Strike a blow for technological glory - put a die into AI.

Yes. Glory is great. But are we talking about true technological glory? Or technological vainglory? Either way it is technological inglory as well.

[X] Plan All Into Mil
Haven't been keeping up with discussion for a long time, but have the benefits or lead ons of EVA research been brought up?

Not really. We have so many other things to take care of that the benefits of the EVA research are not being debated by anyone. Probably because @BOTcommander is currently yelling at people about Space Station Plating.

[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...

Because one of those can be completed with a single die if we roll right? Mind you my own plan goes for 5 Dice in Services to get odds into a location where they can complete all the things in Services that I want to vote on this turn.

People still use that expression in this timeline.

And I imagine that unless it involves Frederick for @torroar's Dynasty of Dynamic Alcoholism they are using it wrong.

Citation: Fixed costs exist.

Some examples:
Transport costs - it's frequently more economical to transport multiple units in one go, because so much power goes to moving the mass of the vehicle, not the product.
Warmup costs - machines need electricity, and employees need wages, when performing the startup and shutdown procedures that bookend literal production.
Legal costs - getting a workplace certified as producing to spec requires a minimum of time and effort by a professional inspector regardless of size.

All you've done is give three examples of two market monopolies:

- The monopoly on transportation space because in multi-participant markets there would be no reason why those multiple units have to be from a single producer.

- The old monopoly on the means of production because in multi-participant markets there would be no reason why those machines, employees and workspaces need to produce for only one employer. Also no reason for workplaces can't certify themselves as a form of legal worker co-operative.

Alright since there is still more than a day left of the vote my plan for this turn:

Political‌ ‌Support:‌ ‌75
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌6‌
Housing: +9 (31 Low Quality)
Energy: +14 (+2 Reserve)
Logistics: +4
Food: +21 (+8 Reserve)
Health +9 (-4 Consumed)
Capital Goods: +6
Consumer Goods: +30
Labor: +30
Tiberium Processing Capacity: (1520/1720)
Yellow Zone
Water: +6

Infrastructure +21
Heavy Industry +16
Light and Chemical Industry +11
Agriculture +11
Tiberium +24
Orbital Industry +9
Services +16
Military +13
Bureaucracy +11
+5 to Development Projects
+5 to Technology Working Groups
+5 to Station Building

Last Security Review:
Services 1 turns ago 2058 Q2
Orbital 3 turn ago 2057 Q4
Heavy Ind 4 turns ago 2057 Q3
Tiberium 5 turns ago 2057 Q2
Bureaucracy 6 turns ago 2057 Q1
Infrastructure 7 turns ago 2055 Q4
Agriculture 8 turns ago 2056 Q4
Military 10 turns ago 2056 Q1
Light/Chem 13 turns ago 2055 Q2

[X] Plan Running the Eyewall v. 3.2
Infrastructure 5/5 Dice 65 Resources
-[X] Tidal Power Plants (Phase 3) 154/300 10 Resources per Die, 2 Die = 20 resources
-[X] Blue Zone Arcologies (Stage 2) 548/650 15 Resources per Die -2E on Completion, 3 Dice = 45 Resources
Heavy Industry 4/4 Dice 80 Resources
-[X] Continuous Cycle Fusion Plants (Phase 2) 0/300 20 Resources per Die, 2 Die = 40 Resources
-[X] Automated Civilian Shipyards 139/250 20 Resources per Die -1CapG -4E on Completion, 2 Die = 40 Resources
Light and Chemical Industry 0/4 Dice 15 Resources
Agriculture 0/3 Dice Edit: 0 Resources
Tiberium 6/6 Dice 130 Resources

-[X] Red Zone Tiberium Harvesting (Stage 11) (Updated) 46/130 25 Resources per Die, 1 Die = 25 Resources
-[X] Red Zone Containment Lines (Stage 5) 74/180 25 Resources per Die, 1 Die 25 Resources
-[X] Tiberium Glacier Mining (Stage 11) 30/180 30 resources per Die -2Log on Completion, 2 Die = 60 Resources
-[X] Railgun Harvester Factories Albany 0/70 10 Resources per Die -2E -1Lab on Completion, 1 Die = 10 Resources
-[X] Railgun Harvester Factories Porto 0/70 10 Resources per Die -2E -1Lab on Completion, 1 Die = 10 Resources
Orbital 5/5 Dice 80 Resources
-[X] GDSS Philadelphia II (Phase 4) 100/715 20 Resources per Die, 3 Dice = 60 Resources
-[X] Nanotube Hull Panelling Development (New) 0/30 5 Resources per Die, 1 Die = 5 Resources
-[X] Expand Orbital Communications Network (Phase 5) 70/135 15 Resources per Die, 1 Die = 15 Resources
Services 4/4 Dice 70 Resources
-[X] Remedial Education Program Expansions (New) 0/120 5 Resources per Die, 2 Die = 10 Resources
-[X] NOD Research Initiatives 124/160 30 Resources per Die, 1 Die = 30 Resources
-[X] Scrin Research Institutions 328/350 30 Resources per Die, 1 Die = 30 Resources
Military 6/6 Dice + 5 Free Dice 165 Resources
-[X] Wartime Factory Refits (Phase 2) 52/90 20 Resources per Die -3CapG on Completion, 1 Die = 20 Resources
-[X] Shimmer Shield Development 0/60 20 Resources per Die, 1 Die = 20 Resources
-[X] Sonic Mobile Artillery Vehicle Development 0/40 10 Resources per Die, 1 Die = 10 Resources
-[X] Tube Artillery Deployment (New) 0/200 15 Resources per Die, 2 Die = 30 resources
-[X] Hydrofoil Shipyards (Busan-Ulsan) 69/85 10 Resources per Die -6E -2Lab on Completion, 1 Die = 10 Resources
-[X] Naval Defense Laser Refits (New) 0/330 15 Resources per Die, 5 Dice = 75 Resources
Bureaucracy 3/3 Dice + 1 Free Die -20 PS
-[X] Lobby For Establishment of Negotiation Corps (New) -5 Political Support per Die, 4 Dice = -20 PS DC 100/120/130

65+80+0+0+130+80+70+165 = 590/590

So here is my plan:

- 2 Die on Tidal Power Plants to get them done this turn.
- 3 Dice on Blue Zone Arcologies to get a stage done this turn.

- 2 Die on Continuous Cycle Fusion Power Plants so we can finish a Phase next turn.
- 2 Die on Autonomous Civilian Shipyards to finish it. 3 Dice would be overkill.

- Light and Chemical Industry and Agriculture have no Dice activated :cry:

- 1 Die to slowroll Red Zone Tiberium Harvesting
- 1 Die to start work on Red Zone Containment Lines again
- 2 Die on Tiberium Glacier Mining to try and get another Stage done
- 1 Die each on 2 Railgun Harvester Factories

- 3 Dice on Philadelphia cause even all 5 Orbital Dice would not finish a Phase of it this turn.
- 1 Die on Nanotube Hull Panelling Development so @BOTcommander doesn't come over here and steal my popcorn
- 1 Die Expand Orbital Communication Network Phase 5 (not Phase 4 @Ithillid we did that last turn) to do an actual infrastructure hardening

- 2 Die on Remedial Education Programs because it needs that much and gets us more Labor sooner.
- 1 Die on NOD and 1 Die on Scrin gatcha to finally roll the dice on those.

- 1 Die on Wartime Factory Refits to get our Zone Suits supply automated.
- 1 Die on Shimmer Shield Development to see what that tech is all about.
- 1 Die on Sonic Mobile Artillery Vehicle Development because @Derpmind has made a convincing argument.
- Only 2 Die on Tube Artillery Deployment because I want an extra Die in Bureaucracy.
- 1 Die to finally finish the Hydrofoil Shipyards.
- 5 Dice on Naval Defense Laser Refits because that level of overkill is something the voters want.

- 4 Dice on Negotiation Corps because I don't trust a 3 Dice roll on an 130 DC.

Also Ranked Voting:

[X] Plan All Into Mil

Now if you will excuse me Time of Evil premiered on Monday and I haven't watched any episodes so far. Later.
 
[X] Plan All Into Mil

Approval voting this one because,Plan Heavy Income with Factory Refit (for ZOCOM) does not contain nanotube panelling and thus does not deserve to win.

Not really. We have so many other things to take care of that the benefits of the EVA research are not being debated by anyone. Probably because @BOTcommander is currently yelling at people about Space Station Plating.
I relieve myself of any guilt on this one as long as advanced evas gets not put into orbital.
 
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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.
I did miss that. Thank you for pointing that out.
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.
Almost full does carry penalties. This is not an abstract numbers game. We've been repeatedly told over multiple updates that our reliance on the Planned Cities of Chicago and Mecca for Tiberium Processing has been a major bottlekneck on our global supply, and that as the gap between our production and our capacity has been narrowing this problem has been getting worse over time. The narrative impact of our actions can and has had consequences, including penalties that hit our stats. Riding so close to the line here, for a problem we've been warned about many times by now, is practically asking for some kind of negative occurrence to happen. Our supply lines become more and more vulnerable the more we strain them like this, as do our Planned Cities by making them such massive targets.
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.
You misunderstand my point. There are two paths next turn can take: We can work on another glacier mine and other income gains, while also working on Tiberium Processing. Or, if Plan Heavy Income wins, we will have to devote multiple free dice and many resources to overbuilding Tiberium Processing, leaving little room for more Tiberium mining. Frontloading our resource gain by doing two glacier mines this turn will cost us opportunity next turn. At best, we'll end up with the same income gain on net. At worst, we get well-timed bad rolls and go in the red on one of our stats, eating penalties and needing to pay even more to make up for the loss.

Plan Heavy Income gains us more income... for one turn. Immediately the turn after, we'll be forced to crash-invest in the Processing needed just to keep up with further income and avoid screwing up our stats. That temporary income gain will be immediately spent just to catch up. Whereas all the other plans up for contention still gain us large amounts of income this turn, and let us continue to gain income in the turns after. A second glacier mine this turn is not optimal Numbers Go Up, but rather a temporary bubble that won't pay off in the long run.
 
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: I had to edit the plan to give Automated Civilian Shipyards an extra die to get the 96% chance of remaining positive logistics.

Okay, 145 is the possible maximum with the expected value to be 120. Still rather high, but I don't expect the maximum value to be reached (if only we could be so lucky). But with the nature of resources it is more important to front load the benefits of higher resources so we can spend them faster. If over two turns we could get 120 resources it's more important to get 90-30 on the first turn than a 60-60 split. And even with a (worst case) only 55 processing capacity left next turn, unless we purposefully do another glacier we shouldn't break past that. We could properly increasing our processing capacity over two turns to avoid sucking up all the free dice. And even if we attempt to one turn the processing capacity, any spillover isn't wasted because it is a phased project that contributes to a plan goal. We would eventually need to do all the extra processing anyways so it's not a waste.

As for the 2.86%, let's check the probabilities because there's a +logistics project also in the plan. We are currently at +4 logistics, glacier phase one is -3 logistics (100% chance), glacier phase two is -5 logistics (81% chance), assuming glacier phase three is also -5 logistics (2.86% chance), automated civilian shipyards +9 logistics (96% chance). Sums to +1 logistics. So taking the probabilties it would be 0.0286 (three glaciers complete) * 0.04 (Automated shipyards not complete) = 0.001144 chance of going into negative logistics, or 0.1144% chance of bad. Around 1 in 1000.

So the likelihood is that we'll end up around +6 logistics with only two glaciers complete.

(Thank you for pointing out the mistakes in accounting in my plan. I have fixed it now, with room to add in Remedial Education Program.)
 
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[X] Plan Heavy Income with Factory Refit (for ZOCOM)

Having caught up with the 2nd placer, I feel fine voting for this exclusively now.

I merged Diplomacy edition into the main version of All In on Mil for this tally since they're identical.
Adhoc vote count started by Prime 2.0 on Oct 27, 2021 at 1:14 PM, finished with 190 posts and 85 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 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 4/5 Dice 40 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 + 0 Free Die 90 R
    --[X] GDSS Philadelphia II (Phase 4) 100/715 (4 dice, 800 R) (4/9.5 median)
    --[X] Expand Orbital Communications Network (Phase 5) 79/135 (1 die, 10R) (69% chance)
    -[X]Services 3/4 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] Remedial Education Program Expansions (New) 0/120 1 die 5R 12%
    -[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)
    [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 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 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 Running the Eyewall v. 3.2
    -[X] Tidal Power Plants (Phase 3) 154/300 10 Resources per Die, 2 Die = 20 resources
    -[X] Blue Zone Arcologies (Stage 2) 548/650 15 Resources per Die -2E on Completion, 3 Dice = 45 Resources
    -[X] Continuous Cycle Fusion Plants (Phase 2) 0/300 20 Resources per Die, 2 Die = 40 Resources
    -[X] Automated Civilian Shipyards 139/250 20 Resources per Die -1CapG -4E on Completion, 2 Die = 40 Resources
    -[X] Red Zone Tiberium Harvesting (Stage 11) (Updated) 46/130 25 Resources per Die, 1 Die = 25 Resources
    -[X] Red Zone Containment Lines (Stage 5) 74/180 25 Resources per Die, 1 Die 25 Resources
    -[X] Tiberium Glacier Mining (Stage 11) 30/180 30 resources per Die -2Log on Completion, 2 Die = 60 Resources
    -[X] Railgun Harvester Factories Albany 0/70 10 Resources per Die -2E -1Lab on Completion, 1 Die = 10 Resources
    -[X] Railgun Harvester Factories Porto 0/70 10 Resources per Die -2E -1Lab on Completion, 1 Die = 10 Resources
    -[X] GDSS Philadelphia II (Phase 4) 100/715 20 Resources per Die, 3 Dice = 60 Resources
    -[X] Nanotube Hull Panelling Development (New) 0/30 5 Resources per Die, 1 Die = 5 Resources
    -[X] Expand Orbital Communications Network (Phase 5) 70/135 15 Resources per Die, 1 Die = 15 Resources
    -[X] Remedial Education Program Expansions (New) 0/120 5 Resources per Die, 2 Die = 10 Resources
    -[X] NOD Research Initiatives 124/160 30 Resources per Die, 1 Die = 30 Resources
    -[X] Scrin Research Institutions 328/350 30 Resources per Die, 1 Die = 30 Resources
    -[X] Wartime Factory Refits (Phase 2) 52/90 20 Resources per Die -3CapG on Completion, 1 Die = 20 Resources
    -[X] Shimmer Shield Development 0/60 20 Resources per Die, 1 Die = 20 Resources
    -[X] Sonic Mobile Artillery Vehicle Development 0/40 10 Resources per Die, 1 Die = 10 Resources
    -[X] Tube Artillery Deployment (New) 0/200 15 Resources per Die, 2 Die = 30 resources
    -[X] Hydrofoil Shipyards (Busan-Ulsan) 69/85 10 Resources per Die -6E -2Lab on Completion, 1 Die = 10 Resources
    -[X] Naval Defense Laser Refits (New) 0/330 15 Resources per Die, 5 Dice = 75 Resources
    -[X] Lobby For Establishment of Negotiation Corps (New) -5 Political Support per Die, 4 Dice = -20 PS DC 100/120/130
 
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@Derpmind Well you convinced me I'm adding a vote for your plan. As much as I would like the faster income growth it comes at too high a cost to other things for my taste.
Sorry @AntiSanity, but I got to go with this. 🙇‍♂️

[X] Plan Logistics, Tiberium and Expansion
[X] Plan All Into Mil
 
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Crucible
I know I'm going to get rebuked for this, but I must be honest and stand up for what I believe in. I am a lapsed Noddite. I believe the Faith is in desperate need of reform. We have lost our way. In the next elections, I intend to start a Party of Reformist Noddites. I accept that this will likely result in either my assassination or imprisonment, but it must be done. I believe that there has to be change. That GDI has proven that it is capable of actually living up to what it claims to be. I am tired, tired of fighting for peace when the toll inevitably falls on the civilian population. Kane forgive me, but there must be a better way than this? More than that, I want to prove that the beliefs of Nod and the beliefs of this new GDI can work together and indeed, must, for the good of all of Humanity.

Crucible
#ProfCollingsworth
It is an unfortunate fact that the root Nod grows from is disaffection. It is a sad reality that Nod has been forced to act as a monument to the Sins of the old world. The poor and unloved filled our ranks, and instead of doing what I believe was originally intended; supporting one another, becoming part of something great and wonderful, the anger at the injustice of our situation poisoned our hearts and minds. There is nothing wrong with Peace. There is nothing wrong with believing in something greater than us. Even now, the focus of most Nod Warlords, and they are Warlords, is on their own personal power. There are no city builders among their ranks. There is no love in their hearts for the oppressed. Only fear, that they too will one day be crushed under the boot of GDI or their own Brothers and Sisters. I truly believe that Nod was justified in rising up against GDI in the first Tiberium War, but the dead outnumber the living now. This cannot continue.

Crucible
#ProfCollingsworth Thank you for your kind consideration, I hope that you too will enjoy peace and freedom.
#FloatingWood, I am all too aware of the darkness in the heart of Mankind. I have seen it, all my life I have seen it. Even in the depths of sleep, I cannot escape it. But if GDI... if even that closed hearted, closed fisted tyrant can unclasp its hand and reach out to those it has by turns ignored and brutalised, if even it can change, perhaps I can help save the heart of Nod. In either case, I believe that an alternative must be presented. Even if it is mostly futile, even if only a few listen.

Brother Crucible is right and he will have my support.

[] Plan All Into Mil
If this (and so many other plans) didn't inexplicably split the education reforms for some reason i can't fathom, it would get my vote.

[X] Plan Heavy Income with Factory Refit (for ZOCOM)
 
(Thank you for pointing out the mistakes in accounting in my plan. I have fixed it now, with room to add in Remedial Education Program.)
If you have the spare resources for that now, could I convince you to use it to grab Nanotube Hull Panelling Development 0/30 1 die 5R 95%? While admittedly that might mean needing to shift a free dice off of security reviews, I'm seeing a lot of talk on discord that this is what's keeping them from voting on your plan.

For me personally as well, I'd very much like to make sure we get that research done.
 
Okay, 145 is the possible maximum with the expected value to be 120. Still rather high, but I don't expect the maximum value to be reached (if only we could be so lucky). But with the nature of resources it is more important to front load the benefits of higher resources so we can spend them faster. If over two turns we could get 120 resources it's more important to get 90-30 on the first turn than a 60-60 split. And even with a (worst case) only 55 processing capacity left next turn, unless we purposefully do another glacier we shouldn't break past that.
First off, the maximum is actually 165, not 145, as pointed out by @uju32 . And we don't need to reach the maximum value to see problems occur, especially with NOD looking for vulnerable targets to strike at.

More importantly, as I've been arguing, any extra front-loaded resources isn't going to help if we have to immediately invest them in over-doing the Processing Plants. Even worse would be if we have to pause in our income gain. I would far rather do the following:

Turn 1: One glacier mine + normal income.
Turn 2: One glacier mine + normal income + processing plants.
Turn 3: (Possibly) finish-off processing plants, do a third glacier mine + normal income.

Than instead do this:

Turn 1: Two glacier mines + normal income.
Turn 2: Spend second glacier mine's income on overloading dice for processing plants. Many Free Dice spent. Do minimal income gain.
Turn 3: Do a third glacier mine + normal income.

The latter puts us at risk from both NOD and our own straining systems and military, while gaining us less income overall and requiring us to spend free dice that we could spend elsewhere. The only long-term benefit is maybe a couple dice off doing the second phase of the Processing Plants... something we could do in regular non-self-inflicted-crisis-mode anyways.
(Thank you for pointing out the mistakes in accounting in my plan. I have fixed it now, with room to add in Remedial Education Program)
I still disagree with you putting a third die on Tidal Power Plants. We can very likely finish that project in just two dice, and if not we'll just put a third die on it next turn. We don't lose anything by using two dice on it this turn instead of three, as we have no need to rush for its small +4 Energy.
Brother Crucible is right and he will have my support.

[] Plan All Into Mil
If this (and so many other plans) didn't inexplicably split the education reforms for some reason i can't fathom, it would get my vote.

[X] Plan Heavy Income with Factory Refit (for ZOCOM)
The plan you're voting for only does one die on one educational reform. Most plans put two dice to work on both reform projects simultaneously.
 
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I know this discussion has turned into my plan vs. @AntiSanity's plan, but I still think there are other plans worth considering. @Void Stalker's Plan Logistics, Tiberium and Expansion is a well-rounded plan that starts up projects in HI and L&CL, and @BOTcommander's Plan I will get off this rock and take you with me makes us very likely to finish the GDSS Philadelphia next turn (or even this turn, with a 16% completion chance.) These are both Plans I'm still approval voting for, and I think either of them would be a good way to spend this turn.
 
@Derpmind Just asking, what made you decide to go for Zone artillery instead of the Havoc scout mech? Both will help ZOCOM, have the same resource cost to develop, and the Havoc is one of the plan goals we need to get done anyway.
 
@Derpmind Just asking, what made you decide to go for Zone artillery instead of the Havoc scout mech? Both will help ZOCOM, have the same resource cost to develop, and the Havoc is one of the plan goals we need to get done anyway.
Because the Havoc is not going to help ZOCOM immediately. It is a Steel Talons project that will first be used by the Talons before other people get a good look at it.
 
EVA research soon should be considered, because it could open up very nice logistics and military options. If I'm not mistaken it's essentially AI/dumb-AI, or the beginnings of it, no?
 
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