[X] Plan Eat Your Logistics First
-[X] Infrastructure 6/6 70R Dice +4
--[X] Blue Zone Residential Construction (Phase 1) 0/200 4 dice 40R 62.14%
--[X] Urban Metros (Phase 1) 0/100 2 dice 30R 59.05%
-[X] Heavy Industry 3/3 +3 free 75R Dice +4
--[X] Aggregate Plants 41/200 3 dice 30R 53.75%
--[X] Manchester Silicon Chip Fabrication 0/150 3 dice 45R 60.41%
-[X] Light and Chemical Industry 0/3
-[X] Agriculture 0/3 0R Dice +4
--[X] Pharmaceuticals greenhouses 65/100 1 die 10R 70%
-[X] Tiberium 6/6 + 1 free 130 R Dice Dice +24
--[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] Security Reviews 1 die
-[X] Orbital Industry 1/3 10R Dice +4
--[X] Fusion Heavy Lift Experiments 49/80 1 dice 10R 70%
-[X] Services 3/3 +1 free 20R Dice +19
--[X] Yellow Zone Refugee Camps (Phase 2) 319/600 4 dice 20R 48.33%
-[X] Military 1/3 30R Dice -1
--[X] AP Ammunition Plants 38/60 1 dice 10R 78%
-[X] Bureaucracy 3/3
--[X] Security Reviews: Tiberium (3 Bureaucracy Dice, 1 Tiberium Die) 96.75%

I would just like. One. Single. Turn. Without a logistics shortage. Housing is important, and this plan still invests heavily into housing, but logistics is the backbone of our ability to do anything at all. It's how we transport heavy construction materials and construction crews. How we distribute food, water, and medical supplies. How we ship all that valuable Tiberium into our factories. I do not think it is unreasonable to think that our constant Logistics shortages negatively affects everything we do. And now that Tiberium Glacier Mining is going to cost Logistics, we need to get ahead of that problem yesterday.

So: This plan takes the rather drastic step of jamming an extra 3 free dice into Manchester Silicon Chip Fabrication, as it's one of the few ways to significantly boost our Logistics. (In addition to the newly-added Urban Metros). I'm still spending 8 dice on housing this turn, and I'm still giving our Tiberium projects massive resources. I was able to fit in finishing off our Pharmaceutical greenhouses, which should help shore us up against anything happening to our Food. And lastly on the military side I invested in upgrading our troop's standard armor in addition to upgrading their standard ammunition. (We are still in conflict with the NOD, so I'd like our ground troops to get a +1.)

Edit: I made an error and didn't realize Silicon Chips would cost 45 R, not 30 R. As such I've cut two military dice. And I'm going to approval vote Houses For Re-Election because I'm it's a decent overall plan and I'm less confident in mine since it's cutting an extra corner I didn't think it did before.

[X] Plan Houses For Re-Election
 
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Why everyone all but ignores problems?
We need logistics! People are literaly starving because we can't deliver food with any reliability.
We have a positive food that would be bigger with better logistics, food is not what is killing people. Exposure from lack of housing and the continued growth of tiberium fields are what is killing people. And the incomplete power grid is not helping.

Distribution is inefficient but we still get enough for people to survive on
 
We have a positive food that would be bigger with better logistics, food is not what is killing people. Exposure from lack of housing and the continued growth of tiberium fields are what is killing people. And the incomplete power grid is not helping.

Distribution is inefficient but we still get enough for people to survive on
We need to solve our shortages, not leave them up in the air while we work on something else. A single +Food might keep people from starving, but combined with our constant Logistics shortage I don't think many people are happy with it. And when our Health says "other areas critically underserviced" that is very clearly indicating that people are dying because they can't access the healthcare they need. A logistics shortage can be just as deadly as any of the other shortages we face.
 
Current options that give political support:

- Helsinki C-35 Factories Progress 0/150: 15 resources per die (5 PS)
- GDSS Philadelphia II (Phase 1) Progress 0/100: 30 resources per die (5 PS)
- Primary Schooling Progress 0/300: 5 Resources per die (5 PS)
- Craft Shops and Maker facilities Progress 0/200: 5 resources per die (5 PS)
- Reopen the Publishing Houses Progress 0/150: 10 resources per die (5 PS)

Gonna take us a long time to regain the political support we lost by recruiting former members of NOD into our organization.
 
We need to solve our shortages, not leave them up in the air while we work on something else. A single +Food might keep people from starving, but combined with our constant Logistics shortage I don't think many people are happy with it. And when our Health says "other areas critically underserviced" that is very clearly indicating that people are dying because they can't access the healthcare they need. A logistics shortage can be just as deadly as any of the other shortages we face.
Of course we need to solve our shortages, that has been what the past few turns have been trying to get things out of the negative. And right now Housing is our biggest negative that and tiberium (which though not listed is still spreading further and further as we see red zones grow more and blue zones shrink). We have not ignored logistics though as it and energy have dropped quite a bit from where they started, it is a matter of prioritizing and Priority 1 and 2 are Housing and Tiberium with 3 being the resurggent Nod. After that Secondarie priorities are power and logistics. Tertiary are food, health and expansion

As for health- more people are dying from lack of homes and tiberium spread than anything else.

Logistics shortages can be deadly however logisitics has a much lower underservice amount than housing and tiberium. If housing and logistics were swapped in their standings right now I would be pushing logistics hard.

Looking at your plan-
Infra choices solid, Metro would put us at + overall for logistics and Residential when combined with the Refugee under services should be enough to get to neutral or + in housing. Aggregate plants since that makes it easier for us to run infra projects (all of which are needed) is solid. The Chip manufacturing though is 1st 15 per dice so costs 45 with 3 dice unless you meant 2 and 2nd is something we can pursue once we have fixed our shortages. Blue Zone Power is more important as we still have energy outages let alone once we start want to add stuff like water treatment and military factories.

Pharma Greenhouses is one of those nice if we had no negatives but instead we can use the resources for more tiberium (which if it was tracked as +/- would likely be ------) Tiberium I would put more free dice into it, we need to reduce the spread as quick as possible plus it provides us the income to actually run things (we no longer have a stockpile after this turn) and the tiberium spread is the biggest threat to our people right now. Orbital, military and bureau all look like solid choices.

Basically- Silicon is a turn or 2 too early to pursue as we should be using the resources on fixing negatives or more tiberium containment, same with pharma greenhouses

Current options that give political support:

- Helsinki C-35 Factories Progress 0/150: 15 resources per die (5 PS)
- GDSS Philadelphia II (Phase 1) Progress 0/100: 30 resources per die (5 PS)
- Primary Schooling Progress 0/300: 5 Resources per die (5 PS)
- Craft Shops and Maker facilities Progress 0/200: 5 resources per die (5 PS)
- Reopen the Publishing Houses Progress 0/150: 10 resources per die (5 PS)

Gonna take us a long time to regain the political support we lost by recruiting former members of NOD into our organization.
Yeah but that +15 to tiberium plus 3 free dice are going to help a lot with slowing the spread of tiberium
 
The Chip manufacturing though is 1st 15 per dice so costs 45 with 3 dice
Dammit. That makes it cost 15 R more total. Almost everything in the plan I made is stretched thin on the dice. The only easy place to cut dice is Military, so I guess I have to do that now.

I chose Silicon because it's possible currently, and it gives multiple bonuses. Rail Lines are too expensive, the Helsinki C-35 costs Energy, and Lithium Battery Plants only gives a single + Logistics. And it might be "a turn too early" but Glaciers costs ---Logistics and will likely become even more expensive Logistics wise in future turns.
 
I see a lack of resources as our greatest problem at this time we are spending the final 90R of the one time income we got so will have less to spend next turn unless we increase our income.
 
Dammit. That makes it cost 15 R more total. Almost everything in the plan I made is stretched thin on the dice. The only easy place to cut dice is Military, so I guess I have to do that now.

I chose Silicon because it's possible currently, and it gives multiple bonuses. Rail Lines are too expensive, the Helsinki C-35 costs Energy, and Lithium Battery Plants only gives a single + Logistics. And it might be "a turn too early" but Glaciers costs ---Logistics and will likely become even more expensive Logistics wise in future turns.
Consumer and Capital goods are not as important as getting our basics established. As is extra dice on the other tiberium projects gives us overflow and depending on the follow up step a chance to finish 2 steps in 1 turn. And +5 R is small but that is 1 service dice it keeps activated each turn and it adds up as is those small projects that mainly work on slowing tiberium spread have provided +65 income since the start of this quest (another +50 came from the 1 glacier mining). Not to mention with your current dice we are likely to only finish yellow and 1 or 2 of the other 3 tiberium projects you are working on.

Keep in mind we need glacier mining because our current income is 240, though thanks to reserves we have 330 this turn so unless we want to drastically cut back on spending we need glacier mining phase 2 to finish. We also need the 2 blue zone projects to finish because over 1 year blue zone has shrunk from 17.35 to 14.75 and that is where a lot of our manufacturing and such resides. If that is overrun by tiberium we start dealing with more shortages.

Finishing both blues, the yellow and glacier mining is 55 to 80 more resources (at max we are still 10 less than this turn).

Edit- As is Urban metro is +++, glacier is -- and we are at -- those combined likely ends us at - or neutral
 
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@Void Stalker I can't change my plan to add more Tiberium dice without it becoming a completely different plan. (And it's already spending 7 dice and lots of R.) If you want a plan that invests more heavily into Tiberium, you might want to make one yourself like you've done previously.
 
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We spent the last year building up our economy so hopefully we now have the resources to really stop the spread of Tiberium and begin to actually expand the Blue Zones.
Though further expansion in the Yellow Zone is noted to have the possibility of eventually bring us into conflict with NOD since we're beginning to move in on their preferred harvesting fields.
 
I think there is too much focus on Blue Zones.
Blue Zones are getting housing blocks and metro systems.
Yellow Zones are getting more tents for them to watch the Red Zones continue to accroach them.
This is how you get dissidents.
 
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