dice aren't getting built, we have WAY higher priorities in Heavy Industry for the forseeable future.

Smaller and cheaper projects like the schools and maker shops aren't a replacement for a big shiny "+30 PS right now" button either, they're a supplement that should go on top of it, because even if we do the radical version (which we should) that only brings us up to a pretty mediocre 55 PS. 55 is still a pretty low number that will need further supplementing if we want to make moves during the next budgeting cycle or spend PS on the Forgotten Outreach or whatever else comes up.
Id still rather put off any resource diversion for another quarter, something like 1 Q3 and 1 Q4. We also have +15 in PS from services (5 from school this turn and 2 more +5 projects). By pushing off the resource diversion we can actually get work done on the orbital stations as well even at 1 dice a turn (fusion lift makes that 20 R for the stations) which if we roll average for we can get 3 phases done for +15 PS, so before resource allocation we are looking at 55 PS, if our resource income increases further we can activate the normal orbital dice and boost that total even further.

Current thoughts are something along the line of:
Q2 (This turn): No Resource Allocation, +45-65 income, +5 PS schools
Q3: 1 dice resource allocation (+10 PS), 2 dice YZ Security, 1 dice Craft Shops, enough tiberium income to offset the -15 (more if we roll well), 1 fusion lift on a station
Q4: 1 dice resource allocation (+10 PS), 1/2 dice YZ Security, 2/1 dice Craft Shops, enough tiberium income to offset the -15 (more if we roll well) 1 fusion lift on a station (on average we finish and gain +5 PS)
Q1:finish Craft shops (+5 PS) start Publishing Houses, 1 fusion lift on a station
Q2: finish publishing houses (+5 PS), 1 fusion lift on a station (on average we finish and gain +5 PS)

With obvious caveats of if our income rolls are good we can activate normal orbital dice as well (and 25 to 45 more income after fusion lift dice makes it easy to hit more tiberium projects plus maxing out boston dice makes it more likely we have some additional chip production with phase 2 finishing in q3 and other HI+free dice into other cap good projects to stave the collapse long enough for us to fix the issue). Also depending on rolls the service projects can finish sooner (we have +21 for Q3 and Q4, +23 in Q1)

Assuming not enough income to activate orbital dice outside of fusion lift: PS 25 Current +15 Services + 20 Resource +15 Stations = 75 PS By spreading out the resource reallocations we can get more work done and ensure that we are maintaining a higher income level through the rest of the plan. If our rolls are good on the other hand we can activate additional orbital dice and see our station PS be higher.

I am not however a fan of using free dice on projects outside of HI right now because of the capital good collapse and the fact that those HI projects let us do so much more. Fixing capital goods opens up bigger projects and make some of our current projects easier. Fixing tooling production lets us build and staff more factories including critical military factories. Fixing chip production lets us put more Zone suits in the field allowing us to better defend against NOD and make further pushes in tiberium to gain both income and mitigation. The New Moscow plant also lets us produce more. And fixing all of those helps keep our food supply and other production stable by being able to properly maintain and replace components as they suffer wear and tear over time.

As is though getting the big payout for income increase this turn sets us up to activate an additional 2-4 dice on the low end of income and 3-6 if we roll high for income (based on projects mainly costing 10 to 20 though we have a few 30s and 5s). That should actually let us start pushing ahead of some issues and get out in front of them before they turn into fires.

Edit- Also we need the higher income to undertake the space force projects that we promised to do.
 
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