[ ]Plan Prepare for Mining
Infrastructure 6/6+1
-[ ] Urban Metros (Phase 1) 0/100 3D 45R
-[ ] Blue Zone Residential Construction (Phase 1) 0/200 3D+1 40R
Heavy Industry 3/3+2
-[ ] Aggregate Plants 41/200 2D 20R
-[ ] Blue Zone Power Grid Reconstruction (Phase 2) 100/200 1D+2 30R
Light and Chemical Industry 3/3
-[ ] Lithium Battery Plants 0/200 3D 30R
Tiberium 5/6
-[ ] Blue Zone Perimeter Redoubts (Phase 1) 40/200 3D 60R
-[ ] Yellow Zone Tiberium Harvesting (Phase 3) 71/100 1 20R
Orbital Industry 1/3
-[ ] Fusion Heavy Lift Experiments 49/80 1D 10R
Services 3/3
-[ ] Yellow Zone Refugee Camps (Phase 2) 103/600 3D 15R
Military 2/3
-[ ] ASAT Defense System (Phase 1) 0/50 1D 10R
-[ ] AP Ammunition Plants 38/60 1D 10R
Bureaucracy 2/3+2
-[ ] Security Reviews (Bureaucracy) 1D+1 (1 Bureaucracy Die)
-[ ] Security Reviews (Tiberium) 1D+1 (1 Tiberium Die)

Free 5/5 1 Tiberium, 2 Heavy, 2 Bureaucracy

330/330

Starting now Glacier Mining starts to cost Logistics and I don't think its smart to start putting Logistics more into the negative. So the above plan is meant to get our Economic issues mostly into the positive again, while also setting up some things: Fusion Lifting for orbital stuff, Battery plants for cheaper military projects and the damn aggregate plants so we can use our Infradice more efficient.
 
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[ ] Plan Orbital Teams and support
Infra 2/6 30 R +4
-[ ] Urban Metros (Phase 1) 0/100 2 dice: 30R
HI 3/3 30 R +4
-[ ] Aggregate Plants 41/200 3 dice 30 R
LC Ind 3/3 +1 free 30 R +4
-[ ] Lithium Battery Plants 0/200 3 dice 30 R
-[ ] High Energy Capacitor Plants 0/100 15R
Agri 1/3 10 R +4
-[ ] Pharmaceuticals greenhouses. 65/100 1 dice 10 R
Tiberium 6/6 + 4 free 220 R +9
-[ ] Yellow Zone Tiberium Harvesting (Phase 2) 71/100 1 dice 20R
-[ ] Tiberium Glacier Mining (Phase 1) 129/200 2 dice 60R
-[ ] Blue Zone Perimeter Outposts (Phase 1) 0/150 4 dice 80R
-[ ] Blue Zone Perimeter Redoubts (Phase 1) 40/200 3 dice 60R
Orb 1/3 10 R +2
-[ ] Fusion Heavy Lift Experiments 49/80 1 dice 10 R
Services 3/3 15 R +19
-[ ] Yellow Zone Refugee Camps (Phase 2) 319/600 3 dice 15 R
Military 1/3 50 R -1
-[ ] AP Ammunition Plants 0/60 1 dice 50 R
-[ ] Orbital Strike Combat Teams 0/150 2 dice 40R
Bureau 3/3
-[] Security revieuw Tiberium 3 Bureau

350/350

I don't like this plan, beyond the refuge camps it all but ignores the ongoing dumpster fire of the housing crisis while plowing resources into expensive but nonesential 'nice to have' projects like the batterie and capacitor plants. Until we have a few less (-)'s in the housing catagory we need to be doing either yellow reconstruction, blue residential or both.
Also I would argue that orbital strike teams are just straight up inferior to orbital RCT

[ ]Plan Prepare for Mining
Infrastructure 3/6
-[ ] Urban Metros (Phase 1) 3D 45R
Heavy Industry 3/3+2
-[ ] Aggregate Plants 2D 20R
-[ ] Blue Zone Power Grid Reconstruction (Phase 2) 1D+2 30R
Light and Chemical Industry 3/3
-[ ] Lithium Battery Plants 3D 30R
Tiberium 5/6+1
-[ ] Blue Zone Perimeter Redoubts (Phase 1) 3D 60R
-[ ] Blue Zone Perimeter Outposts (Phase 1) 2D 40R
-[ ] Yellow Zone Tiberium Harvesting (Phase 3) 0D+1 20R
Orbital Industry 1/3
-[ ] Fusion Heavy Lift Experiments 1D 10R
Services 3/3
-[ ] Yellow Zone Refugee Camps (Phase 2) 3D 15R
Military 2/3
-[ ] ASAT Defense System (Phase 1) 1D 10R
-[ ] AP Ammunition Plants 1D 10R
Bureaucracy 2/3+2
-[ ] Security Reviews (Bureaucracy) 1D+1 (1 Bureaucracy Die)
-[ ] Security Reviews (Tiberium) 1D+1 (1 Tiberium Die)

Free 5/5 1 Tiberium, 2 Heavy, 2 Bureaucracy

330/330

This one has the same problem, not nearly enough into housing.
 
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Now that we have a massive +24 to all our Tiberium dice, here's a few ways we could go about doing that this turn.

Plan fragment: Heavy Tiberium investment. (Puts all our extra free dice into Tiberium.)
Tiberium 6/6 + 4 free 200 R Dice +24
-[] Blue Zone Perimeter Redoubts (Phase 1) 40/200 3 dice 60R 89.4%
-[] Blue Zone Perimeter Outposts (Phase 1) 0/150 3 dice 60R 92.69%
-[] Yellow Zone Tiberium Harvesting (Phase 3) 71/100 1 die 20R 96%
-[] Tiberium Glacier Mining (Phase 2) 129/200 2 dice 60R 97.69%
-[] Security Reviews 1 die

Plan fragment: Not-so-heavy Tiberium investment. (Saves 3 free dice and 70R.)
Tiberium 6/6 + 1 free 130 R Dice Dice +24
-[] Blue Zone Perimeter Redoubts (Phase 1) 40/200 2 dice 40R 40.05%
-[] Blue Zone Perimeter Outposts (Phase 1) 0/150 2 dice 40R 49.5%
-[] Yellow Zone Tiberium Harvesting (Phase 3) 71/100 1 die 20R 96%
-[] Tiberium Glacier Mining (Phase 2) 129/200 1 dice 30R 54%
-[] Security Reviews 1 die

Plan fragment: Super Glacier Mining. (Go all-in on resource gathering. Needs heavy logistics investment.)
Tiberium 6/6 + 1 free 170 R +24
-[] Yellow Zone Tiberium Harvesting (Phase 2) 71/100 1 die 20R 96%
-[] Tiberium Glacier Mining (Phase 2) 129/200 5 dice 150R 100%, 94.19% of completing Phase 3
-[] Security Reviews 1 die

And of course you can, say, do just one of the Blue Zone projects, or put 2 dice into everything but Yellow Zone, or whatever. Just trying to help people make their plans.
 
@Ithillid We had 4 dice + an extra 2 dice available in Tiberium last turn from the Emergency ZOCOM engineering teams - are those bonus dice now just included in our standard total as they have become permanent, or has there been some change?

Also, the Yellow Zone Refugee Camps were at 319/600 at the end of last turn.
 
That'd probably help a lot, yeah.

Edit: That look better, unless something even better comes along, I'll probably vote that.
 
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Hello! I have been lurking for a bit but have decided to actually vote.

So the way I see it, we have two big immediate problems: PS and Housing. However, last year all the civilians were happy with it (aside from the lack of Housing) when we shaved 2-3 pips off of a ton of problems. So I am proposing a plan that shaves 2ish pips of Housing Crisis off and then lets us focus on other stuff.

Thank you for the Plan Fragment, @Derpmind!

[X] Plan Houses For Re-Election
-[X] Infra 6/6
--[X] Blue Zone Residential Construction Phase 1 0/200 (4 Dice, 40 Resources)
--[X] Urban Metros Phase 1 0/100 (2 Dice, 30 Resources)
-[X] Heavy Industry 3/3+1 Free
--[X] Aggregate Plants 41/200 (3+1 Dice, 40 Resources)
-[X] LCI 0/3
-[X] Agriculture 0/3
-[X] Tiberium (5/6-1+1)
--[X] Blue Zone Perimeter Redoubts (Phase 1) 40/200 2 dice 40R 40.05%
--[X] Blue Zone Perimeter Outposts (Phase 1) 0/150 2 dice 40R 49.5%
--[X] Yellow Zone Tiberium Harvesting (Phase 3) 71/100 1 die 20R 96%
--[X] Tiberium Glacier Mining (Phase 2) 129/200 1 dice 30R 54%
-[X] Orbital 1/3
--[X] Fusion Heavy Lift Experiments (1 die, 10 Resources)
-[X] Services (3/3+4)
--[X] Tiberium Health Services 66/100 (1 Die, 20 Resources)
--[X] Yellow Zone Refugee Camps Phase 2 319/600 (5 Dice, 25 Resources)
--[X] Primary Schooling 0/300 (1 Die, 5 Resources)
-[X] Military (3/3 Dice)
--[X] ASAT Defense System Phase 1 0/50 (1 Die, 10 Resources)
--[X] AP Ammunition Plants 38/60 (1 Die, 10 Resources)
--[X] Remote Weapons System Development Predator 0/40 (1 Die, 10 Resources)
-[X] Bureaucracy 3/3
--[X] Security Reviews: Bueracracy (2 Bureaucracy Dice)
--[X] Security Reviews: Tiberium (1 Bureaucracy Die, 1 Tiberium Die)

0 Resources Left Over

This ends us with precisely 0 Resources left over, and a pile of less-important-right-now LCI and Agriculture dice, sacrificed on the altars of Housing and Tiberium. The reason I'm doing Schools instead of one of the other options is because Schools weaken NOD when they're done. Also, they're likely lead to bonuses down the line. And then I just want Tiberium Health done, I have a feeling about it and it sitting 1 die away from completion is bugging me.
 
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[ ]Plan Prepare for Mining

Not doing glacier mining because it comes with a -- to Logistics is pretty bad strategy imo, even if I like most of the rest of the plan proposed for the housing etc. If it was any other project I'd be a lot more wary about spending logistical capacity when we're already in a shortage but leaving the glacier mines feels very shortsighted. We absolutely NEED multiple more stages of glacier mining just to keep spending at our current budget level (which still isn't enough) as we're going to burn down our entire reserve this turn.

Pretty much anything is a justifiable sacrifice on the altar of MOAR INCOME in this early game phase, and a relatively minor amount of logistical strain to get bare minimum +40 income is more than worth it. If we don't do the glacier mining then our logistics are going to be fucked even harder in the long term (or hell not even the long term, starting the very next turn when our effective budget gets slashed by a third because no more reserves) when we can't afford to actually build any of the trains. If we can get glacier mining back on the slate I'd feel a lot more comfortable with this plan.
 
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[X] Plan Houses For Re-Election

Might think about alternating the review dice but other then that sounds fine.
 
[X] Plan Tiberium containment
Infra 5/6 40 R +4
-[X] Blue Zone Residential Construction (Phase 1) 0/200 4D 40R
HI 3/3 30 R +4
-[X] Aggregate Plants 41/200 3 dice 30 R
LC Ind 3/3 30 R +4
-[X] Lithium Battery Plants 0/200 3 dice 30 R
Agri 0/3 0 R +4
Tiberium 6/6 + 3 free 180R +24
-[X] Yellow Zone Tiberium Harvesting (Phase 2) 71/100 1 dice 20R
-[X] Tiberium Glacier Mining (Phase 1) 129/200 2 dice 60R
-[X] Blue Zone Perimeter Outposts (Phase 1) 0/150 3 dice 60R
-[X] Blue Zone Perimeter Redoubts (Phase 1) 40/200 2 dice 40R
-[x] Security review
Orb 1/3 10 R +4
-[X] Fusion Heavy Lift Experiments 49/80 1 dice 10 R
Services 3/3 + 1 free 20 R +19
-[X] Yellow Zone Refugee Camps (Phase 2) 319/600 3 dice + 1 free 20 R
Military 2/3 20 R -1
-[x] AP Ammunition Plants 38/60 1 dice 10 R
-[X] Remote Weapons System Development Predator 0/40 1 Dice, 10R
Bureau 3/3
-[X] Security review: 3 Bureau dice + 1 free + 1 Tiberium dice
330/330

Wrote this plan based on the posts so far with more housing spending than the old plan while still having 3 of the 4 tiberium projects having high odds of success(giving us income to use our dice next turn).
The housing crisis is a problem but the blue zones disappearing is a greater issue(and the goal of the plan).

[X] Plan Tiberium Containment Reshuffle
 
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[X] Plan Tiberium containment

I like Houses for Re-Election but I've been loudly shouting about how we need more income all game so even heavier investment in the Tib sector sounds even better
 
@sunrise Can I suggest tat you drop 1 dice from the Tiberium Glacier Mining and put the Resources to 2 dice in Urban Metros? It will help our Logistics which will be strained even more by the Tiberium Glacier Mining if it is completed.
 
Trains can get built next turn imo, right now with us burning the last of the reserves I think chasing as much income as possible is more important, so we can afford the trains in the future. It's really important to remember that our budget is NOT 330 Resources per turn, it's a mere 240 Resources per turn which isn't enough to do much of anything, and we can only manage this last big push by spending reserves of capital that have been saved up for decades. After this turn, the tank is empty, and we desperately need to keep stacking up big sources of income to have any semblance of a functional economy once the reserves are gone. Even with ensuring the next stage of glacier mining completes we're still going to see our effective budget go down next turn, if the glacier mining fails we're in even deeper shit. Our limited one-off reserves need to get invested in long-term income sources, yes infrastructure is important but it doesn't help us put dice into play, only Resources do that.
 
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Trains can get built next turn imo, right now with us burning the last of the reserves I think chasing as much income as possible is more important, so we can afford the trains in the future. It's really important to remember that our budget is NOT 330 Resources per turn, it's a mere 240 Resources per turn which isn't enough to do much of anything, and we can only manage this last big push by spending reserves of capital that have been saved up for decades. After this turn, the tank is empty, and we desperately need to keep stacking up big sources of income to have any semblance of a functional economy once the reserves are gone. Even with ensuring the next stage of glacier mining completes we're still going to see our effective budget go down next turn, if the glacier mining fails we're in even deeper shit. Our limited one-off reserves need to get invested in long-term income sources, yes infrastructure is important but it doesn't help us put dice into play, only Resources do that.
On the other hand, we also need to get re-elected in 2052 Q1 and boost our PS. There are a lot of PS projects that are Really Damn Cheap, and the sooner we get our Housing crisis down to manageable and re-elect-able levels, the sooner we can focus on other stuff.
 
We're not up for election, we're a civilian bureaucrat who doesn't get voted on and is part of the civil service that probably won't get touched until '54 at the earliest. Our boss's boss is up for re-election, which yeah ok we should respond to the people's concerns, but panicking because there's an election and blowing our load on short-term gains for long-term loss is going to make keeping our job when we're ACTUALLY at risk in '54 harder.
 
[X] Plan Houses For Re-Election

Has anyone though of building a mass driver for launching unmanned cargo and craft into orbit?
 
@Sailor_Skarro the biggest issue I see with your plan is that the security review is DC 60 and you are only using 1 dice (the operational dice is not rolled for security review). We can also drop tiberium health services to save resources and dice as we are positive on health but still have an energy shortage

@sunrise which security review are you doing? Or are you trying to do 2, in which case you need separate actions

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[X] Plan Tiberium containment
[X] Plan Tiberium Containment Reshuffle

This plan puts more into tiberium which means we can slow the growth quicker and increase our income more which is vital. It does also not waste dice and resources on areas we are positive.
 
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