I'd still rather do Karachi sooner then later, but if the wins go against that, this plan has my vote. But a question, I'm sure you have air lasers on the docket if this wins, but how do you feel about tactical plasma and Mastodon development the turn after?
Ambivalent.

To explain why, here's my Military docket for 2060Q1 draft.

-[] Super MARV Fleet Yellow Zone 6a 184/210 (1 Die, 20 R) (~100% chance)
-[] OSRCT Stations (Phase 2) 121/195 (2 Dice, 40 R) (99.7% chance Phase 2, 1/3 median dice to Phase 3)
-[] Prototype Plasma Weapons Development 35/60 (1 Die, 25 R) (~100% chance)
-[] Apollo Fighter Factory (Maputo) 0/80 (1 Die, 15 R) (61% chance)
-[] Apollo Fighter Factory (Rotterdam) 0/80 (1 Die, 15 R) (61% chance)
-[] Advanced Laser System Development 0/60 (1 Die, 30 R) (81% chance)
-[] Wingman Drone Development 0/40 (1 Die, 15 R) (~100% chance)
-[] Escort Carrier Development 0/40 (1 Die, 15 R) (~100% chance)
-[] Shark Class Frigate Development 0/40 (1 Die, 15 R) (~100% chance)

Now, that's ten dice. Remember, nearly any military development program comes with a corresponding deployment.

In 2060Q2, we're still going to need to keep shoveling Free dice into Nuuk; we can't let up until we at least clear Phase 3, in my opinion. So we can't count on having more than ten-ish Military Dice next turn, either. Which means I'm tentatively imagining something that looks like this:

-Airborne Laser Development (1 Die)
-OSRCT Phase 3 (2 Dice)
-Escort Carrier Yard(s) (Somewhere) (3 Dice)
-Wingman Drone Deployment (3 Dice)
-Apollo Fighter Factory (Somewhere) (1 Die)

And in 2060Q3, something like:

-Airborne Laser Pod Deployment (2 Dice)
-OSRCT Phase 3+4 (2 Dice)
-Escort Carrier Yard(s) (Somewhere) (3 Dice)
-Apollo Fighter Factory (Somewhere) (1 Die)
-??? (Probably a laser weaponry development chaining off Advanced Lasers
-???

So optimistically I can imagine maybe squeezing in plasma cannons from the Talons in Q2, Mastodon development in Q3, and needing to wait until 2060Q4 to do rollout of the Mastodon as an actual developed platform.

It's just a tough situation, and the very stringent need to produce wingman drones in quantity (what with there being a war on) and to get at least SOME of the escort carrier yards up and running very quickly means we don't have a lot of wiggle room.

It's not until 2060Q4 that I expect to have any real breathing room for things that aren't quasi-mandatory, because by that point we'll be nearing the end of OSRCT expansion, and by that time we have enough Capital Goods that we're probably free to do a few Ground Forces Zone Armor factories and that's eating dice.
 
I like both escorts and frigates. I don't like developing them together, although I understand it may be a compromise necessary to reduce internet arguments. Otherwise I like the Q1 plan.

For the replacement, I'd propose one of (assuming the die cost must be equal or less [15]):
-[] Inferno Gel Development 0/40 1 die 10R 100% [air force, artillery, possibly naval]
-[] Zone Defender Revision 1 die 15R 100% [ground forces/ZOCOM/orbital, possibly airforce]
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100% [air force, artillery, possibly naval]
-[] Railgun Munitions Development 0/60 1 die 10R 87% [all but air force]
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100% [steel talons]

I do think that the zone suits are surprisingly viable, now that we might have a much larger cap goods surplus to work with, and we are looking at finishing phase 4 myomers in q2. Do we know if finishing phase 4 myomers will apply the discount on the zone suits on the same turn that it is completed?
 
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Can you clarify that next turn, though that does encourage overkill to avoid locking HI and Mil dice.
Given that it's specifically there as a wartime measure, I have a feeling that it's supposed to be used for other things that are more important for fighting a war like building a reserve or making shipyards. Medical assistants might actually merit it too since they could be used in military hospitals.

It strikes me as the case that AEVAs aren't something considered important for fighting a war and that if we waste the diverted cap goods we'll suffer a penalty.

-OSRCT Phase 3+4 (2 Dice)

It's not until 2060Q4 that I expect to have any real breathing room for things that aren't quasi-mandatory, because by that point we'll be nearing the end of OSRCT expansion, and by that time we have enough Capital Goods that we're probably free to do a few Ground Forces Zone Armor factories and that's eating dice.
I'd note that it's very likely for OSRCT to have a long run-up time for phases when accounting for troops needing drop training then organising them in orbit, building up supply reserves in orbit to support the troops once they're on the ground and even with Enterprise there'll be some lead time needed to get tanks and such organised for dropping.

Now, a lot of that can be done while the phase builds since our existing OSRCT unit for one station has been trained for some time waiting for their station to be built. Organising the production and getting the supplies ready to transfer up can also be done in advance. The way I'm seeing it we can get away with a steadier pace of building OSRCT which also leaves our space forces a bit longer to prepare each phase or we can build it up quicker and have the stations sitting on standby with crews but no drop units.

I'm personally in favour of rolling it a little slower than you're planning because of the lead time than getting it done sooner and having the stations sitting around waiting for the troops.
 
I have issues with Zone Armour. Not because it's bad but rather because it buffs the strongest forces we have. It, at least to me, seems like over investment. Our ground forces are extremely confident that they can kick NOD's teeth in so Zone Armour is, currently, unneeded imo
 
If we do the reallocation, I'd like to put some towards the Automatic Medical Assistants, see if we need any for military projects, and probably let the rest go to refilling our emergency stocks/serving as a cushion in case of a successful attack on our factories.
AEVA is not something I'm okay with doing now, given it locks a die from that department.
Automatic medical assistants are only something we should spend the emergency Capital Goods allocation on if lack of medical support becomes in and of itself a war emergency.

Building actual war factories might be worth spending the emergency Capital Goods allocation, especially since such factories usually only consume 1-2 points of Capital Goods at a time.

So with the new teased action for an infusion of cap goods we can afford to do an advanced eva next turn- do people think we should do Mil or HI? I am leaning towards HI since I can see more free dice in Q2 to Q4 focused there and that builds up the cap goods and energy to do advanced Eva mil later in the year.
It doesn't seem wise to me to do this project and then immediately throw the bulk of the Capital Goods towards more advanced EVAs for the military planning bureaucracy.

The public-facing justification for this project is something along the lines of "make sure that if Nod nukes North Boston we have the tools to rebuild industrial civilization quickly without everything being on the brink of falling apart like in the early '50s."

If we then take that stockpile of electronics and just build a jillion devices for the Treasury's own internal immediate use, there's an implicit violation of the public's expectations. Among other things, they might reasonably expect that if there is no massive damage to the capital goods infrastructure, then at some future time the chips and hardware would be released, not have already been sequestered elsewhere.

The thing is rolling them out onto HI is going to accelerate our cap goods and energy deployment and hitting that at the start of the war can mean the difference between keeping HI flowing or not or lets us divert free dice into mil while keeping up with demands. This is a war making this decisions and making them early is crucial. And we have +42 with more consumer goods flowing in, we are so far from a shortage more so with perennial brining in more, enterprise phase 4 another 2 and more trickling in.
Void, the thing is, rolling them out onto HI is going to accelerate our Capital Goods and Energy deployment by no more than about +20 or +30 Progress per turn. That is to say, not by very much. It'll add up over a period of many years, but there won't be tremendous immediate impact. At most it might let us get away with diverting one Free die over to Military every 2-3 turns, which is an underwhelming impact.

Which means that when external auditors say "so yeah, how come you just took the entire civilian economy's share of chip production," we won't be able to point to the official rationalization for the action (building up stockpiles for war)...

We'll be pointing to the ton of computers we built for ourselves that are currently in use and are NOT available to rebuild key facilities if we take hits to our industrial infrastructure, and NOT available to actually directly make weapons or anything, they're just sitting there in Treasury offices humming along managing things and making numbers go up.

The public is gonna be pissed.

Like, I know you want this project. I want this project too. But it's not worth making the public as a whole specifically mad that their kid can't get a computer and all of the everything is on back order, just to make it happen faster under the specific guise of a wartime emergency, when we're planning to use the goods on what is very much a non-emergency expenditure.

Nice. I'd be upset about rolling low for the last few tech rolls, but they're ones we wouldn't have gotten normally and any scrintech is good.
We got T-Glass out of a similarly low roll, so I for one am not complaining. Even low-end Scrintech is pretty good, it's just usually not specifically something long-term transformational in its own right.

This was specifically interface systems, so I doubt it.
Eh. If we play around with the tech for 20-30 years we may be able to work out the details. Then again, maybe not. Hard to say.

Then again, that kind of argument never had much appeal to the voters, who seems to never ever want to reduce the Consumer goods goals for planning. So I'd bet this won't be implemented at all.
Talking like this is condescending and manipulative. Passive-aggressive commentary on how "the voters" are too illogical or stupid to do what you think they should do is a way of indirectly shit-talking dozens of people all at once.

Please stop. It's very rude and unwelcome.
 
At the same time, GDI's development teams have not been standing still. Interest in disruption of stealth has never been higher, as multiple proposals have been made towards a directed "anti stealth beam" technology that could use sensor pods to detect a possible contact, before turning a disruptor beam towards them. Otherwise, development has begun on a multi beam multispectral lidar system, intended to increase the range of the point sensors, preventing an already spotted vehicle from disappearing during an escape attempt.
I've long wondered what the exact role of stealth disruptors was supposed to be - I imagined them almost as just a general field effect. Step in range, stealth gone. I also overestimated sensors - figuring they'd have longer range, be more reliable than they really were, etcetera.

Ha.

Seems it's more of a beam though, and with the above description its true role is made clear: It's graduated response to sensor pings. Improved stealth will require higher sensitivity on sensors which means more false positives, and nod ECM will be trying to put out false positives too, and some actually stealthed fake targets just for good measure. Rather than shooting at everything suspicious, disruptors let us see what's there first really fast, and direct fire accordingly.

In short, we were sitting on a shell saver this whole time. :V
 
I have issues with Zone Armour. Not because it's bad but rather because it buffs the strongest forces we have. It, at least to me, seems like over investment. Our ground forces are extremely confident that they can kick NOD's teeth in so Zone Armour is, currently, unneeded imo
It's really more about letting ZOCOM off the leash, rather than buffing the ground forces. The power armor equipped ground forces would be replacing our spec ops who are currently stuck on guard duty. Right now we have great operability in yellow zones, but the red zones outside of our containment lines/glaciers are going to be almost totally controlled by NOD (thanks tiberium infusions). Getting ZOCOM into the fray would give our military as a whole a lot more strategic options.

That said, navy and airforce are both higher priorities. Even a single zone armor factory is more of a stretch goal than anything else.
 
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So based on what we saw in the update, we need to get farther with GDSS Enterprise and Orbital lift capacity to make the ORCST station able to drop vehicles in along with the infantry?
 
Given how much easier it is to get Consumer Goods and how this is a temporary measure for a rational reason that the public should be able to accept, I'd say it's a very useful option that should be taken. Because the people would be trading temporary discomfort for long-term safety.

...

Then again, that kind of argument never had much appeal to the voters, who seems to never ever want to reduce the Consumer goods goals for planning. So I'd bet this won't be implemented at all.

I mean maybe there will be 'risks' to having a lower Capital goods margin vs potential damage, but surely those are acceptable in the eyes of the public when they'd rather be more comfortable than safe, like they always have. Maybe life isn't worth living to them if they can't live it the way they want or something.
Historically during times of war people tend to be willing to tighten up the purses to win the war effort. WW2 was a prime example of that. I imagine that this is no different Also these are men and women who have lived through multiple Tiberium wars on both sides. They are no strangers to scarcity, war and tightening their belts. I have full faith that we will have an understanding there.
 
With all of these there is an immediate political cost, but if they prove to be good ideas, you can actually walk away with more PS than you invested. And PS costs have been marginally escalated because people see you as having a significant advantage.
 
To note for people on the chip reallocation, particularly uncertain of doing it or who are saying that our civilians are unwilling to sacrifice for our goals.

We have been told in the update that people are aware that there could be significant shortages coming soon and that our civilians are expecting thing to go from a lack of graphics cards at best to post TW3 shortages at worst. They aren't panicking but they can tell a war is coming and are ready for what could happen.

So based on what we saw in the update, we need to get farther with GDSS Enterprise and Orbital lift capacity to make the ORCST station able to drop vehicles in along with the infantry?
We need higher level stations to drop vehicles but Enterprise would turn that from maybe 2 or 3 vehicles every station to the OSRCT units regularly being able to expect armoured support.
 
I think at least 1 zone armor factory would be good.

Based on the updates they are completely booked guarding our red zone stuff. They can't do anymore.

One factory would give them some breathing room and flexibility.
 
We dont need to make up the CG from Nuuk...
You're missing the point.

The point is that this is about how long it takes for the savings to be impactful.

For example, suppose we do this, then build Nuuk Phase 3 (Phases 1+2 should be largely done by the time we could even begin Heavy Industry AEVAs).

Nuuk Phase 3 costs about 640 Progress, as I recall, so it's going to take us nine Heavy Industry dice. On average, we save about 27 Progress.

Saving 27 Progress (or rather, pushing ahead 27 Progress farther than would otherwise be possible) on a +16 Capital Goods project does not justify locking down -6 Capital Goods that were SUPPOSED to be our emergency wartime reserves. It might, might, accelerate getting that phase of the project done by a turn- there is, maybe, a 10% or 20%-ish chance of that being impactful.

It's not worth the betrayal of public trust that comes from us implicitly saying that we are Doing A Thing for the sake of safety and victory in war and ensuring that industrial civilization does not collapse, and then it turns out that we are actually Doing That Thing for our own passion project about allocating industrial resources more efficiently.

Edit- Nuuk 1 to 3 the +3 would save a dice from that. Going nuuk 4 and 5 is just going to add to the dice savings
Nuuk Phases 3+4+5 cost a total of 4480 Progress, as I recall, which translates into roughly 56 Heavy Industry dice, averaging 50.5+29 Progress per die.

First of all, that means realistically we're looking at a completion date several years from now, so the full impact of the gains you describe will not materialize on the timescale of the current war.

Second, this project provides all of 56*3 = 168 Progress, or on average, slightly more than two dice.

Turning the entirety of Nuuk from a 56-die project to a 54-die project isn't going to get us enough benefits that the public is going to be thanking us for taking away a big pile of their Consumer Goods allotment under explicitly false pretenses.

I like both escorts and frigates. I don't like developing them together, although I understand it may be a compromise necessary to reduce internet arguments. Otherwise I like the Q1 plan.

For the replacement, I'd propose one of (assuming the die cost must be equal or less [15]):
-[] Inferno Gel Development 0/40 1 die 10R 100% [air force, artillery, possibly naval]
-[] Zone Defender Revision 1 die 15R 100% [ground forces/ZOCOM/orbital, possibly airforce]
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100% [air force, artillery, possibly naval]
-[] Railgun Munitions Development 0/60 1 die 10R 87% [all but air force]
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100% [steel talons]
I oppose developing the Mastodon until we've done the plasma cannon project which is also for Talons. Otherwise I'm not against any of this, but I DO want to develop the frigate, because I want to get a straight answer from the Navy about what they think they need, and what balance of escort carrier and frigate construction they desire.

I do think that the zone suits are surprisingly viable, now that we might have a much larger cap goods surplus to work with, and we are looking at finishing phase 4 myomers in q2. Do we know if finishing phase 4 myomers will apply the discount on the zone suits on the same turn that it is completed?
I think we need to take some wartime precautions.

We should not specifically be making plans to spend Capital Goods we don't already have in hand as of the time we commit to spending them. It's quite possible that the Q2 turn results will include us taking major industrial hits that mean we really want to have been running a Capital Goods surplus, so we shouldn't even tentatively plan around spending Capital Goods that only become available IN the Q2 turn results on a project designed to complete DURING the Q2 turn results. We should take each step separately and then carefully consider what we can afford to spend Capital Goods on after we already have those goods.

Now, with all of that said, 2060Q2 is a good time for Capital Goods. We can reasonably expect Nuuk Phase 2 to complete for +4 (if it hasn't already completed in Q1). We can also reasonably hope that Reykjavik Phase 4, Enterprise Phase 4, or both will complete for +4 each. With all of that in play we should be in a good position to consider spending Capital Goods on military factories in 2060Q3 on pretty much whatever scale we want.

But I don't think we should jump the gun by doing it before that time, in case we suffer unexpectedly large industrial damage, or in case we take only moderate damage but a key project fails to complete on time for reasons unrelated to Nod.

I'd note that it's very likely for OSRCT to have a long run-up time for phases when accounting for troops needing drop training then organising them in orbit, building up supply reserves in orbit to support the troops once they're on the ground and even with Enterprise there'll be some lead time needed to get tanks and such organised for dropping.
You're not wrong. On the other hand, the Space Force has been preparing for this for a long time and we have a LOT of heavy-lift space capacity with all the fusion shuttles we've got.

But if what you're getting at is that maybe we should be rolling out OSRCT at one die per turn instead of two... eh, I can see it either way. By nature, the allocations you saw from me were rough approximations. If we see evidence after finishing Phase 2 of the OSRCT project that actual deployment capability is lagging behind our construction of stations, then we can slow it down to one die per turn, fine by me as long as Phase 4 gets done by 2061Q4 like we promised.

My main point was just that once you factor in deployment of all the stuff we think is really important like wingman drones and escort carrier construction, there's not really a ton of Military dice left over to play with for 2060Q2 and Q3. Room to spend a die on things here or there, but not for me to commit to rapid rollout of plasma-armed Mastodons.

I have issues with Zone Armour. Not because it's bad but rather because it buffs the strongest forces we have. It, at least to me, seems like over investment. Our ground forces are extremely confident that they can kick NOD's teeth in so Zone Armour is, currently, unneeded imo
Zone Armor means they still kick ass, but kick ass with fewer dead grunts. Given that we have a limited and graying population, this is a factor worth considering.

With that said, we're still not contemplating Zone Armor as an immediate 2060Q1 project, I think. So sure, the Ground Forces have super-high confidence now, but they may feel differently after 2-3 quarters of brutal warfare against Nod in Nod's own territory.

Another thing to remember is that Ground Force Zone Armor will indirectly do a good deal for ZOCOM, because it means ZOCOM can pull back from Yellow Zone deployments and routine deployments as heavy infantry in support of Ground Force operations, and concentrate on specifically covering Red Zone operations like they're supposed to.

It's really more about letting ZOCOM off the leash, rather than buffing the ground forces. The power armor equipped ground forces would be replacing our spec ops who are currently stuck on guard duty. Right now we have great operability in yellow zones, but the red zones outside of our containment lines/glaciers are going to be almost totally controlled by NOD (thanks tiberium infusions).
Even Nod struggles to operate in the Red Zones, because even if their tiberium-infused troops can't die of tiberium poisoning, the atmospheric conditions are still hell and any vehicles you send into a Red Zone are likely to wind up turning into big tiberium bricks sooner or later.

But you're not entirely wrong.

So based on what we saw in the update, we need to get farther with GDSS Enterprise and Orbital lift capacity to make the ORCST station able to drop vehicles in along with the infantry?
It'd probably help a lot.

Like, we have fusion lift vehicles that could totally huck a tank into orbit, but transferring very large numbers of heavy armored vehicles into space may be too exorbitant for now.

Historically during times of war people tend to be willing to tighten up the purses to win the war effort. WW2 was a prime example of that. I imagine that this is no different Also these are men and women who have lived through multiple Tiberium wars on both sides. They are no strangers to scarcity, war and tightening their belts. I have full faith that we will have an understanding there.
They'll understand, but they're gonna be pissed if we promise we're using the goods for military security and victory over Nod, and in fact we're basically just using them to advance our pet econ geek project and then they're not there when we need them after Nod nukes North Boston or something.
 
Can't help but feel the description for Inferno Gel is a little roundabout. Saying things like "Oh no this is a horrible weapon. Burning people alive is awful. We'll just be dropping it on vehicles to disable them. We certainly won't be doing things like using it to firebomb hordes of militants."

Yeah, sure military guys. I'm sure you'll use that horrible weapon in a completely non-lethal matter.
 
Horrible, but effective. It's definitely on my development list.

Farther down the list because we have more pressing concerns, but on the list all the same!
 
Y'know, with the way that OSRCT is stressing our Zone Armor supplies, we may want to do Zone Armor Revisions early to give ZOCOM a little pick-me-up.
Can't help but feel the description for Inferno Gel is a little roundabout. Saying things like "Oh no this is a horrible weapon. Burning people alive is awful. We'll just be dropping it on vehicles to disable them. We certainly won't be doing things like using it to firebomb hordes of militants."

Yeah, sure military guys. I'm sure you'll use that horrible weapon in a completely non-lethal matter.
Eh. Nod's been phasing out the militants in favor of Gana. Generally we're going to be firebombing tanks - in which case the noddies will be fine until somebody puts a railgun round through em - biomonsters - which don't have human rights to violate - or Black Hand, in which case they get what they @#$%in' deserve.
We'll probably end up cooking a few noddies on the side, but after the warcrimeapalooza they've been putting on, they can deal.
 
Y'know, with the way that OSRCT is stressing our Zone Armor supplies, we may want to do Zone Armor Revisions early to give ZOCOM a little pick-me-up.
That may not be as many Zone Suits as you think. OSRCT is either just light infantry with a few vehicles right now or a proper mechanised unit dropped from space. Tanks coming later of course. If we want OSRCT to get Zone Suits then we need the ZA factories since OSRCT forms part of that "tip of the spear" that those factories aim to equip.
 
Can't help but feel the description for Inferno Gel is a little roundabout. Saying things like "Oh no this is a horrible weapon. Burning people alive is awful. We'll just be dropping it on vehicles to disable them. We certainly won't be doing things like using it to firebomb hordes of militants."

Yeah, sure military guys. I'm sure you'll use that horrible weapon in a completely non-lethal matter.
While the prospect of dying in a firebombing attack may be on some level more intimidating than being gutshot and dying over a period of hours because Nod's medical services for foot soldiers are, ah, less than stellar...

I'm not sure it's actually more inhumane than the massed use of shrapnel, lasers,* and existing incendiary munitions. And that's before we even get into all the kinds of danger Nod troops face FROM THEIR OWN FORCES, which isn't even a meme at this point, they literally accept some level of routine attrition to tiberium poisoning and shit.

As long as GDI's military isn't going to run around causing mass civilian casualties with its deployment of whatever heinous super-napalm Nod uses, I'm just not going to worry about it.
______________________

*(even reflected sidescatter from a weapons-grade laser beam can be blinding in principle, and God knows massed laser exchanges are apt to start lesser fires all their own)

Y'know, with the way that OSRCT is stressing our Zone Armor supplies, we may want to do Zone Armor Revisions early to give ZOCOM a little pick-me-up.
I don't think the revisions do us any good until we actually build some factories for Zone Armor.

Honestly, I'm really hoping we can squeeze in the Zone Armor revisions in 2060Q2, but I'm prepared to at least start the first Ground Forces Zone Armor plant in 2060Q3 whether we can or not, as long as we don't have a ton of other quasi-mandatory deployments eating all of the everything.
 
if we convert Boston's consumer lines to war production we absolutely cannot spend it on anything other than MAYBE shipyards and even then it should be considered a temporary loan of a few points of cap goods to the Navy rather than a permanent expenditure. The point of getting +10 capital goods suddenly would be so that we can build up a meaningful stockpile to hedge against war damage, not to get some kind of shiny. I think NOD's going to make a serious point of blowing up our cap goods production, be it with the traditional cruise missile spam or terror attacks or who knows what else, so I fully expect to need the stockpiles.

Can't help but feel the description for Inferno Gel is a little roundabout. Saying things like "Oh no this is a horrible weapon. Burning people alive is awful. We'll just be dropping it on vehicles to disable them. We certainly won't be doing things like using it to firebomb hordes of militants."
There are no more hordes of militants, those have been going out of style for a decade. And it's really not any more horrifying than dozens of other potential ways to die on a Tibverse battlefield, I have zero moral qualms about using inferno gel to burn off all the soft systems on an Avatar or fry a bunch of gana or hell, even cook the human crew of a Scorpion. It doesn't matter if the thing burning you alive is inferno gel or a HEAT round, it fucking sucks either way. Inferno gel is a toned down and stabilized version of NOD's flamethrower fuel. They certainly don't do any handwringing about using a worse version on us, returning the favor is entirely fair play.
 
I like to wait a turn or two before doing this as the escort carrier yards are all the military dice i want to spend on the navy and that way they can include gear developed during those turns(they have laser pd so modern lasers is likely to improve them).
The only techs we're likely to develop in the next few turns that are likely to have much impact on the frigates are advanced lasers (which I'm co-developing, so they'd appear on the frigates hopefully) and plasma missiles (which will almost certainly be designed to fit URLS, so they'll be compatible with the frigate's launchers).

So I'm not worrying about it; I expect we can get a good-enough frigate this turn.

However, I would not have a problem with a frigateless version of my plan, it's just that I really DO want to do a crash-build scheme that makes the Navy as happy as possible as fast as possible. And for all I know the Navy might want some blend of escort carriers and frigates- we can't know until we do the development projects.
 
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