Not using all 5 Tiberium dices when there's a 5 resource option to use it on is a huge waste, and similarly with not putting at least 3 dices on MARV deployment, either with a fleet or with building the next node. The Tiberium mutation IS coming, so the only thing to do is to keep pushing Abatement as far as possible in preparation for it, which means putting out more MARVs in every region with significant production capability to prevent any losses due to encroachment.
 
[X] Plan Consumer Slam
-[X] Infrastructure 5/5 dice 75R
--[X] Tidal Power Plants (Phase 1) 157/200 2 die 20R 99%
--[X] Blue Zone Arcologies (Phase 1) 396/450 1 die 15R 74%
--[X] Fiber-Optic Expansion 105/240 2 dice 40R 55%
-[X] Heavy Industry 5/5 dice +1 free 80R
--[X] Blue Zone Power Production Campaigns (Phase 2) 345/550 4 dice 40R 89%
--[X] Fusion Power Prototype 124/200 1 die 20R 55%
--[X] Union Class Construction Yard 137/180 1 die 20R 88%
-[X] Light and Chemical Industry 3/3 dice +3 free 60R
--[X] Yellow Zone Light Industrial Sectors 173/400 4 dice 40R 74%
--[X] Bulk Plastics Facilities 126/200 2 die 20R 94%
-[X] Agriculture 3/3 dice 30R
--[X] State Operated Breweries 0/125 2 dice 20R 64%
--[X] Perennial Aquaponics Bays 106/350 1 die 10R 0%
-[X] Tiberium 5/5 dice 55R
--[X] Chicago Planned City (Phase 1) 41/80 2 Tib dice 40R 100% (30% Phases 1+2)
--[X] Tiberium Prospecting Expeditions (Phase 1) 0/75 3 dice 15R 100% (73% Phases 1+2+3 if each is 0/75)
-[X] Orbital Industry 3/3 dice 55R
--[X] GDSS Philadelphia II (Phase 2) 92/180 2 dice 40R 89%
--[X] Orbital Cleanup (Phase 3) 1/90 1 die 15R 39%
-[X] Services 4/4 dice 45R
--[X] Fashion development houses 0/225 1 die 10R 0%
--[X] Ethnic Restaurant Program 0/150 2 dice 20R 68%
--[X] Durable Goods Libraries and Central Repositories 0/200 1 die 15R 0%
-[X] Military 5/5 dice +1 free 90R
--[X] Super MARV Reclaimator Fleet (RZ-6 South) 136/210 2 dice 40R 94%
--[X] Reclamator Hub Yellow Zone 5a 66/105 1 die 20R 89%
--[X] Ablat Plating Deployment (phase 1) 0/200 2 dice 20R 8%
--[X] Wolverine Mark 3 Deployment 0/150 1 die 10R 0%
-[X] Bureaucracy 3/3 dice -25 PS
--[X] Technology Codevelopment Programs DC 60 2 dice -20 PS 98%
--[X] Light and Chemical Industry Recruitment Drive DC 50 1 die -5 PS 78%

Total: 490/490R, -25 PS

Energy:
Current Reserve +2, Tidal +4 99%, BZ Production +16 89%
BZ Arcology -2 74%, YZ LI -2 74%, Chicago Phase 2 -? 30%
At least +2 Energy just-in-case to cover Chicago, and much more if BZ Production also completes.

Consumer Goods:
BZ Arcology +4 74%, Fiber +4 55%, YZ LI +8 74%, Bulk Plastics +2 94%, Breweries +4 64%, Ethic Restaurants +4 68%
Total possible: +26 Consumer Goods.

This plan focuses on gaining a big pile of consumer goods this turn for maximal effect on smashing the FMP to bits in the upcoming election. It doesn't compromise in our other needed sectors or risk running out of energy. Most projects have either a 70%+ completion chance or are moving towards finishing next turn. (Especially those that we'll need to complete BZ Power Production for.) Highlights of this plan are completing YZ Light Industry, capturing the overflow on RZ-6 South's MARV fleet in Reclaimator Hub YZ 5a, and starting up both Ablat Plating and Wolverines for completion next turn.

Edit: Somehow I got Boston mixed up with Chicago. Fixed now.
 
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[X] Plan Power, Mil and Cons Good
Infra 5/5 75R +12
-[X] Tidal Power Plants (Phase 1) 157/200 2 dice 20 R 99%
-[X] Blue Zone Arcologies (Phase 1) 396/450 1 dice 15 R 74%
-[X] Fiber-Optic Expansion 105/240 2 dice 40 R 55%
HI 5/5 +1 dice 80R +15 (-2 for 2 years due to graduates)
-[X] Blue Zone Power Production Campaigns (Phase 2) 345/550 4 dice 40 R 89%
-[X] Fusion Power Prototype 124/200 1 dice 20 R 55%
-[X] Union Class Construction Yard 137/180 1 die 20R 88%
LC 3/3 +2 dice 50R +12
-[X] Yellow Zone Light Industrial Sectors 173/400 3 dice 30 R 32%
-[X] Bulk Plastics Facilities 126/200 2 dice 20 R 94%
Agri 3/3 30R +12
-[X] Perennial Aquaponics Bays 106/300 3 dice 30 R 22%
Tiberium 5/5 55R +30 (-2 for 2 years due to graduates)
-[X] Tiberium Prospecting Expeditions (Phase 1) 3 0/70 3 dice 15 R 100% phase 1, 99% phase 2
-[X] Chicago Planned City (Phase 1) 41/80 2 dice 40 R phase 1 99%, phase 2 30%
Orbital 3/3 55R +12
-[X] GDSS Philadelphia II (Phase 2) 92/180 2 fusion dice 40 R 89%
-[X] Orbital Cleanup (Phase 3) 1/90 1 dice 15 R 39%
Services 4/4 50R +27
-[X] Ethnic Restaurant Program 0/150 2 dice 20R 68%
-[X] Durable Goods Libraries and Central Repositories 0/200 2 dice 30R 25%
Military 5/5+1 dice 95R +12
-[X] Reclamator Hubs Yellow Zone 5a 66/105 1 dice 20 R 89%
-[X] Reclamator Fleet RZ 6 South (Super MARVs) 136/210 2 dice 40 R 94%
-[X] Tube Artillery Development 0/40 1 dice 15 R 88%
-[X] Ablat Plating Deployment (phase 1) 0/200 2 dice 20 R 8%
Bureau 3/3 +1 free +12
-[X] Technology Codevelopment Programs 2 dice 98%
-[X] Light and Chemical Industry Recruitment Drive 2 dice 99%
Free 5/5
-1 HI, 2 LC, 2 mil

490/490

Okay going for the two new options under bureau because we can use more LC dice and getting tech faster including the two tib techs is very important. Using the three spare tib dice on the new project. Meanwhile doing YZ 5a hub because that 1) secures northern South America from NOD 2) brings more YZ populace under our control and out of NOD recruitment and 3) overflow from the Super MARV project will go into it. Otherwise a focus on getting power up and running so we can do a lot of neat projects next turn (also the more LC dice will be amazing next turn for a final Cons Good push before elections).

Of note Perennials give PS and I am spending a good chunk of PS to get some needed bureau projects, and having high PS opens up new options so rebuilding will help alot. 1 or 2 more LC dice for at least the rest of the plan is nice, 9 to 18 extra LC dice. And as mentioned getting the two tib inhibitation projects out sooner than later lets us slow down the mutation and get more mitigation going.


Energy:
+2 Current, +4 Tidal Phase 1, +16 BZ Phase 2, +1 Fusion
-2 Arcology -2 YZ Light Industry -? Chicago (maybe), -2 Durable Good

Consumer Goods:
+1 Arts Grant, +4 Arcology (74%), +4 Fiber Optics (55%), +8 YZ Light (32%), +2 Bulk Plastic (94%), +4 over 8 turns Perennial (22%), +4 Ethnic Restaurant (68%), +8 Durable Good (25%)

So keys- the two new bureau projects that 1) let us bring the 2 tib techs online sooner (which means we slow mutation rate sooner which means it takes longer for the next mutation to start causing mit loss and we get more mit options to start pushing back the RZ). And the LCI dice is an extra 1 or 2 per turn for 9 turns so +9 to 18 LC dice. At the very least it means we can reduce or avoid free dice on LCI while still pushing out projects which helps us catch up in Mil and elsewhere. Power- enough dice on tidal to make sure it finishes which means at worst we end up energy neutral and a high chance to get BZ power up and running and a solid shot at finishing fusion to open up more power options. Beyond that a lot of work on finishing or starting ConsGood projects to get a bunch done Q3 and Q4. For Mil- finishing the MARV and securing north SA and provide a rollover spot for MARV saving a dice or two long run in the mil category. Arty tubes helps with securing Chicago and the other hubs we are putting up and easing our shell situation a bit. And ablat deployment (which I am likely to sink 1 or 2 dice a turn on for phase 1 and 2 at least)

Right now have 2 ablat dice, depending on what people think I can split 1 off to start wolverine at the expense of no chance of finishing ablat phase 1 this quarter.

Edit approval voting
[X] Plan Consumer Slam
This has the two bureau projects so approval voting for it.

[X] Plan Lofty Alternative
 
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[X] Plan MORE POWER!
Infrastructure 5/5 95R
-[X] Tidal Power Plants (Phase 1) 2 dice 20R 99%
(progress 157/200: 10 resources per die) (+++ Energy)
-[X] Blue Zone Arcologies (Phase 1) 1 die 15R 74%
(Progress 396/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy)
-[X] Fiber-Optic Expansion 2 dice 40R 55%
(Progress 105/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)
-[X] Chicago Planned City (Phase 1) 1 Tiberium die 20 87%
(Progress 41/80: 20 resources per die) (--- Labor) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
Heavy Industry 5/5 100R
-[X] Blue Zone Power Production Campaigns (Phase 2) 3 dice + 1 free die 40R 89%
(Progress 346/550: 10 Resources per die) (- Labor, +++++ Energy)
-[X] Fusion Power Prototype 2 dice 40R 96%
(Progress 124/200: 20 Resources per Die) (+ Energy)
-[X] Union Class Construction Yard 1 free die 20R 88%
(Progress 137/180: 20 resources per die) (+1 Fusion Lift Die)
Light and Chemical Industry 3/3 40R
-[X] Yellow Zone Light Industrial Sectors 1 die + 1 free de 20R 0%
(Progress 173/400: 10 Resources per die) (++++ Consumer Goods, -- Energy, -- Capital Goods, --- Labor)
-[X] Bulk Plastics Facilities 2 dice 20R 94%
(Progress 126/200: 10 resources per die) (+ Capital Goods, ++ Consumer Goods)
Agriculture 3/3 30R
-[X] Perennial Aquaponics Bays 3 dice 30R 22%
(Progress 106/350: 10 resources per die) (++++ Food over 8 turns, +++ Consumer Goods over 8 turns) (5 Political Support)
Tiberium 5/5
-[X] Tiberium Prospecting Expeditions (Phase 1) 4 dice 20R 100%
(Progress 0/75: 5 resources per die) (Small additional income trickle [5 Resources])
Orbital 3/3 2 fusion dice 55R
-[X] GDSS Philadelphia II (Phase 2) 2 fusion dice 40R 89%
(Progress 92/180: 30 resources per die) (5 PS for completion)
-[X] Orbital Cleanup (Phase 3) 1 die 15R 39%
(Progress 1/90: 15 resources per die) (Opens new Space Projects) (25-30 resources)
Services 4/4 40R
-[X] Fashion development houses 2 dice 20R 10%
(Progress 0/225: 10 resources per die) (+++ Consumer Goods)
-[X] Ethnic Restaurant Program 2 dice 20R 68%
(Progress 0/150: 10 Resources per die) (- Food, +++ Consumer Goods)
Military 5/5 105R
-[X] Reclamator Hubs
(Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/105: 20 resources per die) (Contributes to plan goal)
--[X] Reclamator Hub Yellow Zone 5a 1 die 20R 89%
(Progress 66/105)
--[X] Reclamator Hub Red Zone 7 North 1 die 20R 23%
(Progress 0/105)
-[X] Reclamator Fleet RZ-6 South
--[X] Super MARVs 1 die 20R 54%
(progress 136/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
-[X] Orca Refit Package Development 1 die 15R 88%
(Progress 0/40: 15 resources per die)
-[X] Remote Weapons System Development Predator 1 die 10R 88%
(Progress 0/40: 10 Resources Per die)
-[X] Ablat Plating Deployment (phase 1) 1 free die 10R 0%
(Progress 0/200: 10 resources per die)
-[X] Wolverine Mark 3 Deployment 1 free die 10R 0%
(Progress 0/150: 10 resources per die) (-- - Energy)
Bureaucracy 3/3
-[X] Interdepartmental Communication Initiative 3 dice 99%
(DC 90) (offers indicators which projects are of high priority to other departments.
Free Dice 5/5
485/490 0/0 Reserve

485 total resources spent
 
[X] Plan Research, tanks and bombers
Infrastructure (5 dice) 75R
-[X] Tidal Power Plants, 2 die (20 Resources)
-[X] Blue Zone Arcologies (Phase 1), 1 die (15 Resources)
-[X] Fiber-Optic Expansion, 2 dice (40 Resources)
Heavy Industry (6 dice +3 Free) 100R
-[X] Blue Zone Power Production (Phase 2), 4 dice (40 Resources)
-[X] Fusion Power Prototype, 1 die (20 Resources)
-[X] Union Class Construction Yard, 1 die (20 Resources)
-[X] Heavy Rolling Stock Plants 111/250 2 dice 20R 57%
Light and Chemical Industry (3 dice +1 Free) 40R
-[X] Yellow Zone Light Industrial Sectors, 3 dice (30 Resources)
-[X] Bulk Plastics Facilities, 1 dice (10 Resources)
Agriculture (3 dice) 30R
-[X] Perennial Aquaponics Bays, 1 die (10 Resources)
-[X] State Operated Breweries 0/125 2 dice 20R 64%,
Tiberium (5 dice) 55R
-[X] Chicago Planned City (Phase 1), 2 dice (40 Resources)
-[X] Tiberium Prospecting Expeditions (Phase 1) 3 dice 15R
Orbital (3 dice) 55R
-[X] GDSS Philadelphia II (Phase 1), 2 dice (2 Fusion) (40 Resources)
-[X] Orbital Cleanup (Phase 3), 1 die (15 Resources)
Services (4 dice) 40R
-[X] Ethnic Restaurants, 2 dice (20 Resources)
-[X] Fashion development houses 0/225 2 dice 20R 10%
Military (5 dice +1 Free) 95R
-[X] Super MARV Reclaimator Fleet (RZ-6 South), 1 dice (20 Resources)
-[X] Reclamator Hub Yellow Zone 5a (Progress 66/105) 1 dice (20 Resources)
-[X] Orca Refit Package Development 0/40 1 die 15R 88%
-[X] Remote Weapons System Development Predator 0/40 1 die 10R 88% 99%
-[X] Ablative Plating Refits 0/200, 1 dice (10 Resources)
-[X] Crystal Beam Laser Prototype Development 1 dice 20R
Bureaucracy (3 dice)
-[X] Technology Codevelopment Programs DC 60 2 dice -20 PS 98%
-[X] Light and Chemical Industry Recruitment Drive DC 50 1 die -5 PS 78%
Resources Available: 490/490

The focus here is on developing the next generation of tanks and refitting the Orca. Giving the tanks machine guns sounds like a cheap but effective refit while the lasers can be used as a weapon on both.
The tank upgrade should roll out fast while a joint technological base will need time.
No work on Mechs as I want to complete the light industry zones before starting Johannesburg Myomer Macrospinner and those will make Mech cheaper or better.
There is a small chance of -2 energy but that needs Blue Zone Power 89% to fail and yellow zone industry(32%) and the Rolling Stock(57%) to complete so the actual odds of that happening is very low.

[X] Plan Power, Mil and Cons Good
[X] Plan Lofty Alternative
 
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[X] Plan Consumer Slam

[X] Plan Power, Mil and Cons Good

I'm fine with either. All are doing real good for expansion and use of resources and dice. I like the power plan a bit better even, but so long as effort is put into expanding Chicago, Prospecting, and the MARV fleets, then I have little to complain about.

Edit:

[X] Plan MORE POWER!

This one is also pretty good, particularly by spreading out the MARV Fleet so more can potentially be done per turn in a more resource efficient way.
 
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Here is my plan which should fix our artillery troubles and provide a whole lot of power to finish off the rapier and zone suit factories

[X] Plan Judicious Application of Ordinance
Infra 5/5 85R +12
-[X] Fiber-Optic Expansion 105/240 3 dice 60R 91%
-[X] Blue Zone Arcologies (Phase 1) Progress 396/450 1 die 15R 74%
-[X] Tidal Power Plants (Phase 1) 157/200 1 die 10R 85%
HI 5/5 + 3 Free die 80R +15 (-2 for 2 years due to graduates)
-[] Blue Zone Power Production Campaigns (Phase 2) 345/550 5 dice 50R 99%
-[] Heavy Rolling Stock Plants 111/250 3 dice 30R 92%
LCI 3/3 30R +12
-[X] Yellow Zone Light Industrial Sectors 173/400 3 dice 30R 32%
Agri 3/3 30R +12
-[] Perennial Aquaponics Bays 106/350 3 dice 30R 22%
Tiberium 5/5 40R +30 (-2 for 2 years due to graduates)
-[X] Tiberium Prospecting Expeditions (Phase 1) Progress 0/75 4 dice 20R 100%
-[X] Chicago Planned City (Phase 1) 41/80 1 Tib die 20R 100% (8% omake used)
Orbital 3/3 55R +12
-[X] GDSS Philadelphia II (Phase 2) 92/180 2 Fusion dice 40R 89%
-[X] Orbital Cleanup (Phase 3) 1/90 1 die 15R 39%
Services 4/4 55R +27
-[X] Durable Goods Libraries and Central Repositories 0/200 3 dice 45R 82%
-[X] Ethnic Restaurant Program 0/150 1 dice 10R 0%
Military 5/5 + 2 Free dice 90R +12
-[X] Reclamator Hub Yellow Zone 5a 66/105 1 die 20R 89%
-[X] Super MARV Reclamator Fleet (RZ-6 South) 136/210 1 dice 20R 54%
-[X] Shell Plants (Phase 4) 3/300 5 die 50R 68%
Bureau 3/3 +12
-[X] Interdepartmental Communication Initiative DC90 3 dice 99%

470/490 R 20R banked for next turn

plan will likely lead to
energy +10
housing +8
cap goods +2
consumer goods +12 +4 over 8 turns
food +8 over 8turns
resources +35 Rpt
mitigation + 3 RZ

will only lead to less if YZ light industrial zones finishes which is well covered in it's cap goods and power costs and would be good and another +8 consumer goods. Also worth noting have good chances to complete Durable Goods Libraries and Central Repositories 82% and Fiber-Optic Expansion 91% which would be good to complete before the election.
 
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I really want Philadelphia Stage 3 ASAP. We can see that Stage 2 has a minor roll bonus that already warrants focus (+1 doesn't sound like a lot but it adds up to hundreds of extra progress points every year with how many dice we roll), Stage 3 is going to have something even juicier. There's also the moral/political angle to consider with enabling a broader election and wider representation for the next 4 years but it's not like there's a contest between making the numbers go up and scoring morality points, we can do both at once here.

Also shuffled around my military sector to give the Talons a little love compared to my earlier draft. It's just 2 dice, not a shock investment, but giving the Talons a reliable stream of funding at a couple dice per turn until they're caught up seems fair to me.

[X] Plan Lofty Ideals
Infrastructure (5 dice)
-[X] Tidal Power Plants (Phase 1), 2 dice (20 Resources)
-[X] Blue Zone Arcologies (Phase 1), 1 die (15 Resources)
-[X] Fiber-Optic Expansion, 2 dice (40 Resources)
Heavy Industry (5 dice + 1 Free)
-[X] Blue Zone Power Production Campaigns (Phase 2), 4 dice (40 Resources)
-[X] Fusion Power Prototype, 1 die (20 Resources)
-[X] Union Class Construction Yard, 1 die (20 Resources)
Light and Chemical Industry (3 dice + 2 Free)
-[X] Yellow Zone Light Industrial Sectors, 3 dice (30 Resources)
-[X] Bulk Plastics Facilities, 2 dice (20 Resources)
Agriculture (3 dice)
-[X] Perennial Aquaponics Bays, 3 dice (30 Resources)
Tiberium (5 dice)
-[X] Chicago Planned City (Phase 1), 1 die (20 Resources)
-[X] Tiberium Prospecting Expeditions, 4 die (20 Resources)
Orbital (3 dice + 1 Free) (2 fusion)
-[X] GDSS Philadelphia II (Phase 2), 4 dice (100 Resources)
Services (4 dice)
-[X] Ethnic Restaurant Program, 2 dice (20 Resources)
-[X] Durable Goods Libraries and Central Repositories, 1 die (15 Resources)
Military (5 dice + 1 Free)
-[X] Reclamator Fleet RZ-6 South, 2 dice (40 Resources)
-[X] Ablat Plating Deployment (Phase 1), 2 dice (20 Resources)
-[X] Titan Mark 3 Development, 1 die (10 Resources)
-[X] Wolverine Mark 3 Deployment, 1 die (10 Resources)
Bureaucracy (3 dice)
-[X] Technology Codevelopment Programs, 2 dice
-[X] Light and Chemical Industry Recruitment Drive, 1 die
Total cost: 490 Resources
 
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Oh and don't forget about this:
MARV Fleets: 3 remaining
There are still an entire THREE MARV fleets that still needs to be completed, as in currently there is only 2 MARV fleets out of 5 in total promised for that military dice. Since it takes completing the Hub first before being able to make those fleets, these should be worked on ASAP to ensure they're completed both to provide more resources to invest in the pricer options and to get the military happy at the same time.

The more MARVs there are the more area are secured after all, since unlike the mine that seems to scare off more investment due to needing military's investment at the same time, the MARV fleets are self sufficient and a very powerful force of their own.
 
[X] Plan Consumer Slam
[X] Plan Power, Mil and Cons Good

I'm good with both of these. I like Lofty Ideals, the total stuff we'll get from achieving Philly stage 5 is big, it's not quite where I want it on other things. I really want the Research project from Bureaucracy.
 
[X] Plan Power, Mil and Cons Good
[X] Plan Consumer Slam
[X] Plan Lofty Ideals with Tiberium and Videogames
 
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[X] Plan Lofty Ideals with Tiberium and Videogames
Infrastructure (5 dice)
-[X] Tidal Power Plants (Phase 1), 2 dice (20 Resources)
-[X] Blue Zone Arcologies (Phase 1), 1 die (15 Resources)
-[X] Fiber-Optic Expansion, 2 dice (40 Resources)
Heavy Industry (5 dice + 1 Free)
-[X] Blue Zone Power Production Campaigns (Phase 2), 4 dice (40 Resources)
-[X] Fusion Power Prototype, 1 die (20 Resources)
-[X] Union Class Construction Yard, 1 die (20 Resources)
Light and Chemical Industry (3 dice + 2 Free)
-[X] Yellow Zone Light Industrial Sectors, 3 dice (30 Resources)
-[X] Bulk Plastics Facilities, 2 dice (20 Resources)
Agriculture (3 dice)
-[X] Perennial Aquaponics Bays, 3 dice (30 Resources)
Tiberium (5 dice)
-[X] Chicago Planned City (Phase 1), 1 die (20 Resources)
-[X] Tiberium Prospecting Expeditions, 4 dice (25 Resources)
Orbital (3 dice + 1 Free) (2 fusion)
-[X] GDSS Philadelphia II (Phase 2), 4 dice (100 Resources)
Services (4 dice)
-[X] Ethnic Restaurant Program, 2 dice (20 Resources)
-[X] Game Development Studios, 2 dice (10 Resources)
Military (5 dice + 1 Free)
-[X] Reclamator Fleet RZ-6 South, 2 dice (40 Resources)
-[X] Ablat Plating Deployment (Phase 1), 2 dice (20 Resources)
-[X] Titan Mark 3 Development, 1 die (10 Resources)
-[X] Wolverine Mark 3 Deployment, 1 die (10 Resources)
Bureaucracy (3 dice)
-[X] Interdepartmental Communication Initiative, 3 dice
Total cost: 490 Resources

I like the idea of pushing to finish Philadelphia II, but I don't like leaving Tib Dice idle, so I switched out some Services to shake free the cash.
 
There are still an entire THREE MARV fleets that still needs to be completed, as in currently there is only 2 MARV fleets out of 5 in total promised for that military dice. Since it takes completing the Hub first before being able to make those fleets, these should be worked on ASAP to ensure they're completed both to provide more resources to invest in the pricer options and to get the military happy at the same time.
We also still need to do all 5 deployments we promised to do vs only 3 more Fleets and one of those is almost done.
 
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