Regarding tiberium mutation, it would seem our best long term countermesure is Scrin research (the Scrin presumably have ways to regulate the behaviour of tiberium). We should start that up as soon as possible.
We should be able to slot in 1 dice for that next turn 30 R per dice is a lot more so in service where we tend to get cheap projects but yeah something that can long term help vs tib is important. And at 400 progress we likely need to chip away at it
 
[X] Plan Housing, Red Zone and Consumer Goods
While I prefer the microgeneration, yellow zone power generation and local media operations in plan AAAAAHHHHHbatement, housing and red zone abatement is important enough to sway me.
 
[X] Plan Derpmind's Terrible No Good Compromise Plan
[X] Plan AAAAAHHHHHbatement
 
I am not even sure how I would cheat on those, at least not reliably.
One could, hypothetically, do the trick with rolling and then deleting roll posts if one doesn't like the results... but yes, that wouldn't be reliable because sooner or later one would get caught.

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.
In fairness, I myself have argued that Yellow Zone mitigation is more important. I think to an extent I may have become confused. Possibly by the plan names, because "AAAAHHHHbatement" is the kind of thing you call your plan when your plan involves freaking the fuck out and going all-in on abatement.

But what really colors my analysis is @Void Stalker 's analysis of the probable results if the respective plans complete all the actions that have a 50% chance of completing in this turn.

Crazycryodude- Plan AAAAAHHHHHbatement
+7 Cons Good
+1 Food
-7 Energy
-2 Water
-3 Labor
4 YZ Mit
1 RZ Mit
+15-30 Income
10 progress reduction to all orbital
Developmentalists - Expand Local Public Media Ops
Duqm Hydrofoil production
Missing the cut or no listed effect: Super Marv (45%) 3 RZ mit +25 RpT, Micro power gen (finishes, no effect until phase 2), Rolling Stock Plant +2 Logistics +2 Cap Good -4 Energy 23%, BZ fencing +4 YZ mit 33%, 1 security review, opens up Glacier mining phase 8 (2 dice for 60R -5 logistics +40-60 RpT +1 RZ mit)

Void Stalker- Plan Housing, Red Zone and Consumer Goods
+4 Housing
+3 Cap Good
+9 Cons Good
+1 Food
-12 Energy
-2 Water
-2 Labor
+2 Logistics
3 RZ Mit
+20-35 Income
10 progress reduction to all orbital
Duqm Hydrofoil production
Missing the cut or no listed effect: Organic textiles farms +2 Cons Good -1 Labor 28%, Super Marv (45%) 3 RZ mit +25 RpT, opens up intensification of YZ harvesting (1 dice at 15 R for +5 to 10 RpT and 1 YZ mit), opens up Glacier mining phase 8 (2 dice for 60R -5 logistics +40-60 RpT +1 RZ mit), 3 Security Reviews

Unless Void is fudging the numbers here, then for this coming turn this plan looks pretty good. Void Stalker's plan is likely to use up a lot of our energy surplus, but he also throws dice into power plant construction to help us address that issue down the line.

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).
I'm starting to move away from pure "resources per goods." Edinburgh finishes much more quickly, and is a net source of Capital Goods (if a small one) rather than a net sink. It may also reduce the cost of personal vehicle factories enough to make it something we deem worth attempting, which would be nice.

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.
Regardless of where the shipyard is, it's likely to be a fortified zone. If Nod feels ballsy enough to attack it, that's likely to turn into a set-piece action, and set-piece is our strength. It's not the kind of target Kane throws his masterstrokes at because it's not important enough in and of itself, so I'm not too worried about it.

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.
See above. I think Void made a compelling argument that his plan lines us up to surge capital and consumer goods this turn.

Less if we eat the YZ from both ends.
I ran the numbers. Even if we do no more mitigation (and we will be doing a bunch), at current rates the Yellow Zones won't be fully eaten up at both ends on average until some time around... what was it...?

Ah, yes. The Yellow Zones cover roughly 30% of the planet, and they're being eaten up at an average rate of about 0.1% per quarter from both sides. At 0.2% loss per quarter, that trend ends in something close to 150 turns (37 in-game years), some time around 2090 with the Red Zones having expanded to 70% of the planet's land area and the Blue Zones making up roughly 30% of it.

Given that the parts of the Yellow Zones we're extending into now are only a small fraction of the total, that would probably give us at least as much land area as we actually access now, and it'd be in better condition than it is now. We can and should do better, but the present situation should not be giving us cause for alarm in and of itself.

AAAHbatement goes for 12 mitigation total, compared to Plan H, RZ and CG which goes for only 6 mitigation. I think the advantage for better mitigation clearly goes to the former plan.
Starting projects that are likely to need completion next turn, but have higher total mitigation, is not somehow "paying more attention" to mitigation than starting smaller projects that complete this turn.

But what could possibly be more of a long-term concern than the Tiberium encroachment? While everything else are things people can wait for, their future is literally being eaten away by an alien rock.

The worst part is, as the Blue Zone shrinks further incrementally, the % of each decrease will increase in proportion to the remaining space left. For example, if 20% of Blue zone was left, and 1% was eaten away, that's 1/20, or 5% loss proportionally. But if there were now only 10% Blue zone left, and 1% is gone again, then that's 1/10, or 10% proportionally.

I don't want to wait until the Blue zone has only 5% left.
We already have enough Yellow Zone mitigation that a mathematically average dice roll for Yellow Zone expansion will result in Yellow Zones shrinking, and the Blue Zones only shrink if the Yellow Zone tiberium rolls better than average consistently, every turn in a row, for several turns.

For the Blue Zones to shrink to 10% of the planet as things are now, the Yellow Zone expansion would need to roll a natural 100 on the dice ten times in a row. You know that, right?

And sure, you can project forward to tiberium mutating and partially bypassing our efforts, but that is by definition a problem that we are still building up towards. Stuff like the MARV fleets is going to continue to be useful at mitigating tiberium no matter what happens, and we can concentrate resources to protect the Blue Zones if we have to.

If people still scream for consumer goods at that point... Well, sometimes I wonder exactly what it would be like if the reins of the Treasury was simply given freely in it's entirely to everyone equally, just to see what the masses would do with the rest of their future.

There's a reason a command economy is there, because even the public knows that only a few of them are competent and fit enough to lead the rest. The Public opinions do matter, but objective truths and problems are still more important to face and solve for the benefit of all.
By essentially the same logic you're now using, we should be ignoring military spending too because what good is defeating Nod if the planet gets overrun.

It doesn't work that way, because even when existential threats exist, multiple existential threats exist. The graveyards are full of indispensable men; Dr. Granger is no more indispensable than anyone else. Someone else could run Treasury, and someone else will run Treasury if Treasury insists on having a sacred right to appropriate all the resources of the Earth without giving the people of Earth a say in the matter.
 
Regardless of where the shipyard is, it's likely to be a fortified zone. If Nod feels ballsy enough to attack it, that's likely to turn into a set-piece action, and set-piece is our strength. It's not the kind of target Kane throws his masterstrokes at because it's not important enough in and of itself, so I'm not too worried about it.
That's not the problem Cryo's talking about. The problem is the majority of the Rapiers being built won't be going towards protecting the shipping lanes between the majority of our core territory in the Atlantic.
 
[X] Plan Setting Up
Heavy Industry (5/5 dice used, 45R)
-[X] Yellow Zone Power Grid Extension (1 dice, 5R, cannot complete)
-[X] Heavy Rolling Stock Plants, (4 dice, 40R, 68% chance to complete)
Light and Chemical Industry (3/3 dice + 1 free dice used, 40R)
-[X] Civil Clothing Factories (1 dice, 10R, 78% chance to complete)
-[X] Edinburgh Electric Motor Plant (2 dice, 30R, 64% chance to complete)
-[X] Security Review (LCI) (1 dice)
Agriculture (3/3 dice used, 45R)
-[X] Vertical Farming projects (3 dice, 45R, 18% chance to complete)
Tiberium (5/5 dice + 3 free dice used, 170R)
-[X] Yellow Zone Tiberium Harvesting (6 dice, 120R, 100% chance to complete and overflow)
-[X] Red Zone Tiberium Harvesting (2 dice, 50R, 98% chance to complete)
Orbital (2/3 dice used, 20R)
-[X] Orbital Shuttle Bays (1 fusion dice, 20R, 58% chance to complete)
-[X] Security Review (Orbital) (1 dice)
Services (4/4 dice used, 20R)
-[X] Educational MultiMedia Initiatives (4 dice, 20R, 67% chance to complete)
Military (5/5 dice used, 80R)
-[X] Red-1 North Super MARV Fleet (3 dice, 60R, 45% chance to complete)
-[X] Hydrofoil Shipyard (Copenhagen) (2 dice, 20R, 82% chance to complete)
Bureaucracy (3/3 dice + 1 free dice used)
-[X] Security Review (LCI) (2 dice used)
-[X] Security Review (Orbital) (2 dice used)

5/5 free dice used, 420/420R used

This plan isn't majorly different from the other plans. What I've tried to do is shuffle the dice around a bit to increase chances of things completing / get the resources to fit. More dice towards Rolling Stock and Educational MultiMedia Initiatives, so that even if they don't complete, they will be very easy to complete next turn. If Multimedia completes, then that starts winning over United Yellow early, which is nice.

2 differences that are more notable,
1) Halfway finishing Vertical Farming (6 dice on average to complete), because planning ahead for State Operated Breweries which are really fast and cheap. Between the two it would be +6 Consumer Goods for 375 progress, which is pretty decent.
2) No Organic Textile Farms, because there is a not-insignificant chance that either Organic Textile Farms or Civil Clothing Factories won't complete. So might get stuck with Farms that do nothing.
 
By essentially the same logic you're now using, we should be ignoring military spending too because what good is defeating Nod if the planet gets overrun.
Ignore? Not at all. In fact I'd consider Nod as part of the Tiberium problem, and right below on the threat priorities list than the Tiberium itself. Because they fight for wanting the planet to have more Tiberium to use, which is utterly against the goal of Reclamation that I support.
It doesn't work that way, because even when existential threats exist, multiple existential threats exist. The graveyards are full of indispensable men; Dr. Granger is no more indispensable than anyone else. Someone else could run Treasury, and someone else will run Treasury if Treasury insists on having a sacred right to appropriate all the resources of the Earth without giving the people of Earth a say in the matter.
As for this, I've actually thought about that exact matter already. In the end, it's entirely possible for Dr Granger to be replaced for the Treasury position if he chose to do enough actions that the public disliked. But so long as he has done everything possible for the sake of Humanity, no matter how much they hated him, is that so bad? Does Dr Granger need to stay on that position forever? Can't someone else be in charge once he has solved the Tiberium problem sufficiently within the time he was hired for the Treasury? Why specifically does he need to remain as the Head of the Treasury if the job he was hired for is already mostly done? If the consumer goods and Nod are the next biggest problems, then why not let someone else more qualified for dealing with those problems and threats take up the job instead? Or would this quest end if Granger gets booted from his position?

Thus, to me this was choosing between trying to be a politician and placate the desires of the people, all for the sake of retaining control and continued influence as Dr Granger for years to come, because people think that only by letting him stay in his position can the world be saved, or saving the people and the planet, regardless of whether or not they want themselves to be saved in such a way, at the cost to their comforts, opinions and Dr Granger's job.

So when you said 'Dr. Granger is no more indispensable than anyone else.', I fully agreed with that. Because I don't mind if he isn't in charge, so long as he did enough of what was needed to save Earth and Humanity from Tiberium for the period of time he was in charge. Or would you now be the one to insist that Dr Granger is too indispensable from his current position? That he is the only man for the job?
 
As for this, I've actually thought about that exact matter already. In the end, it's entirely possible for Dr Granger to be replaced for the Treasury position if he chose to do enough actions that the public disliked. But so long as he has done everything possible for the sake of Humanity, no matter how much they hated him, is that so bad? Does Dr Granger need to stay on that position forever? Can't someone else be in charge once he has solved the Tiberium problem sufficiently within the time he was hired for the Treasury? Why specifically does he need to remain as the Head of the Treasury if the job he was hired for is already mostly done? If the consumer goods and Nod are the next biggest problems, then why not let someone else more qualified for dealing with those problems and threats take up the job instead? Or would this quest end if Granger gets booted from his position?

Thus, to me this was choosing between trying to be a politician and placate the desires of the people, all for the sake of retaining control and continued influence as Dr Granger for years to come, because people think that only by letting him stay in his position can the world be saved, or saving the people and the planet, regardless of whether or not they want themselves to be saved in such a way, at the cost to their comforts, opinions and Dr Granger's job.

So when you said 'Dr. Granger is no more indispensable than anyone else.', I fully agreed with that. Because I don't mind if he isn't in charge, so long as he did enough of what was needed to save Earth and Humanity from Tiberium for the period of time he was in charge. Or would you now be the one to insist that Dr Granger is too indispensable from his current position? That he is the only man for the job?
The problem isn't that Dr. Granger is irreplaceable. The problem is that if Dr. Granger is replaced specifically under the circumstances of an angry populace and an angry legislature removing him for failing to keep his promises to the legislature and failing to provide reasonable living conditions... Who is going to replace him, and what constraints will they operate under?

We could see an aggressive myrmidon who rejects working with Qatar's Nod splinter faction and undermines further tiberium mining and mitigation. We could see a free market advocate who rips apart Treasury's budget and outsources much of the refining and mining operations to private megacorporations. We could see a lot of things. And the legislature will likely impose strict orders and conditions on the Treasury's future activity.

Which, I suspect, will leave us worse off in the long run than if we'd just dialed it back a notch instead of making excused for singleminded obsessive monofocus on one issue.
 
Heads up everyone: I miscalculated two of our Services actions using the same +12 dice bonus in our other categories, and not the far larger +27 bonus they actually have. :facepalm: The correct numbers are as follows:

-[Incorrect] Virtual Reality Arcades 0/250 3 dice 30R 18%, 4 dice 40R 60%, 5 dice 50R 88%, 6 dice 60R 98%
-[] Virtual Reality Arcades 0/250 2 dice 20R 2%, 3 dice 30R 49%, 4 dice 40R 90%
-[Incorrect] Multi Use Stadium Program 0/100 1 die 10R 28%, 2 dice 20R 82%, 3 dice 30R 98%
-[] Multi Use Stadium Program 0/100 1 die 10R 43%, 2 dice 20R 96%

@Void Stalker You may want to reconsider your plan's second die on the Stadium Program given it's 15% more likely to complete on one die than I had mistakenly misinformed everyone of.
But what really colors my analysis is @Void Stalker 's analysis of the probable results if the respective plans complete all the actions that have a 50% chance of completing in this turn.

Crazycryodude- Plan AAAAAHHHHHbatement
+7 Cons Good
+1 Food
-7 Energy
-2 Water
-3 Labor
4 YZ Mit
1 RZ Mit
+15-30 Income
10 progress reduction to all orbital
Developmentalists - Expand Local Public Media Ops
Duqm Hydrofoil production
Missing the cut or no listed effect: Super Marv (45%) 3 RZ mit +25 RpT, Micro power gen (finishes, no effect until phase 2), Rolling Stock Plant +2 Logistics +2 Cap Good -4 Energy 23%, BZ fencing +4 YZ mit 33%, 1 security review, opens up Glacier mining phase 8 (2 dice for 60R -5 logistics +40-60 RpT +1 RZ mit)

Void Stalker- Plan Housing, Red Zone and Consumer Goods
+4 Housing
+3 Cap Good
+9 Cons Good
+1 Food
-12 Energy
-2 Water
-2 Labor
+2 Logistics
3 RZ Mit
+20-35 Income
10 progress reduction to all orbital
Duqm Hydrofoil production
Missing the cut or no listed effect: Organic textiles farms +2 Cons Good -1 Labor 28%, Super Marv (45%) 3 RZ mit +25 RpT, opens up intensification of YZ harvesting (1 dice at 15 R for +5 to 10 RpT and 1 YZ mit), opens up Glacier mining phase 8 (2 dice for 60R -5 logistics +40-60 RpT +1 RZ mit), 3 Security Reviews
This is such a weird way to evaluate things. Projects with less than 50% completion chance aren't bad! They still have a decent chance to complete, and more importantly any that don't complete set us up for completion next turn. MARVs are only 45% for three dice, but if that fails a single extra die the turn after very likely will. So why should MARVs not count in this assessment? Or how about one die on Organic textiles farms is 28%, a bit more than 1-in-4, but a second die bumps that up to 82%. So why not do one die there this turn to try and get a discount, then if that fails a second die to finish it off? You can do the same thing with Multi Use Stadium Program... which has the same probability %.... even though it has a +27 dice bonus... shit. (See above.)
 
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With how many turns you have between major status updates, (50 percent more than any other planquest) it is often far more dice efficient to go for a midrange possibility of completion on anything besides phased projects. What happens next turn really does not matter that much. It is the sum total of what you get at the midpoint of the plan that matters, and all of the plans make progress towards that goal. You still have half a soviet five year plan's worth of actions to get through before you have a vote.
 
@Void Stalker You may want to reconsider your plan's second die on the Stadium Program given it's 15% more likely to complete on one die than I had mistakenly misinformed everyone of.
@Void Stalker , I agree; I didn't notice this. I'm fine with the stadium having only one die on it, and as Derp points out, it's probably for the best if we don't waste valuable Service dice and resources.

This is such a weird way to evaluate things. Projects with less than 50% completion chance aren't bad! They still have a decent chance to complete, and more importantly any that don't complete set us up for completion next turn. MARVs are only 45% for three dice, but if that fails a single extra die the turn after very likely will. So why should MARVs not count in this assessment? Or how about one die on Organic textiles farms is 28%, a bit more than 1-in-4, but a second die bumps that up to 82%. So why not do one die there this turn to try and get a discount, then if that fails a second die to finish it off? You can do the same thing with Multi Use Stadium Program... which has the same probability %.... even though it has a +27 dice bonus... shit. (See above.)
To address your question about my approach here, the "which actions have a 50% or greater completion chance" isn't a perfect proxy for the overall quality of a plan. You are absolutely right, among other things because it inherently biases against plans that take actions that are slow to complete. Something like Blue Zone Power Expansion, with a 500-point completion requirement is very unlikely to be finished in a single turn, after all.

But.

That wasn't the reason for my favoring Void Stalker's analysis and his plan.

Because what the "which actions have a 50% or greater chance of completion" metric IS good for... is for acting as a rough proxy for "so, what will happen next quarter as a direct result of this plan?"

In my case, I specifically want to surge consumer goods soon. Well in advance of the election, so that the electorate has time to get used to the availability of the goods again. I'm deeply concerned about consumer goods projects that will take too long to finish, and I want to get a bunch of low-hanging fruit done soon. Get it out there to alleviate the economic strain on the populace, so that it comes as a quick consequence of the Second Four Year Plan, the first year of the plan, so that it doesn't just get dismissed as 'oh yeah you're only doing it for the election.'

I also want capital goods so that we can continue doing Cool Stuff next turn.

Those are, for me, both urgent priorities. So Void Stalker's plan being able to argue "look, I surge a lot of consumer goods this coming turn, and turn out some capital goods too!" is actually a good argument for the merits of his plan in my eyes.

With how many turns you have between major status updates, (50 percent more than any other planquest) it is often far more dice efficient to go for a midrange possibility of completion on anything besides phased projects. What happens next turn really does not matter that much. It is the sum total of what you get at the midpoint of the plan that matters, and all of the plans make progress towards that goal. You still have half a soviet five year plan's worth of actions to get through before you have a vote.
For most stuff that's true, but I stand by what i just said.
 
I think that there is a bit to much worry about indicators going negative for a turn, i would for example support a glacier mine even if rolling stock plants do not complete this turn and doing so has a 30% chance of us ending up at -2 logistics during the next turn but with 40 to 60 more resources.
 
This is such a weird way to evaluate things. Projects with less than 50% completion chance aren't bad! They still have a decent chance to complete, and more importantly any that don't complete set us up for completion next turn. MARVs are only 45% for three dice, but if that fails a single extra die the turn after very likely will. So why should MARVs not count in this assessment? Or how about one die on Organic textiles farms is 28%, a bit more than 1-in-4, but a second die bumps that up to 82%. So why not do one die there this turn to try and get a discount, then if that fails a second die to finish it off? You can do the same thing with Multi Use Stadium Program... which has the same probability %.... even though it has a +27 dice bonus... shit. (See above.)
You need a cut off point so projects that are likely to complete that turn is what I used. I did however include a section of projects that could complete that turn below to account for the fact that while those are unlikely to finish they still can finish so it is important to keep that in mind for possible effects and follow up for next turn. Because saying X plan does +Y to Cons Good when for example most of them have a 20% to succeed is not really telling the whole story. In this case I was looking at what the likely shifts to our numbers are (actions over 50%) while also mentioning projects that have a chance to complete but most likely need to have additional dice the following turn to finish are included after including the percentage so people can make evaluations based on that.

For stadia- huh I think when I did anydice I must have used the wrong bonus as well as I had 1 dice at a much lower chance than 43%. Hmmm will have to see where I can move that dice. edit- moved the resources of that 1 dice to multimedia initiatives, not likely to finish at 3 dice but it does some chip away and this way we can just drop one dice on it each turn moving forward to finish off (at 5 R per dice it is far more constrained by dice used elsewhere in services)

I think that there is a bit to much worry about indicators going negative for a turn, i would for example support a glacier mine even if rolling stock plants do not complete this turn and doing so has a 30% chance of us ending up at -2 logistics during the next turn but with 40 to 60 more resources.
Negatives do tend to slow us down and depending on the category can have far worse effects (negative cap goods means we need more progress on actions and the mil refit takes more cap goods to resolve, negative energy means some things are not at full production or shut down and so on). On the flip side positive numbers makes it easier for us to do actions.


With how many turns you have between major status updates, (50 percent more than any other planquest) it is often far more dice efficient to go for a midrange possibility of completion on anything besides phased projects. What happens next turn really does not matter that much. It is the sum total of what you get at the midpoint of the plan that matters, and all of the plans make progress towards that goal. You still have half a soviet five year plan's worth of actions to get through before you have a vote.
There is an importance to the order we do projects in since completion of some have effects on others or effects on the populace and their well being, on political support for GDI and NOD and our department. And different plans can put us on trajectory to finish different parts of the goals sooner than others.
 
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Adhoc vote count started by Ithillid on Jun 24, 2021 at 11:34 AM, finished with 189 posts and 71 votes.

  • [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 3 dice 15 R
    -[X] Multi Use Stadium Program 0/100 1 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 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 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 Derpmind's Terrible No Good Compromise Plan
    -[X] Heavy Industry 5/5 dice 50R
    --[X] Blue Zone Power Production Campaigns (Phase 1) 18/500 2 dice 20R 0%
    --[X] Heavy Rolling Stock Plants 0/250 3 dice 30R 23%
    -[X] Light and Chemical Industry 3/3 dice 40R
    --[X] Civil Clothing Factories 150/200 1 die 10R 78%
    --[X] Edinburgh Electric Motor Plant 0/125 2 dice 30R 64%
    -[X] Agriculture 2/3 dice 20R
    --[X] Yellow Zone Aquaponics Bays (phase 3) 15/80 1 die 10R 63%
    --[X] Organic textiles farms 0/100 1 die 10R 28%
    -[X] Tiberium 5/5 + 4 Free 190R
    --[X] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 7 dice 140R 99% (64% Phase 5 if also a 0/300 project)
    --[X] Red Zone Tiberium Harvesting (Phase 7) 35/130 2 dice 50R 98%
    -[X] Orbital Industry 2/3 dice 20R
    --[X] Orbital Shuttle Bays 0/70 1 die 20R 58%
    --[X] Security Review
    -[X] Services 4/4 20R
    --[X] Childcare and Preschool programs 0/230 2 dice 10R 8%
    --[X] Multi Use Stadium Program 0/100 1 die 10R 28%
    -[X] Military 5/5 dice 80R
    --[X] Red-1 North Super MARV Fleet 3 dice 60R 45%
    --[X] Hydrofoil Shipyards (Copenhagen) 0/100 2 dice 20R 82%
    -[X] Bureaucracy 3/3 + 1 Free dice
    --[X] Security Reviews Orbital Industry DC60 2 dice 98%
    --[X] Security Reviews Services DC60 2 dice 98%
    [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 43%
    -[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 Steady Progress
    -[X] Blue Zone Arcologies (Phase 1)(Progress 0/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) 2x 30R
    -[X] Fusion Power Prototype(Progress 0/200: 20 Resources per Die) (+ Energy) 1x 20R
    -[X] Blue Zone Microgeneration Program (Phase 1)(Progress 38/60: 5 resources per die) 1x 5R
    -[X] Yellow Zone Power Grid Extension (Phase 2)(Progress 101/275: 5 resources per die) (++ Energy) 3x 15R
    -[X] Heavy Rolling Stock Plants(Progress 0/250: 10 resources per die) (++ Logistics, ++ Capital Goods, --- Energy) 3x 30R
    -[X] Chemical Precursor Plants(Progress 36/200: 15 resources per die) (++ Capital Goods, --- Energy) 2x 30R
    -[X] Blue Zone Light Industrial Sectors(Progress 0/350: 10 Resources per die) (++++ Consumer Goods, -- Electricity, - Capital Goods, --- Labor) 1x 10R
    -[X] Civil Clothing Factories(Progress 150/200: 10 resources per die) (+++ Consumer Goods, - Energy) 1x 10R
    -[X] Yellow Zone Aquaponics Bays (phase 3)(Progress 15/80: 10 resources per die) (+ Food, + Consumer goods -- Water) 1x 10R
    -[X] Organic textiles farms(Progress 0/100: 10 resources per die) (++ consumer goods, - Labor) (Nothing until Civil Clothing Factories) is completed. 2x 20R
    -[X] Blue Zone Perimeter Fencing (Phase 2) (Progress 36/400: 15 resources per die) (4 points of yellow zone mitigation) 5x 75
    -[X] Orbital Shuttle Bays(Progress 0/70: 30 resources per die) (10 point discount to all space actions) 1x 1Fx 20R
    -[X] Security Reviews 1x
    -[X] NOD Research Initiatives(Progress 0/150 : 30 resources per die) 1x 30R
    -[X] Childcare and Preschool programs(Progress 0/230: 5 Resources per die) (--- Labor) 2x 10R
    -[X] Virtual Reality Arcades(progress 0/250: 10 resources per die) (++++ Consumer Goods, - Capital Goods, --- Energy) 1x 10R
    -[X] Reclamator Fleet RZ-1 North
    --[X] Super MARVs(progress 0/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT) 3x 60R
    -[X] Apollo Fighter Factories
    --[X] Toronto (Progress 0/70: 15 resources per die) (-- Labor, --- Energy) 1x 15R
    -[X] Hydrofoil Shipyards
    --[X] Duqm (Progress 0/100: 10 Resources per die) (--- -- Energy, -- Labor) 2x 20R
    -[X] Security Reviews (Orbital) (DC 60 + 1 operations die) 3x
    [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 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 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 20R
    -[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

Calling it here for Plan Red Zone, Housing, and Consumer Goods
Ithillid threw 2 100-faced dice. Reason: Yellow Zone Fortress Towns Total: 131
49 49 82 82
Ithillid threw 2 100-faced dice. Reason: Blue Zone Power Production Total: 145
64 64 81 81
Ithillid threw 4 100-faced dice. Reason: Heavy Rolling Stock Total: 51
33 33 6 6 3 3 9 9
Ithillid threw 1 100-faced dice. Reason: Civil Clothing Total: 41
41 41
Ithillid threw 2 100-faced dice. Reason: Edinburgh Electric Motor Plant Total: 133
83 83 50 50
Ithillid threw 2 100-faced dice. Reason: Yellow Zone Aquaponics Total: 85
4 4 81 81
Ithillid threw 1 100-faced dice. Reason: Organic Textiles Total: 68
68 68
Ithillid threw 2 100-faced dice. Reason: Red Zone Tiberium Harvesting Total: 35
1 1 34 34
Ithillid threw 3 100-faced dice. Reason: Red Zone Containment Lines Total: 194
97 97 16 16 81 81
Ithillid threw 1 100-faced dice. Reason: Orbital Shuttle Bays Total: 86
86 86
Ithillid threw 3 100-faced dice. Reason: Educational Multimedia Total: 215
58 58 89 89 68 68
Ithillid threw 1 100-faced dice. Reason: Multi Use Stadium Total: 87
87 87
Ithillid threw 3 100-faced dice. Reason: Reclamator Fleet Total: 167
43 43 85 85 39 39
Ithillid threw 2 100-faced dice. Reason: Hydrofoil Shipyard Total: 178
99 99 79 79
Ithillid threw 2 100-faced dice. Reason: Security review (Orbital) Total: 46
14 14 32 32
Ithillid threw 2 100-faced dice. Reason: Security review (Tiberium) Total: 95
1 1 94 94
Ithillid threw 2 100-faced dice. Reason: Security review (Services) Total: 186
86 86 100 100
 
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