[X] Plan Lofty Ideals
[X] Plan Lofty Alternative

I like it, I've been under the impression that we needed the perennials by the end of next turn to get full production by the end of the FYP but if it's Q1 2056 instead I don't have any problems with shifting Agriculture more towards consumer goods this turn. I'm still iffy on the MARV hub placement but I'm not so against it that it will kill a plan for me, and getting 4 dice on the Philly is my big thing so honestly I'm more than happy with the compromise.
 
[X] Plan Consumer Slam
[X] Plan Lofty Alternative

Adding the latter mostly for Wolverine development work.
 
I like it, I've been under the impression that we needed the perennials by the end of next turn to get full production by the end of the FYP but if it's Q1 2056 instead I don't have any problems with shifting Agriculture more towards consumer goods this turn. I'm still iffy on the MARV hub placement but I'm not so against it that it will kill a plan for me, and getting 4 dice on the Philly is my big thing so honestly I'm more than happy with the compromise.

Getting to the food goal is easy and even doable without spending energy:
Food: 23 points remaining is the goal
[ ] Entari Deployment
(progress 0/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)
-[] Entari Deployment 0/200 2 dice 40R 8%, 3 dice 60R 52%, 4 dice 80R 87%, 5 dice 100R 98%

[ ] Expansive Aquaponics Campaigns
(progress 0/600: 10 resources per die) (++++ Food, ++ Consumer Goods, --- Labor)
-[] Expansive Aquaponics Campaigns 0/600 7 dice 70R 3%, 8 dice 80R 15%, 9 dice 90R 40%, 10 dice 100R 67%, 11 dice 110R 87%

[ ] Perennial Aquaponics Bays
(Progress 106/350: 10 resources per die) (++++ Food over 8 turns, +++ Consumer Goods over 8 turns) (5 Political Support)
-[] Perennial Aquaponics Bays 106/350 3 dice 30R 22%, 4 dice 40R 64%, 5 dice 50R 90%

The current turn will have 1 dice on perennials and there are 9 turns left after it at 3 dice each so 27 dice and with the worse possible rolls we need 21. 7 of those come from the perennials so they need to be operational Q2 next year. Entari Deployment will improve the food produced by Expansive Aquaponics Campaigns and we have +1 to all rolls from Philadelphia next turn.
We should do Spider Cotton Development 0/40 1 die 20R 88% to see how many consumer goods it gives and what the cost are and can fit in at least one consumer good project in agriculture.
 
Getting to the food goal is easy and even doable without spending energy:
Food: 23 points remaining is the goal
[ ] Entari Deployment
(progress 0/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)
-[] Entari Deployment 0/200 2 dice 40R 8%, 3 dice 60R 52%, 4 dice 80R 87%, 5 dice 100R 98%

[ ] Expansive Aquaponics Campaigns
(progress 0/600: 10 resources per die) (++++ Food, ++ Consumer Goods, --- Labor)
-[] Expansive Aquaponics Campaigns 0/600 7 dice 70R 3%, 8 dice 80R 15%, 9 dice 90R 40%, 10 dice 100R 67%, 11 dice 110R 87%

[ ] Perennial Aquaponics Bays
(Progress 106/350: 10 resources per die) (++++ Food over 8 turns, +++ Consumer Goods over 8 turns) (5 Political Support)
-[] Perennial Aquaponics Bays 106/350 3 dice 30R 22%, 4 dice 40R 64%, 5 dice 50R 90%

The current turn will have 1 dice on perennials and there are 9 turns left after it at 3 dice each so 27 dice and with the worse possible rolls we need 21. 7 of those come from the perennials so they need to be operational Q2 next year. Entari Deployment will improve the food produced by Expansive Aquaponics Campaigns and we have +1 to all rolls from Philadelphia next turn.
We should do Spider Cotton Development 0/40 1 die 20R 88% to see how many consumer goods it gives and what the cost are and can fit in at least one consumer good project in agriculture.
Expansive Aquaponics Campaigns is so painfully dice-intensive that I think we've all been trying to find a way to get by without it... :(
 
Expansive Aquaponics Campaigns is so painfully dice-intensive that I think we've all been trying to find a way to get by without it... :(
The alternative for that is most likely this but it costs 3 Energy and Chemical Fertilizer Plants are LCI dice.

[ ] Chemical Fertilizer Plants
While GDI's methods typically rely heavily on circulating nutrients through fish to deliver nutrition to its plant growth bays, producing effective non toxic fertilizers is quite possible. By supplementing fish and bacterial byproducts with chemical additives, GDI can increase production of food and consumer goods.
(Progress 0/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)

[ ] Vertical Farming projects (Phase 2)
With a first wave of vertical farms completed, a second wave, located in less critical cities can begin. While these next waves will be marginally less expensive than the original batch, a result of some efficiencies in the learning process, they are of roughly the same scale and distribution as previous designs.
( Progress 65/240: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)
 
[X] Plan Lofty Ideals
[X] Plan Lofty Alternative

Edit: Odd does the vote tally tool not pick up one's own votes?
 
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Keep in mind as we do some projects we likely open others, and the Entai one mentions improved effectiveness so we would have to see the exact effect. I am fairly confident in hitting plan goals before plan end, but then hitting the plan goals is secondary to fighting Tiberium, NOD and running a functional economy. So nice to clear out early but not something to stress over.
 
Oh we shouldn't have any problem hitting the plan goals, they're all very achievable while still having lots of slack in the budget. We could pretty easily clear all the Plan goals multiple turns before the end of the FYP if we wanted to. It's just a question of how we get there.

Entari deployment is definitely a pretty high priority for agriculture once the perennial bays are starting to spin up, they'll modify everything that comes after them. It's a miracle wonder crop, we should roll it out as a pretty high priority.
 
[X] Plan Lofty Ideals
[X] Plan Lofty Alternative

A bit wierd that a plan maker would make an alternative plan to their plans main competitor…
But if the original plan maker is alright with it I guess it works.
 
A bit wierd that a plan maker would make an alternative plan to their plans main competitor…
But if the original plan maker is alright with it I guess it works.
It is not that unusual. Most of the planmakers for this quest are doing at least a partial discussion of the material even before I push an update. They each have their own priorities so you sometimes see alternate plans crop up based on another planmaker's basis.
 
It is not that unusual. Most of the planmakers for this quest are doing at least a partial discussion of the material even before I push an update. They each have their own priorities so you sometimes see alternate plans crop up based on another planmaker's basis.

yea I have seen that but not one plan maker make an alternative of the plan their plan is in competition with during halfway through a close vote. That is what I found a bit odd and suspicious as it is a good way to split the vote of your competition. But both plan makers seem to like the new one and it definitely does not seem to be what is happening here. Just thought it worth noting.
 
We like to argue about random minutiae as if they're the most important thing in the world because that's half the fun in these quests, but I do think that all the big planmakers are generally on the same page and we try not to play silly political games with each other. Especially with approval voting, you can't really split the vote for a competing plan as an active strategy even if you wanted to since people can just vote for the original and the compromise (as everyone is doing).
 
Hey, out of cuiosity, what does leaving a die inactive get us?

Or are you talking about the costs of the actions it can be used for?
An inactive die doesn't get us anything? In Beurocracy it means we don't risk failing an action, and since some options cost PS it's a way to avoid risking 5 PS. (Not that anyone's leaving a Beurocracy die inactive anyways,)
[X] Plan Consumer Slam
[X] Plan Lofty Alternative

Adding the latter mostly for Wolverine development work.
Ah, both the plans you're voting for use 1 die on the Wolverines. And so does Plan Lofty Ambition.
[X] Plan Lofty Ideals
[X] Plan Lofty Alternative

A bit wierd that a plan maker would make an alternative plan to their plans main competitor…
But if the original plan maker is alright with it I guess it works.
yea I have seen that but not one plan maker make an alternative of the plan their plan is in competition with during halfway through a close vote. That is what I found a bit odd and suspicious as it is a good way to split the vote of your competition. But both plan makers seem to like the new one and it definitely does not seem to be what is happening here. Just thought it worth noting.
Plan voting isn't about "my" plan winning. Not when the entire thread's been involved in the discussion in one way or another. We're all trying to create what we think is the best plan together. Plan Lofty Alternative fixes the bits of Lofty Ambition I felt could use improvement, and if it reaches the top of the vote I think I'll drop my original vote in favor of it. Stunting on the FMP would be really cool but I also like the idea of Dr. Granger smashing the Democracy button hard too. Basically either of these plans are I feel really good plans, mechanically and narratively.

If all I wanted was for my plan to win, It would have likely won had I not posted anything. But now so many people are approval voting Lofty Alternative so quickly it might end up winning instead. It's hardly vote splitting when we can all approval vote, change our votes, and continue discussion.
 
A lot of the time compromise plans I see are actually compromise plans.

I.E if one of the plans is winning and it's based on some major part. 8+ dice into military or whatever.

Well, fine, people want a bunch of dice on military. So here's an alternate plan with all that. But rather than spending a bunch of other stuff on minor light industry that is kind of tacked onto the first plan just to spend dice. Well, instead those dice in light industry are instead transferred to extra food which the second planmaker wants.

This way you get plan A's main thing which is military. And put a bunch of the resources we have into the main thing plan b wanted.

I'm simplifying, but that tends to be one of the reasons I see. Actual compromise plans.
 
If we don't do Titan Mk3 this turn we absolutely have to next turn. So much important tech is gated behind them, on top of them just generally being very good.
 
[X] Plan Lofty Alternative
[X] Plan Consumer Slam

I'll throw an approval vote out there. The Majority of my issues with the original Plan Lofty Ideals have been edited out, and the only real hang up I had left was just the Mass of idle Tib Dice.

The alt is fine with me as is.
 
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