[X] Plan Consumption Expansions and Preparations

-[X] Fiber-Optic Expansion 3 dice, 60R

-[X] Blue Zone Microgeneration Program (Phase 1) 1 die 5R
-[X] Heavy Rolling Stock Plants 4 dice 40R

-[X] Personal Pharmaceuticals Plants 2 dice 30R
-[X] Civil Clothing Factories 1 die 10 R
-[X] Edinburgh Electric Motor Plant 2 die 30R

-[X] Yellow Zone Aquaponics Bays (phase 3) 1 die 10R
-[X] Organic textiles farms 2 dice 20 R
-[X] Agricultural Processing Plants (Phase 1) 2 die 20R

-[X]Blue Zone Perimeter Fencing (Phase 2) 5 dice 75 R

-[X] Orbital Cleanup (Phase 1) 2 Fdice, 20 R

-[X] Childcare and Preschool programs 1 die, 5R
-[X] Educational MultiMedia Initiatives 1 die, 5R
-[X] Multi Use Stadium Program 1 die, 10R

-[X] Reclamator Fleet RZ-1 North
--[X] Super MARVs 3 dice, 60R
-[X] Hydrofoil Shipyard Copenhagen 1 die, 10R
-[X] Point Defense Refits 1 die, 10R

-[X] Security Review (Orbital), 3 dice

and an approval vote for-


[X] Plan Derpmind's Terrible No Good Compromise Plan
 
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[X] Plan AAAAAHHHHHbatement


Looks good to me. Income, abatement, consumer goods, and getting Orbital going now our income is back.
 
[X] Plan Housing, Red Zone and Consumer Goods

I like the overall theme of this plan with it still pushing up QoL issues, as well as potentially hitting hidden +PS like closing down of the refugee camps. It puts a coupe dice into BZ power generation to get that started given it'll be essential if we want anything done next year, and keeps pumping up our agriculture as well as getting organic textiles to complement the factory. The bureaucracy dice spread also makes sense.

The only thing I'd change would be to drop a dice from multi use stadiums, and instead use the resources saved to put another two dice into educational multimedia. This is because our service dice bonuses are so big it can complete on its own potentially, so we may as well be a bit more efficient where we can and this activates another dice. EMM is obviously very valuable it's own right being both a plan goal and a desire of the YZ and Development party..
 
This is one of our closest votes in a long time. It's nearly a tie between the first two plans, with the third place plan not far behind.
Adhoc vote count started by Derpmind on Jun 23, 2021 at 5:31 PM, finished with 102 posts and 48 votes.

  • [X] Plan AAAAAHHHHHbatement
    -[X] Blue Zone Microgeneration Program (Phase 1), 1 die (5 Resources)
    -[X] Yellow Zone Power Grid Extension (Phase 2), 1 die (5 Resources)
    -[X] Heavy Rolling Stock Plants, 3 dice (30 Resources)
    -[X] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
    -[X] Civil Clothing Factories, 1 die (10 Resources)
    -[X] Yellow Zone Aquaponics Bays (Phase 3), 1 die (10 Resources)
    -[X] Organic Textiles Farms, 2 dice (20 Resources)
    -[X] Blue Zone Perimeter Fencing (Phase 2), 4 dice (60 Resources)
    -[X] Yellow Zone Tiberium Harvesting (Phase 4), 4 dice (80 Resources)
    -[X] Red Zone Tiberium Harvesting (Phase 7), 2 dice (50 Resources)
    -[X] Orbital Shuttle Bays, 1 fusion die (20 Resources)
    -[X] Security Review (Orbital), 1 die
    -[X] Educational MultiMedia Initiatives, 2 dice (10 Resources)
    -[X] Expand Local Public Media Operations, 2 dice (20 Resources)
    -[X] Red-1 North Super MARV Fleet, 3 dice (60 Resources)
    -[X] Hydrofoil Shipyard (Copenhagen), 2 dice (20 Resources)
    -[X] Security Review (Orbital), 3 dice
    [X] Plan Housing, Red Zone and Consumer Goods
    -[X] Yellow Zone Fortress Towns (Phase 2) 70/200 2 dice 40 R
    -[X] Blue Zone Power Production Campaigns (Phase 2) 18/500 2 dice 20 R
    -[X] Heavy Rolling Stock Plants 0/250 4 dice 40 R
    -[X] Civil Clothing Factories 150/200 1 dice 10 R
    -[X] Edinburgh Electric Motor Plant 0/125 2 dice 30 R
    -[X] Yellow Zone Aquaponics Bays (phase 3) 15/80 2 dice 20 R
    -[X] Organic textiles farms 0/100 1 dice 10 R
    -[X] Red Zone Tiberium Harvesting (Phase 7) 35/130 2 dice 50 R
    -[X] Red Zone Containment Lines (Phase 1) 0/180 3 dice 75 R
    -[X] Orbital Shuttle Bays, 0/70 1 fusion die 20 R
    -[X] Educational MultiMedia Initiatives 0/300 1 dice 5 R
    -[X] Multi Use Stadium Program 0/100 2 dice 20 R
    -[X] Reclamator Fleet RZ-1 North (Super MARVs) 0/210 3 dice 60 R
    -[X] Hydrofoil Shipyards (Duqm) 0/100 2 dice 20 R
    -[X] Security Review (Orbital) 2 dice +1 orbital
    -[X] Security Review (Tiberium) 2 dice +1 LC
    -[X] Security Review (Servicesl) 2 dice +1 service
    [X] Plan Fusion AAAAAHHHHHbatement
    -[X] Fusion Power Prototype, 1 die (20 Resources)
    -[X] Yellow Zone Power Grid Extension (Phase 2), 1 die (5 Resources)
    -[X] Heavy Rolling Stock Plants, 3 dice (30 Resources)
    -[X] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
    -[X] Civil Clothing Factories, 1 die (10 Resources)
    -[X] Yellow Zone Aquaponics Bays (Phase 3), 1 die (10 Resources)
    -[X] Organic Textiles Farms, 2 dice (20 Resources)
    -[X] Blue Zone Perimeter Fencing (Phase 2), 4 dice (60 Resources)
    -[X] Yellow Zone Tiberium Harvesting (Phase 4), 4 dice (80 Resources)
    -[X] Red Zone Tiberium Harvesting (Phase 7), 2 dice (50 Resources)
    -[X] Orbital Cleanup (Phase 1), 1 fusion die (10 Resources)
    -[X] Security Review (Orbital), 1 die
    -[X] Educational MultiMedia Initiatives, 3 dice (15 Resources)
    -[X] Multi Use Stadium Program, 1 die (10 Resources)
    -[X] Red-1 North Super MARV Fleet, 3 dice (60 Resources)
    -[X] Hydrofoil Shipyard (Copenhagen), 2 dice (20 Resources)
    -[X] Security Review (Orbital), 3 dice
    [X] Plan Food Focused
    -[X] Blue Zone Duplex Row Housing (Phase 2), 3 die (30 Resources) (72.76%)
    -[X] Blue Zone Microgeneration Program (Phase 1), 1 die (5 Resources) (94%)
    -[X] Yellow Zone Power Grid Extension (Phase 2), 3 die (15 Resources) (66.85%)
    -[X] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources) (0%)
    -[X] Civil Clothing Factories, 1 die (10 Resources) (63%)
    -[X] Yellow Zone Aquaponics Bays (Phase 3), 1 die (10 Resources) (48%)
    -[X] Organic Textiles Farms, 2 dice (20 Resources) (72.25%)
    -[X] Vertical Farming projects, 4 dice (60 Resources) (50.33%)
    -[X] Yellow Zone Tiberium Harvesting (Phase 4), 4 dice (80 Resources) (88.75%)
    -[X] Red Zone Tiberium Harvesting (Phase 7), 2 dice (50 Resources) (82.89%)
    -[X] Orbital Shuttle Bays, 1 fusion die (20 Resources) (43%)
    -[X] Security Review (Orbital), 1 die
    -[X] Educational MultiMedia Initiatives, 4 dice (20 Resources) (56.96%)
    -[X] Red-1 North Super MARV Fleet, 3 dice (60 Resources) (33.85%)
    -[X] Hydrofoil Shipyard (Copenhagen), 2 dice (20 Resources) (72.25%)
    -[X] Security Review (Orbital), 3 dice
    [X] Plan Power and Industry
    -[X] Blue Zone Power Production Campaigns (Phase 2) 4 Dice 40R
    -[X] Heavy Rolling Stock Plants 0/250 3 dice 30R 23%
    -[X] Civil Clothing Factories, 1 die (10 Resources)
    -[X] Edinburgh Electric Motor Plant 0/125 2 dice 30R 64%
    -[X] Yellow Zone Aquaponics Bays (Phase 3), 2 die 20R
    -[X] Organic textiles farms, 1 dice 10R 28%
    -[X] Yellow Zone Tiberium Harvesting (Phase 4), 3 dice 60R 54%
    -[X] Red Zone Tiberium Harvesting (Phase 7), 2 dice 50 R 95%, 13% of 2 phases
    -[X] Orbital Shuttle Bays, 1 die 20R 58%
    -[X] Expand Orbital Communications Network (Phase 2) 29/150 1 die 10R 7%
    -[X] Childcare and Preschool programs 0/230 3 dice 15R 63%
    -[X] Multi Use Stadium Program 0/100 1 die 10R 28%
    -[X] Super MARVs 0/210 3 dice 60R 45%
    -[X] Advanced Myomer Works 0/125 2 dice 20R 55%
    -[X] Hydrofoil Shipyards(copenhagen) 0/100 1 die 10R 28%
    -[X] Security Reviews(LCI), 3 dice
    [X] Plan slight logistical focus
    -[X] Yellow Zone Fortress Towns (Phase 2) 2 dice
    -[X] Rail Link Reconstruction (Phase 2) 2 dice
    -[X] Fiber-Optic Expansion 1 die
    -[X] Blue Zone Power Production Campaigns (Phase 2) 1 free die
    -[X] Fusion Power Prototype 1 die
    -[X] Blue Zone Microgeneration Program (Phase 1) 1 die
    -[X] Yellow Zone Power Grid Extension (Phase 2) 2 dice + 1 free die
    -[X] Heavy Rolling Stock Plants 1 die + 2 free dice
    -[X] Personal Electric Appliances Factories 1 die
    -[X] Civil Clothing Factories 1 die
    -[X] Perennial Aquaponics Bays 2 dice
    -[X] Yellow Zone Aquaponics Bays (phase 3) 1 die
    -[X] Yellow Zone Tiberium Harvesting (Phase 4) 3 dice
    -[X] Red Zone Tiberium Harvesting (Phase 7) 1 die
    -[X] Orbital Shuttle Bays 1 fusion die
    -[X] Near Body Survey Probes 1 fusion die
    -[X] Childcare and Preschool programs 3 dice
    -[X] Educational MultiMedia Initiatives 1 die
    -[X] Apollo Fighter Factories
    --[X] Toronto 1 die
    -[X] Shell Plants (Phase 2) 2 dice + 1 free die
    -[X] Hydrofoil Shipyards
    --[X] Duqm 2 dice
    -[X] Security Reviews (Light and Chemical Industry) 1 Light and Chemical Industry die + 3 Bureaucracy dice
    [X] Plan Steady Progress
    [X] Plan Housing, Red Zone and Consumer Good
    [x] Plan Tiberium is the Answer!
    -[x] Yellow Zone Fortress Towns (Phase 2) 1 die 20R
    -[X] Blue Zone Power Production Campaigns (Phase 2) 18/500 2 dice 20 R
    -[x] Heavy Rolling Stock Plants 0/250 5 dice 50R
    -[X] Civil Clothing Factories 150/200 1 dice 10 R
    -[x] Edinburgh Electric Motor Plant 0/125 3 dice 45R
    -[x] Yellow Zone Aquaponics Bays (phase 3) 15/80 1 die 10R
    -[x] Organic textiles farms 0/100 2 dice 20 R
    -[x] Red Zone Tiberium Harvesting (Phase 7) 35/130 5 dice 125R
    -[X] Multi Use Stadium Program 0/100 2 dice 20 R
    -[x] Reclamator Fleet RZ-1 North (Super MARVs) 0/210 4 dice 80R
    -[x] Hydrofoil Shipyards (Copenhagen) 0/100 2 dice 20R
    -[x] Security Reviews: Orbital 2 dice + 1 orbital
    -[x] Security Reviews: Services: 2 dice + 1 services
    [X] Plan Unsure of a Name
    [X] Plan: Consumer Goods now not later
    -[X] Fiber-Optic Expansion (Progress 0/240), 3 dice (60 Resources)
    -[X] Kure Machine Works (Progress 0/300), 4 dice (60 Resources)
    -[X] Chemical Precursor Plants (Progress 36/200), 1 dice (15 Resources)
    -[X] Blue Zone Light Industrial Sectors (Progress 0/350), 4 dice (40 Resources)
    -[X] Civil Clothing Factories (Progress 150/200), 1 dice (10 Resources)
    -[X] Edinburgh Electric Motor Plant (Progress 0/125), 2 dice (30 Resources)
    -[X] Yellow Zone Aquaponics Bays (Phase 3) (Progress 15/80), 1 die (10 Resources)
    -[X] Organic textiles farms (Progress 0/100), 1 dice (10 Resources)
    -[X] Blue Zone Perimeter Fences (Phase 2) (Progress 36/400), 5 dice (75 Resources)
    -[X] Orbital Shuttle Bays (Progress 0/70), 1 dice (20 Resources)
    -[X] Childcare and Preschool programs (Progress 0/230), 3 dice (15 Resources)
    -[X] Multi Use Stadium Program (Progress 0/100), 1 dice (10 Resources)
    -[X] Super-MARVs (Red-2 North), 2 dice (40 Resources)
    -[X] Hydrofoil Shipyards
    --[X] Copenhagen (Progress 0/100), 2 dice (20 Resources)
    -[X] Security Reviews(LCI), 3 dice
    [X] Plan Consumption Expansions and Preparations
    -[X] Fiber-Optic Expansion 3 dice, 60R
    -[X] Blue Zone Microgeneration Program (Phase 1) 1 die 5R
    -[X] Heavy Rolling Stock Plants 4 dice 40R
    -[X] Personal Pharmaceuticals Plants 2 dice 30R
    -[X] Civil Clothing Factories 1 die 10 R
    -[X] Edinburgh Electric Motor Plant 2 die 30R
    -[X] Yellow Zone Aquaponics Bays (phase 3) 1 die 10R
    -[X] Organic textiles farms 2 dice 20 R
    -[X] Agricultural Processing Plants (Phase 1) 2 die 20R
    -[X]Blue Zone Perimeter Fencing (Phase 2) 5 dice 75 R
    -[X] Orbital Cleanup (Phase 1) 2 Fdice, 20 R
    -[X] Childcare and Preschool programs 1 die, 5R
    -[X] Educational MultiMedia Initiatives 1 die, 5R
    -[X] Multi Use Stadium Program 1 die, 10R
    -[X] Reclamator Fleet RZ-1 North
    --[X] Super MARVs 3 dice, 60R
    -[X] Hydrofoil Shipyard Copenhagen 1 die, 10R
    -[X] Point Defense Refits 1 die, 10R
    -[X] Security Review (Orbital), 3 dice
 
Oh and before we get too eager about YZ mitigation, if we dont up the rz mitigation we lose the YZ at which point some of our YZ mitigation will just not work and our mitigation levels drop. So we need to push back the red zone encroachment.
Eventually, yes, but it is vitally important that we not lose sight of the time frame on which different things can be expected to happen. It would take many years for the Yellow Zones to be eaten away and turned into a mix of Bigger Blue Zones and Bigger Red Zones at current rates of change.

If the threat of tiberium encroachment is immediate damage to our way of life and the need to build up a buffer against future encroachment, then Yellow Zone mitigation is indeed important and not something that should wait until we have 'enough' Red Zone mitigation.

We have to stay the course. If we make reactionary plans everytime something bad happens we will fall short of goals.
This. Very very much this. We shouldn't be panicking because of a bad tiberium mitigation roll. No one's pressuring us externally to surge mitigation. Making a serious effort towards resource extraction is well and good, but we shouldn't be changing our plan just because 2d100 rolled a 91 and a 75.

Will we do the opposite and ignore tiberium mitigation if those same dice roll a 9 and a 25, and we manage to expand the Blue Zones to something like 14.5% of planetary surface area and even roll back the Red Zones by -0.15%? I hope not! In the nature of things such a random, 'swingy' mechanic will produce good turns and bad turns. Trying to set our policies by which it is would be no better than reading tea leaves.

Which is why I agree with the quoted post.

I really don't like parts of this plan, like the lack of housing (again) or the risk of NOD attacks on expanding YZ harvesting. But we only have so much time before Tiberium mutates and 50 mitigation won't be anywhere near enough.
At game start we stood at "by 2060 the Blue Zones will be devoured by Yellow Zones which will in turn all have become Red by about 2075." I calculate those dates using basic rough estimates and the law of averages, because d100 dice rolls are subject to the law of averages in the long run, assuming @Ithillid doesn't cheat on those and he has never, never given reason to think he does so I consider the idea of that to be nonsense and expect the law of averages to apply.

Now we stand at "Blue and Red Zones will slowly expand to meet in the middle, squeezing out the Yellow Zones between them, probably some time in the 2080s."

Now YES, tiberium's going to mutate. But tiberium mutating to overrun us isn't the only problem we have. There's also "get militarily overrun by Nod" and "government support for GDI gets so low that the government is forced into counterproductive policies that result us being weaker and getting overrun by tiberium and/or Nod."

In other words, combating an extinction level threat is sometimes more complicated than just "do the maximum possible to combat the obvious facet of the threat."
 
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At game start we stood at "by 2060 the Blue Zones will be devoured by Yellow Zones which will in turn all have become Red by about 2075." I calculate those dates using basic rough estimates and the law of averages, because d100 dice rolls are subject to the law of averages in the long run, assuming @Ithillid doesn't cheat on those and he has never, never given reason to think he does.
I am not even sure how I would cheat on those, at least not reliably.
 
Now YES, tiberium's going to mutate. But tiberium mutating to overrun us isn't the only problem we have. There's also "get militarily overrun by Nod" and "government support for GDI gets so low that the government is forced into counterproductive policies that result us being weaker and getting overrun by tiberium and/or Nod."

In other words, combating an extinction level threat is sometimes more complicated than just "do the maximum possible to combat the obvious facet of the threat."
I don't see Plan AAAAAHHHHHbatement as a one-off move, though. We got very lucky last Plan with Tiberium not mutating on us, but likely before the end of this Plan it'll roll that mutation die once again. So what Plan AAAAAHHHHHbatement does it a bigger commitment this Plan to pushing out BZ territory and preparing ahead of time for when that mutation hits.

Also. There's not much differences between the two leading plans. If everything gets completed, Plan Housing, Red Zone and Consumer Goods gets us between 45-60 RpT while Plan AAAAAHHHHHbatement gets us between 40-55 RpT. So AAAHbatement is only 5 RpT less, and it gets us +8 YZ mitigation and +4 RZ mitigation as opposed to going for +6 RZ mitigation. It's a question of priorities, not compromise. And I think we need to move more towards getting our YZ mitigation up while we still can, for this turn and future turns.
 
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Now YES, tiberium's going to mutate. But tiberium mutating to overrun us isn't the only problem we have. There's also "get militarily overrun by Nod" and "government support for GDI gets so low that the government is forced into counterproductive policies that result us being weaker and getting overrun by tiberium and/or Nod."

None of those things are reason to vote for Housing, Red Zones, and Consumer Goods over my plan though. It contains less effective spending on consumer goods (a die less on textile farms, Edinburgh that averages 15 Resources per point of consumer goods rather than either YZ or BZ industrial sectors which average 8 and 7 Resources per point respectively). It ALSO contains more military overextension by building fortress towns without the shell plants needed to defend them, and puts the Rapier shipyard on the Indian Ocean where we have minimal presence instead of the Atlantic where the majority of our core territories and mining operations are.

Like, what's actually your problem with AAAAHHHHbatement, specifically on a math/dice level? Because I don't think any of those arguments apply. The main difference between AAAAHHHHbatement and HRZCG is that the latter puts a bunch of Free dice into security reviews instead of productive economic projects of some sort and I don't see you arguing vehemently for the need to do more security checks.
 
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