[X] Plan Logistics, Tiberium and Expansion
[X] Plan All Into Mil, Diplomacy Edition
At this point it basically comes down to 'no Diplomatic Corps' or 'no Wartime Factory Refits' between the two leading plans for me--and I think the Diplomatic Corps is more important, slightly, but we should really have both.
 
[X] Plan Logistics, Tiberium and Expansion
[X] Plan I will get off this rock and take you with me

[] Plan All Into Mil
-[] Infra 4/5 dice 55R
--[] Tidal Power Plants (Phase 3) 154/300 1 die 10R (1/2 median)
--[] Blue Zone Arcologies (Stage 2) 548/650 3 dice 45R 99% (3/10 median Stage 3)
-[] Heavy Ind 4/4 dice 80R
--[] Continuous Cycle Fusion Plant (Phase 2) 22/300 3 dice 60R 11%
--[] Automated Civilian Shipyards 139/250 1 die 20R 21%
...
-[] Tiberium 6/6 dice 130R
--[] Red Zone Tiberium Harvesting (Stage 11) 46/130 2 dice 50R 98% (13% Stage 12)
--[] Tiberium Glacier Mining (Stage 11) 30/180 2 dice 60R 63%
--[] Railgun Harvester Factories Albany 0/70 1 die 10R 70%
--[] Railgun Harvester Factories Porto 0/70 1 die 10R 70%
-[] Orb Ind 5/5 dice 75R
--[] GDSS Philadelphia II (Phase 4) 100/715 3 dice 60R (3/9 median)
--[] Nanotube Hull Panelling Development 0/30 1 die 5R 95%
--[] Expand Orbital Communications Network (Phase 5) 79/135 1 die 10R 69%
One of the things I'm not comfortable about here is that there's very minimal effort put into +Logistics actions (kind of a slow-walk) and also very limited effort in, as I noted, the Philadelphia Phase 4 project.

@Derpmind can you tell me why are you doing two different powerplants options in particular? Why are they essential to this and following turns?
The tidal power option is a cheap Infrastructure option (roughly 150 further Progress and ~20 R for +4 Energy). When a plan struggles to activate all five Infrastructure dice for lack of funds, this makes the tidal power attractive, even if we don't have an immediate use for the Energy, because it may allow us to eke out one turn longer or one more project before doing a mandatory fusion plant phase later.

The fusion plant option is because we're going to need prodigious amounts of Energy over the course of this plan, so trickling dice into the next fusion power phase helps us ensure that when we need it, we can rush-complete construction of that particular thing relatively easily instead of having to throw 6-7 dice at Heavy Industry because we need to start from scratch Right Now Dammit.

Plan based off Simon_Jester's earlier one.
I'm flattered.

[X] Plan Heavy Income with Factory Refit (for ZOCOM)

Though if it was me, I'd drop the Johannesburg die (too little to make a difference) and use the resources thus freed up to turn the commsat dice into Philly dice (which COULD make a difference if it got done a turn earlier because we rolled two extra dice).

You don't need the commsats for the logistics, because you're banking on the (overwhelmingly likely) automated shipyard completion anyway.
 
I'll switch to doing the Negotiation Corps if people want me to. I did a Security Review instead because 91% still leaves a significant 9% chance of failure, but if most everyone's ok with only 3 dice then I'll make the change.
@Lightwhispers It's only been an hour, but given that seven people have voted for your plan variant, and no one's objected so far, I've edited my plan to do the Negotiation Corps. My plan is now identical to your plan variant.
 
[X] Plan Logistics, Tiberium and Expansion
I respect this plan. My first thought was that @Void Stalker could afford to flip one shipyard die to fusion because with only one phase of glaciers on the table it's not as critical that the shipyard project finish next turn, specifically... but then I realized that @Void Stalker 's not doing a "Plan B" option like a die on commsats to reduce our exposure in case of failure. With the shipyards being such a load-bearing element of the plan, he's right to go for three dice the way I was doing in "Surefire Shipping," I think.
It's actually slightly less risky to overdo ACS than 2:1 ACS and Orbital Comms. By 4%.

That wasn't worth +10R to my mind, but what do I know.

@Lightwhispers It's only been an hour, but given that seven people have voted for your plan variant, and no one's objected so far, I've edited my plan to do the Negotiation Corps. My plan is now identical to your plan variant.
[X] Plan All Into Mil
[X] Plan Logistics, Tiberium and Expansion
[X] Plan Heavy Income with Factory Refit (for ZOCOM)
 
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One of the things I'm not comfortable about here is that there's very minimal effort put into +Logistics actions (kind of a slow-walk) and also very limited effort in, as I noted, the Philadelphia Phase 4 project.
I'll note that I changed my plan since that post to put two dice on the Automated Shipyards, instead of one.
@Derpmind can you tell me why are you doing two different powerplants options in particular? Why are they essential to this and following turns?
Sorry I missed this ping earlier. But my response would, essentially, be the same @Simon_Jester posted above.
 
[X] Plan I will get off this rock and take you with me

[X] Plan All Into Mil

My thinking is either Getting space up and running faster Or boosting the Military(military refits required for me).
 
It's actually slightly less risky to overdo ACS than 2:1 ACS and Orbital Comms. By 4%.

That wasn't worth +10R to my mind, but what do I know.
It's mostly that the risk involved is very painful if you finish two rounds of glaciers (because then you get hit with -6 Logistics and go into negatives), but less painful if you only finish one round of glaciers (because then you don't go into negatives, you're just low for a quarter).

Therefore, it is relatively more acceptable to take the risk for +10R in a plan that doesn't do double glaciers.

I'll note that I changed my plan since that post to put two dice on the Automated Shipyards, instead of one.
That makes it better, but I'm still raw about the lack of Phillydice.

let pls not get tempted by the shinies and focus on all the deployment project we have instead of adding another one to the list
Because we need some of the shinies to counter specific Nod shinies we know they're already working on, or to enhance specific parts of our own forces that we're relying very heavily on.

So when do people plan to build the Havoc's for Steel Talon? I remember people saying they'll do it after we finish the moymer foundry for the cost decrease and the Ablates but nothing came from that.
I think people want to develop Shimmer Shields to see if they can go on the Havoc. If so it'd be a big upgrade, and since it's one of the few really new vehicles we're planning to field, this may be our only chance to get a shielded vehicle into the field during the upcoming Nod offensive.

It's nice that there interested in it and all but we now have a requirement to build all of the current Steel Talon options and at least one factory of each the longer we put that off the more rushed we'll be with it by the end of this plan. So I'd prefer to do it now then later.
We have 14 turns until the end of the Plan and the requirements are tiny by comparison. Don't even worry about it at this stage of the game; it's in high enough demand that it won't be put off that long.
 
Preliminary vote, gonna read the thread more and change it probably.

[X] Plan All Into Mil

I'd go for the runner up to soak in those sweet vore crystals, but it doesn't do Factory refits, which we need to bolster our zone armor production. That's one of the most immediate mitigations we have for the variety of things that went wrong in the naval battle last turn.

Ithillid has confirmed that the sonic artillery dev wouldn't benefit from shields, so I've got no qualms there.
 
[X] Plan I will get off this rock and take you with me

Also, posting my plan for visibility, with changes suggested by Simon_Jester

[X] Plan Heavy Income with Factory Refit (for ZOCOM)
-[X]Infrastructure 4/5 Dice 60 R
--[X] Blue Zone Arcologies (Stage 2) 548/650 (2 dice, 30 R) (91% chance)
--[X] Tidal Power Plants (Phase 3) (2 dice, 20 R) 154/300 (62% chance)
-[X]Heavy Industry 4/5 Dice 60 R
--[X] Automated Civilian Shipyards 139/250 (3 Dice, 60 R) (98% chance)
-[X]Light and Chemical Industry 1/4 Dice 0 R
--[X] Security Review
-[X]Agriculture 0/3 Dice 0 R
-[X]Tiberium 6/6 Dice + 2 Free Die 210 R
--[X] Red Zone Tiberium Harvesting (Stage 11) 46/130 (2 Dice, 50 R) (98% chance)
--[X] Tiberium Glacier Mining (Stage 11) 30/180 (5 Dice, 150 R) (81% chance of two stages)
--[X] Albany 0/70 (1 die, 10 R) (70% chance)
-[X]Orbital 5/5 Dice + 1 Free Die 95 R
--[X] GDSS Philadelphia II (Phase 4) 100/715 (4 dice, 80 R) (4/9.5 median)
--[X] Expand Orbital Communications Network (Phase 5) 79/135 (1 die, 10R) (69% chance)
--[X] Nanotube Hull Panelling Development (New) 0/30 1 die 5R (100% chance)
-[X]Services 4/4 dice + 0 free Dice 70 R
--[X] NOD Research Initiatives 124/160 (1 die, 30 R) (100% chance)
--[X] Scrin Research Institutions 328/350 (1 die, 30 R) (100% chance)
--[X] Remedial Education Program Expansions (New) 0/120 2 die 10R (74% chance)
-[X]Military 6/6 Dice + 1 Free Dice 105 R
--[X] Shimmer Shield Development 0/60 (1 die, 20 R) (73% chance)
--[X] Hydrofoil Shipyards 69/85 (1 die 10 R) (100% chance)
--[X] Naval Point Defense 0/330 3 dice 45R
--[X] Wartime Factory Refits (Phase 2) 52/90 1 die 20R 91%
--[X] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 94%
-[X]Bureaucracy 3/3 + 2 Free Die
--[X] Lobby For Establishment of Negotiation Corps (New) DC 130 3 dice 15PS 91%
--[X] Light Industry Review (2 dice)

590/590 R, 6/6 Free Dice

Word from QM is that phase 2 of wartime factory refits will boost ZOCOM's factories. Will give them the ability to raise a few more battalions. So a quick 1 die in the factories will help in the short term. I really hope that we can do Johannesburg in the future for the focused zone armour plan, but that's for later turns.

I think income is our biggest problem right now so I do want to focus on double glacier. Then Philly for all the extra dice the income can fund. But I also want to activate all those fallow agriculture, heavy industry, infrastructure, and services dice later.

Negotiation corps added in because everyone seems to be on board with it.
 
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[X] Plan Logistics, Tiberium and Expansion
[X] Plan Wartime Factory Refits and orca's
[X] Plan All Into Mil
[X] Plan All Into Mil, Diplomacy Edition
[X] Plan Heavy Income With Factory Refit (for ZOCOM)
 
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[X] Plan Logistics, Tiberium and Expansion

all of the other plans either lack investment into Caffeine and/or are lacking in some other critical area. Caffeine has been the longest requested thing from all departments outside of better point defense and 'more shells please', and of those three it is the cheapest one to fix relative to the returns that it will bring.
 
[X] Plan Wartime Factory Refits and orca's

I don't get why we are drip-feeding both education projects, when we could put two dice on the Remedial Education option and have a decent chance of it completing this turn...
 
[X] Plan I will get off this rock and take you with me
[X] Plan All Into Mil
 
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