Looking into the future a bit, let me check what would the costs be for various deployment projects...

Long Range Sensors - 125R, 5 dice, 81+%

Orca Refits - 45R, 3 dice, 54+%

Shatterer Mk2 Factory - ~80R, 4 dice, presumed odds 80+% (I am thinking 250-ish progress)(I have no actual idea)

Shell Plants - 50R, 5 dice, 71%
Ablat - 30R, 3 dice, 84%
Missiles - 75R, 5 dice, 72% for 2 stages

So yeah, these projects. Sadly my pet issue of MARV RZ-1 South Hub is... Additional stress that all our Military and Free dice cannot give without sacrificing other options.

Orca-Shatterer-Shells takes 12 total dice, 175R. It is about as much spending as the current leading plan. And it covers the most urgent of the consumables - the shells.

Sadly Orcas are the most... Acceptable sacrifice in this if we pick the Reclamator Hub instead. And at the same time the most universally applicable.

So... Gotta delay. Q1 with Sensors, Ablat and Hub (2 dice, 40R) will take 10 dice and 195R, and will cover the second most desired consumables. Furthermore, we have a 2-dice slack in case we need to slow-walk a project.

Then, Q2 is the most urgent moment. Gotta overspend on MARV (5 dice, 100R), and build more Missiles... 10 dice, 175R. Again, dice to slack.

Turn 1 (Q4) - Orca-Shatterer-Shells (est. 12 dice, 175R)
Turn 2 (Q1) - Sensors-Ablat-Hub (est. 10 dice, 195R)
Turn 3 (Q2) - MARV-URLS (est. 10 dice, 175R)

I think this is the schedule of military deployment projects that I want to happen - but the Navy in particular will not be very happy because nowhere in this schedule are their Escort Carriers. And neither will Space Force or Steel Talons.
 
@mayboro @PurposefulZephyr @Ace of Scarabs @BOTcommander Plan All Into Mil has been edited to include the Negotiation Corps, and as such is now identical to Plan All Into Mil, Diplomacy Edition. Please consider adding Plan All Into Mil to your votes.
[X] Plan I will get off this rock and take you with me
-[X] Heavy Ind 4/4 dice 80R
--[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 3 dice 60R 11%
--[X] Automated Civilian Shipyards 139/250 1 die 20R 21%
One die on Automated Civilian Shipyards risks needing to push 2-3 dice next turn to cover the next Glacier Mine's Logistics cost. Mine and other plans switch a die off Fusion to the Shipyards, which while not the most efficient dice for this turn does help prevent the risk of needing to rush it next turn.
--[X] Expand Orbital Communications Network (Phase 5) 79/135 2 dice 20R
This is the final phase of the Orbital Communications Network. There is no Phase 6 for any extra progress to roll over into, and 1 die has a good 69% completion chance, compared to two dice with 98%. I would suggest switching the second die to a different project, such as working on Orbital Cleanup or moving the free die somewhere else.
--[X] Backpack Rocket Launcher Development (New) 1 die 10R
I would prefer to work on the Sonic Mobile Artillery instead. The Sonic Artillery has been waiting around since quest start, and is a more dedicated platform for artillery work. I think it will be the more effective project of the two. Plus the extra 10 progress needed means we're 10% more likely to need to fail to do this in one turn, delaying its rollout.
[X] Plan Heavy Income with Factory Refit (for ZOCOM)
585/585 R, 5/6 Free Dice
So first off, we have 590R this turn due to having 5R in reserve. So there's 5R more you can use. Additionally, your plan uses all 6 Free Dice, not 5, because of the 7 dice you use in Military.
--[X] Blue Zone Arcologies (Stage 2) 548/650 (2 dice, 30 R) (91% chance)
--[X] Tidal Power Plants (Phase 3) (3 dice, 30 R) 154/300 (95% chance)
Three dice on Tidal Power Plants is overkill. There is no longer a Phase 4 here, so there's nowhere for that extra progress to roll over into. And there's no need to rush for Energy this turn either. I would recommend you switch this to an Arcology die, using the extra 5R your plan hasn't yet spent.
--[X] Tiberium Glacier Mining (Stage 11) 30/180 (5 Dice, 150 R) (81% chance of two stages)
I know this is the main point of your plan, but there's a Very Big Problem here: Our Tiberium Processing Capacity. We can only process 200R more material, and your plan can gain as much as 145R of income. Leaving us with as little as 55R of processing left. Doing two glaicers this turn moves Tiberium Processing Plants up from a do-next-turn project to a rush-at-all-costs project, sucking down additional dice. We would need 5 dice on the Processing Plants to be certain we won't risk going over the limit, meaning the Tiberium sector will require many Free Dice to continue to increase our income. Far more sustainable is only aiming to do one Glacier Mine this turn, then do another Glacier while working on the Processing Plants with only 2-3 dice.

While in absolute terms your plan is likely to gain us more resources for one turn, in practice we'd end up spending more than that extra income (and two additional dice) on the Tiberium Processing Plants next turn.

(Also, not to be alarmist, but there's a small 2.86% chance that 5 dice on Glacier Mining completes a third stage in the same turn. Which could put us in the red on Logistics and on Tiberium Processing. Either of those are very unlikely to happen, but if they did it would be very not good.)
COMMENTARY
We need money.

Our first six to nine months are supposed to be dedicated to getting us up to 700ish so we can activate all our dice.We only have a brief window before we have to once again deal with the Tiberium mutation clock by years end, and ee have a whole shitton of expensive projects to address, from Inhibitors to new Warship classes.

The fact that pretty much all of the plans on display are wasting that opportunity in order to pursue pet projects is profoundly disappointing. The fact that they are all so dismissive of the necessity to overflow at income to prevent dice fuckery is surprising, since we have all been victim of loldice rolling anomalously low.

I would like to hit Karachi next year
To finish Philadelphia II and start building Frigates and Escort Carriers.
I do not see how we can do that if we are still scrabbling over our budget because we failed to optimally use the time.

Literally one plan here votes for dual Glacier despite our getting a discount for building them.
And despite ZOCOM telling us they can handle another five or so.
Edit: In response to this, my reasoning above is why I don't think doing two glacier mines this turn is a good idea.
 
Last edited:
@mayboro @PurposefulZephyr @Ace of Scarabs @BOTcommander Plan All Into Mil has been edited to include the Negotiation Corps, and as such is now identical to Plan All Into Mil, Diplomacy Edition. Please consider adding Plan All Into Mil to your votes.


One die on Automated Civilian Shipyards risks needing to push 2-3 dice next turn to cover the next Glacier Mine's Logistics cost. Mine and other plans switch a die off Fusion to the Shipyards, which while not the most efficient dice for this turn does help prevent the risk of needing to rush it next turn.

This is the final phase of the Orbital Communications Network. There is no Phase 6 for any extra progress to roll over into, and 1 die has a good 69% completion chance, compared to two dice with 98%. I would suggest switching the second die to a different project, such as working on Orbital Cleanup or moving the free die somewhere else.

I would prefer to work on the Sonic Mobile Artillery instead. The Sonic Artillery has been waiting around since quest start, and is a more dedicated platform for artillery work. I think it will be the more effective project of the two. Plus the extra 10 progress needed means we're 10% more likely to need to fail to do this in one turn, delaying its rollout.
hmmmm, if I take the die of orbital comms. I gain 10R, 5 to upgrade rocket backpacks to sonic artillery and one free die on another 5R project. 🤔
 
Ah, Sonic Artillery only costs 10R.
oh wow, I cant read.

Edit: changed plan

-[] Orb Ind 5/5+6 dice 75R
--[] GDSS Philadelphia II (Phase 4) 100/715 8 dice 160R 16%
--[] Nanotube Hull Panelling Development 0/30 1 die 5R 95%
--[] Expand Orbital Communications Network (Phase 5) 79/135 1 dice 10R
--[] Orbital Cleanup (Stage 8) 1 Die 10R

-[] Military 6/6 free dice 180R
--[] Shimmer Shield Development 0/60 1 die 20R 74%
--[] Sonic Mobile Artillery Vehicle Development 1 die 10R
--[] Hydrofoil Shipyards (Busan-Ulsan) 69/85 1 die 10R 100%
--[] Naval Defense Laser Refits (New) 0/330 3 dice 30R
 
Last edited:
I know this is the main point of your plan, but there's a Very Big Problem here: Our Tiberium Processing Capacity. We can only process 200R more material, and your plan can gain as much as 145R of income. Leaving us with as little as 55R of processing left. Doing two glaicers this turn moves Tiberium Processing Plants up from a do-next-turn project to a rush-at-all-costs project, sucking down additional dice. We would need 5 dice on the Processing Plants to be certain we won't risk going over the limit, meaning the Tiberium sector will require many Free Dice to continue to increase our income. Far more sustainable is only aiming to do one Glacier Mine this turn, then do another Glacier while working on the Processing Plants with only 2-3 dice.

While in absolute terms your plan is likely to gain us more resources for one turn, in practice we'd end up spending more than that extra income (and two additional dice) on the Tiberium Processing Plants next turn.

(Also, not to be alarmist, but there's a small 2.86% chance that 5 dice on Glacier Mining completes a third stage in the same turn. Which could put us in the red on Logistics and on Tiberium Processing. Either of those are very unlikely to happen, but if they did it would be very not good.)

Edit: In response to this, my reasoning above is why I don't think doing two glacier mines this turn is a go
1)Point of Correction:
You missed the fact that 2 dice on RZ Harvesting has a 13% chance of finishing both Stage 11 and 12.
So the maximum possible yield is: 2x 60(Glacier Mines) + 2x 20(Red Zone Tiberium Harvesting ) + 1x 5(Harvesters) = 165R.

2) We have 200 spare Tiberium Processing capacity.
Thats enough to cover the maximum case results with capacity to spare.
Almost full does not carry any penalties.

3)Each stage of Tiberium Processing is a 200 Progress project that gives us 600 capacity.
According to the array you made, 3 Tib dice has a 77% chance of finishing one Phase, and 4 Tib dice raises that to 96%.
And next turn Seo's bonuses rise even further.

There is no impending crisis of undercapacity from doing two glaciers.

4)Adding 1200 Processing Capacity is a Plan Goal. We promised to do the equivalent of two Phases of Tib Processing.
It would not be an unexpected and unwelcome expense, its something we promised to do, and HAVE to do if we intend to make enough money to address our other commitments. Overflow is not wasted.

Ultimately, more money is a good thing for us.
Arguing that it will force us to increase our processing capacity seems very much like fussing about the invonvenience of buying a wallet because you now have money to put in it.
 
Last edited:
To shill one more time before I have to wander off:
Every plan here is income-limited. Every plan has a bunch of dice that werent activated because we plain could not afford to do it.
Some sectors go entirely untouched in most plans.

We need money.

Plan Heavy Income with Factory Refit (for ZOCOM)
is the only plan that puts getting the money to turbocharge the rest of the FYP as a priority. Its not perfect, there are details that could use tweaking, but its better in my opinion than its competitors.
Please vote for it.

And no, I had no hand in making it.
 
Adhoc vote count started by uju32 on Oct 27, 2021 at 11:20 AM, finished with 175 posts and 77 votes.

  • [X] Plan All Into Mil
    -[X] Infra 4/5 dice 55R
    --[X] Tidal Power Plants (Phase 3) 154/300 1 die 10R (1/2 median)
    --[X] Blue Zone Arcologies (Stage 2) 548/650 3 dice 45R 99% (3/10 median Stage 3)
    -[X] Heavy Ind 4/4 dice 80R
    --[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 2 dice 40R (2/4 median)
    --[X] Automated Civilian Shipyards 139/250 2 dice 40R 80%
    -[X] L&CI 0/4 dice
    -[X] Agri 0/3 dice
    -[X] Tiberium 6/6 dice 130R
    --[X] Red Zone Tiberium Harvesting (Stage 11) 46/130 2 dice 50R 98% (13% Stage 12)
    --[X] Tiberium Glacier Mining (Stage 11) 30/180 2 dice 60R 63%
    --[X] Railgun Harvester Factories Albany 0/70 1 die 10R 70%
    --[X] Railgun Harvester Factories Porto 0/70 1 die 10R 70%
    -[X] Orb Ind 5/5 dice 75R
    --[X] GDSS Philadelphia II (Phase 4) 100/715 3 dice 60R (3/9 median)
    --[X] Nanotube Hull Panelling Development 0/30 1 die 5R 95%
    --[X] Expand Orbital Communications Network (Phase 5) 79/135 1 die 10R 69%
    -[X] Services 4/4 dice 70R
    --[X] Green Zone Teacher Colleges 0/200 1 die 5R (1/3 median)
    --[X] Remedial Education Program Expansions 0/120 1 die 5R 12%
    --[X] NOD Research Initiatives 124/160 1 die 30R 100%
    --[X] Scrin Research Institutions 328/350 1 die 30R 100%
    -[X] Military 6/6 +6 free dice 180R
    --[X] Wartime Factory Refits (Phase 2) 52/90 1 die 20R 91%
    --[X] Shimmer Shield Development 0/60 1 die 20R 74%
    --[X] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 94%
    --[X] Tube Artillery Deployment 0/200 3 dice 45R 55%
    --[X] Hydrofoil Shipyards (Busan-Ulsan) 69/85 1 die 10R 100%
    --[X] Naval Defense Laser Refits (New) 0/330 5 dice 75R 52%
    -[X] Bureau 3/3 dice
    --[X] Lobby For Establishment of Negotiation Corps (New) 3 dice 91%
    [X] Plan I will get off this rock and take you with me
    -[X] Infra 4/5 dice 55R
    --[X] Tidal Power Plants (Phase 3) 154/300 1 die 10R (1/2 median)
    --[X] Blue Zone Arcologies (Stage 2) 548/650 3 dice 45R 99% (3/10 median Stage 3)
    -[X] Heavy Ind 4/4 dice 80R
    --[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 3 dice 60R 11%
    --[X] Automated Civilian Shipyards 139/250 1 die 20R 21%
    -[X] L&CI 0/4 dice
    -[X] Agri 0/3 dice
    -[X] Tiberium 6/6 dice 130R
    --[X] Red Zone Tiberium Harvesting (Stage 11) 46/130 2 dice 50R 98% (13% Stage 12)
    --[X] Tiberium Glacier Mining (Stage 11) 30/180 2 dice 60R 63%
    --[X] Railgun Harvester Factories Albany 0/70 1 die 10R 70%
    --[X] Railgun Harvester Factories Porto 0/70 1 die 10R 70%
    -[X] Orb Ind 5/5+6 dice 75R
    --[X] GDSS Philadelphia II (Phase 4) 100/715 8 dice 160R 16%
    --[X] Nanotube Hull Panelling Development 0/30 1 die 5R 95%
    --[X] Expand Orbital Communications Network (Phase 5) 79/135 1 dice 10R
    --[X] Orbital Cleanup (Stage 8) 1 Die 10R
    -[X] Services 4/4 dice 70R
    --[X] Green Zone Teacher Colleges 0/200 1 die 5R (1/3 median)
    --[X] Remedial Education Program Expansions 0/120 1 die 5R 12%
    --[X] NOD Research Initiatives 124/160 1 die 30R 100%
    --[X] Scrin Research Institutions 328/350 1 die 30R 100%
    -[X] Military 6/6 free dice 180R
    --[X] Shimmer Shield Development 0/60 1 die 20R 74%
    --[X] Sonic Mobile Artillery Vehicle Development 1 die 10R
    --[X] Hydrofoil Shipyards (Busan-Ulsan) 69/85 1 die 10R 100%
    --[X] Naval Defense Laser Refits (New) 0/330 3 dice 30R
    -[X] Bureau 3/3 dice
    -[X] Lobby For Establishment of Negotiation Corps (New) 3 dice 91%
    [X] Plan Heavy Income with Factory Refit (for ZOCOM)
    -[X]Infrastructure 5/5 Dice 60 R
    --[X] Blue Zone Arcologies (Stage 2) 548/650 (2 dice, 30 R) (91% chance)
    --[X] Tidal Power Plants (Phase 3) (3 dice, 30 R) 154/300 (95% chance)
    -[X]Heavy Industry 3/5 Dice 40 R
    --[X] Automated Civilian Shipyards 139/250 (2 Dice, 40 R) (80% 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 110 R
    --[X] GDSS Philadelphia II (Phase 4) 100/715 (5 dice, 100 R) (5/9.5 median)
    --[X] Expand Orbital Communications Network (Phase 5) 79/135 (1 die, 10R) (69% chance)
    -[X]Services 2/4 dice + 0 free Dice 60 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]Military 6/6 Dice + 0 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)
    [X] Plan Logistics, Tiberium and Expansion
    -[X] Tidal Power Plants (Phase 3) 154/300 3 die 30R 95%
    -[X] Blue Zone Arcologies (Stage 2) 549/650 2 dice 30R 91%
    -[X] Automated Civilian Shipyards 139/250 3 dice 40R 98%
    -[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 1 die 20R
    -[X] Security Review 1 die
    -[X] Reykjavik Myomer Macrospinner (Phase 2) 1/160
    -[X] Wadmalaw Kudzu Development 0/40 1 die 20R 92%
    -[X] Red Zone Tiberium Harvesting (Stage 11) 46/130 1 dice 25R 56%
    -[X] Tiberium Glacier Mining (Stage 11) 30/180 3 Dice 90R 96%
    -[X] Railgun Harvester Factories (Albany) 0/70 1 die 10R 70%
    -[X] Railgun Harvester Factories (Maputo) 0/70 1 die 10R 70%
    -[X] GDSS Philadelphia II (Phase 4) 100/715 4 dice 80R
    -[X] Nanotube Hull Panelling Development (New) 0/30 1 die 5R 95%
    -[X] Green Zone Teacher Colleges (New) 0/200 1 die 5R 0%
    -[X] Remedial Education Program Expansions (New) 0/120 1 die 5R 12%
    -[X] NOD Research Initiatives 124/160 1 die 30R 100%
    -[X] Scrin Research Institutions 328/350 1 die 30R 100%
    -[X] Shimmer Shield Development 0/60 1 die 20R 74%
    -[X] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 94%
    -[X] Naval Point Defense 0/330 5 dice 75R 52%
    -[X] Hydrofoil Shipyards 69/85 1 die 10R 100%
    -[X] Security Reviews (LCI) 2 dice +1 LCI 98%
    -[X] Security Reviews (Agri) 2 dice +1 Agri 98%
    -[X] Lobby For Establishment of Negotiation Corps (New) 3 dice 91%
    [X] Plan All Into Mil, Diplomacy Edition
    -[X] Infra 4/5 dice 55R
    --[X] Tidal Power Plants (Phase 3) 154/300 1 die 10R (1/2 median)
    --[X] Blue Zone Arcologies (Stage 2) 548/650 3 dice 45R 99% (3/10 median Stage 3)
    -[X] Heavy Ind 4/4 dice 80R
    --[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 2 dice 40R (2/4 median)
    --[X] Automated Civilian Shipyards 139/250 2 dice 40R 80%
    -[X] L&CI 0/4 dice
    -[X] Agri 0/3 dice
    -[X] Tiberium 6/6 dice 130R
    --[X] Red Zone Tiberium Harvesting (Stage 11) 46/130 2 dice 50R 98% (13% Stage 12)
    --[X] Tiberium Glacier Mining (Stage 11) 30/180 2 dice 60R 63%
    --[X] Railgun Harvester Factories Albany 0/70 1 die 10R 70%
    --[X] Railgun Harvester Factories Porto 0/70 1 die 10R 70%
    -[X] Orb Ind 5/5 dice 75R
    --[X] GDSS Philadelphia II (Phase 4) 100/715 3 dice 60R (3/9 median)
    --[X] Nanotube Hull Panelling Development 0/30 1 die 5R 95%
    --[X] Expand Orbital Communications Network (Phase 5) 79/135 1 die 10R 69%
    -[X] Services 4/4 dice 70R
    --[X] Green Zone Teacher Colleges 0/200 1 die 5R (1/3 median)
    --[X] Remedial Education Program Expansions 0/120 1 die 5R 12%
    --[X] NOD Research Initiatives 124/160 1 die 30R 100%
    --[X] Scrin Research Institutions 328/350 1 die 30R 100%
    -[X] Military 6/6 +6 free dice 180R
    --[X] Wartime Factory Refits (Phase 2) 52/90 1 die 20R 91%
    --[X] Shimmer Shield Development 0/60 1 die 20R 74%
    --[X] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 94%
    --[X] Tube Artillery Deployment 0/200 3 dice 45R 55%
    --[X] Hydrofoil Shipyards (Busan-Ulsan) 69/85 1 die 10R 100%
    --[X] Naval Defense Laser Refits (New) 0/330 5 dice 75R 52%
    -[X] Bureau 3/3 dice
    --[X] Lobby For Establishment of Negotiation Corps (New) DC 130 3 dice 15PS 91%
    [X] Plan Wartime Factory Refits and orca's
    -[X] Tidal Power Plants (Phase 3) 154/300 3 die 30R 95%
    -[X] Blue Zone Arcologies (Stage 2) 549/650 2 dice 30R 91%
    -[X] Automated Civilian Shipyards 139/250 2 dice 40R 80%
    -[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 2 dice 40R
    -[X] Security Review 1 die
    -[X] Perennial Aquaponics Bays (Stage 2) 1 die 10R
    -[X] Red Zone Tiberium Harvesting (Stage 11) 46/130 1 dice 25R 56%
    -[X] Tiberium Glacier Mining (Stage 11) 30/180 3 Dice 90R 96%
    -[X] Railgun Harvester Factories (Albany) 0/70 1 die 10R 70%
    -[X] Railgun Harvester Factories (Maputo) 0/70 1 die 10R 70%
    -[X] GDSS Philadelphia II (Phase 4) 100/715 3 dice 60R
    -[X] Expand Orbital Communications Network (Phase 5) (Final) 79/135 1 die 10R 69%
    -[X] Nanotube Hull Panelling Development (New) 0/30 1 die 5R 95%
    -[X] Green Zone Teacher Colleges (New) 0/200 1 die 5R 0%
    -[X] Remedial Education Program Expansions (New) 0/120 1 die 5R 12%
    -[X] NOD Research Initiatives 124/160 1 die 30R 100%
    -[X] Scrin Research Institutions 328/350 1 die 30R 100%
    -[X] Wartime Factory Refits (Phase 2) 52/90 1 die 20R 91%
    -[X] Shimmer Shield Development 0/60 1 die 20R 74%
    -[X] Naval Point Defense 0/330 5 dice 75R 52%
    -[X] Orca Refit Deployment 0/200 2 dice 30R 9%
    -[X] Hydrofoil Shipyards (Busan-Ulsan) 69/85 1 die 10R 100%
    -[X] Security Reviews (LCI) 2 dice +1 LCI 98%
    -[X] Lobby For Establishment of Negotiation Corps (New) 3 dice 91%
    -[X]Plan Go Go Power Harvesters
    -[X] Blue Zone Arcologies (Stage 2) 3 dice 45R 100%
    -[X] Tidal Power Plants (Phase 3) 3 dice 30R 95%
    -[X] Automated Civilian Shipyards 2 dice 30R 80%
    -[X] Continuous Cycle Fusion Plants (Phase 2) 2 dice 40R 0%
    -[X] Light and Chemical Industry Security Review 1 die
    -[X] Reykjavik Myomer Macrospinner (Phase 2) 3 dice 60R 78%
    -[X] Perennial Aquaponics Bay (Stage 2) 3 dice 30R 30%
    -[X] Red Zone Tiberium Harvesting (Stage 11) 2 dice 50R 98%
    -[X] Tiberium Glacier Mining (Stage 11) 2 dice 60R 63%
    -[X] Railgun Harvester Factories (Albany)
    -[X] Railgun Harvester Factories (Porto) 1 die 10R 77%
    -[X] Nanotube Hull Panelling Development 1 die 5R 100%
    -[X] Orbital Cleanup (Stage 8+9) 3 dice 30R 70%
    -[X]GDSS Philadelphia II (Phase 4) 1 die 20R 0%
    -[X]Green Zone Teacher Colleges 2 dice 10R 12%
    -[X]Remedial Education Program Expansion 2 dice 10R 74%
    -[X] Orca Refits Deployment 3 dice 45R 54%
    -[X] Wartime Factories Refits (Phase 2) 1 die 20R 91%
    -[X] Naval Defense Laser Refits 5 dice 75R 52%
    -[X] Hydrofoil Shipyards (Busan-Ulsan Combined Port) 1 die 10R 100%
    -[X] Military Security Review 1 die
    -[X] Light and Chemical Industry Security Review 2 dice 99%
    -[X] Military Security Review 2 dice 99%
    [X]Plan Reap Nanotubes
 
[X] Plan Heavy Income with Factory Refit (for ZOCOM)

Not entirely happy with the plan, but I agree with its main premise - that we really, really need more income fast. The things being delayed will be a lot easier to get out when we have a proper income again, so I am ok with waiting a turn.
 
I don't like leaving the boss's priorities unfunded, but hopefully we'll get those in next turn.

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