[X] Plan Fixing the Backend
Infra 5/5 65R +22
-[X] Blue Zone Apartment Complexes (Phase 2) 28/160 2 dice 20R 74%
-[X] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 30%
HI 4/4+2 free 120R +17
-[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 6 die 120R 98%
LCI 4/4 80R +12
-[X] Reykjavik Myomer Macrospinner (Phase 2) 1/160 4 dice 80R 97%
Agri 2/3 20R +12
-[X] Security Review (Agri) 1 die
-[X] Perennial Aquaponics Bays (Stage 2) 123/350 1 die 10R 0%
-[X] Wadmalaw Kudzu Development 0/40 1 die 20R 93%
Tiberium 6/6 130R +25
-[X] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 3 dice 15R 80%
-[X] Red Zone Containment Lines (Stage 5) 74/180 1 die 25R 35%
-[X] Tiberium Processing Plants (Stage 1) 0/200 3 die 90R 79%
Orbital 5/5+3 free 160R +10
-[X] GDSS Philadelphia II (Phase 4) 362/710 8 dice 160R 95+%
Services 4/4 35R +17
-[X] Green Zone Teacher Colleges 0/200 3 dice 15R 63%
-[X] Tissue Replacement Therapy Development 0/60 1 die 20R 78%
Military 6/6+1 95R +14
-[X] Pacifier Mobile Artillery Vehicle Deployment (New) 0/120 2 dice 20R 72%
-[X] Orca Refit Deployment 0/200 2 dice 30R 10%
-[X] Naval Defense Laser Refits 121/330 3 dice 45R 50%
Bureau 3/3 +12
-[X] Security Reviews (Agri) 3 dice +1 Agri 99%
Free 6/6
1 bureau, 3 orbital, 2 HI
0 Idle dice
715/715


Heavy investment into Philly while still pushing logistics and cap goods and energy forward since we have a lot of consumption. As well as working on some plan goals (perennial provides consumer goods and PS).

Military focusing on fewer projects but ones that improve both our ability to defend our frontiers and mining operations as well as protect the sea (Orca helps all three, sonic artillery the first two and naval point defense the later), which in turn reduces the chance NOD has to cut into our logistics and processing capabilities, both of which I am still working on with rail networks (skipping ICS since we have hover tech from the Scrin roll that should see projects later in the plan that would mainly obselete that) and processing plants. Also working on agri a bit, perennial is consumer good and PS while Kudzu is a plan goal. Phase 2 of the myomer macrospinner will give 1 cap good and set us up to do phase 3 next turn for +2 cap good and +1 energy to keep ahead of cap good demand or refill cap good if we chose the cap good reserve option next turn.

Power plants are a must with our low energy and something we should continue next turn as well. Apartment complexes let me fit other stuff in but once phase 2 is done I want to switch back to working on arcologies as we should have enough of a buffer at that point.

For Philly- 7 dice should finish the current stage but we want stage 5 done ASAP as well so putting an extra dice to get some rollover to the next phase.
 
[X] Plan Like Existing Plans But Different
[X] Plan Chimeraguard v3

Either of these two are my preference for now.
Alright time for the main event, someone please post this when the voting starts as I will be asleep, so here is my plan:
Reposting this plan for @Dmol8. His full post with arguments/reasoning is in the quote below. (When you're back online, please re-do the plan in your own post.)

[] Plan Running the Eyewall v. 4.7
Infrastructure 5/5 Dice 75 Resources
-[] Blue Zone Arcologies (Stage 3) 95/650 15 Resources per Die -2 E on Completion, 2 Die = 30 Resources
-[] Integrated Cargo System 0/800 15 Resources per Die -2 Lab -2 E -2 CapG on Completion, 3 Dice = 45 Resources
Heavy Industry 4/4 Dice + 2 Free Die 120 Resources
-[] Continuous Cycle Fusion Plants (Phase 2) 22/300 20 Resources per Die, 6 Dice = 120 Resources
Light and Chemical Industry 4/4 Dice 40 Resources
-[] Blue Zone Light Industrial Sectors (Phase 1) 0/250 10 Resources per Die -1 E -1 CapG -3 Lab on Completion, 4 Dice = 40 Resources
Agriculture 3/3 Dice 30 Resources
-[] Perennial Aquaponics Bays (Stage 2) 123/350 10 Resources per Die, 3 Dice = 30 resources
Tiberium 6/6 Dice 165 Resources -5 PS
-[] Tiberium Processing Plants (Stage 1) 0/200 30 Resources per Die -4 E -2 Log on Completion, 4 Dice = 120 Resources
-[] Improved Tiberium Containment Facilities Development 0/40 25 Resources per Die, 1 Die = 25 Resources
-[] Offshore Tiberium Harvester Stations (New) 0/200 20 Resources -5 Political Support per Die, 1 Die = 20 Resources -5 PS
Orbital 5/5 Dice + 3 Free Dice 160 Resources
-[] GDSS Philadelphia II (Phase 4) 362/715 20 Resources per Die, 7 Dice = 140 Resources
-[] Study Novel Material 0/50 20 Resources per Die, 1 Die = 20 Resources
Services 4/4 Dice 45 Resources -5 PS
-[] Green Zone Teacher Colleges (New) 0/200 5 Resources per Die, 2 Die = 10 Resources
-[] Tissue Replacement Therapy Development 0/60 20 Resources per Die, 1 Die = 20 Resources
-[] Emergency Tiberium Infusion Development 0/120 15 Resources -5 Political Support per Die, 1 Die = 15 Resources -5 Political Support
Military 6/6 Dice +1 Free Die 80 Resources
-[] Pacifier Mobile Artillery Vehicle Deployment (New) 0/120 10 Resources per Die -2 E on Completion, 1 Die = 10 Resources
-[] Orca Refit Deployment 0/200 15 Resources per Die -1 CapG on Completion, 2 Die = 30 Resources
-[] GD-3 Rifle Development (New) 0/30 10 Resources per Die, 1 Die = 10 Resources
-[] Naval Defense Laser Refits (New) 118/330 15 Resources per Die, 2 Die = 30 Resources
-[] Security Reviews Military 1 Die
Bureaucracy 3/3 Dice
-[] Security Reviews Military 3 Dice
Alright time for the main event, someone please post this when the voting starts as I will be asleep, so here is my plan:

Political‌ ‌Support:‌ ‌60
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌6‌
Housing: +16 (23 Low Quality)
Energy: +1 (+3 Reserve)
Logistics: +7
Food: +21 (+8 Reserve)
Health +11 (-3 Consumed)
Capital Goods: +3
Consumer Goods: +28
Labor: +30
Tiberium Processing Capacity: (1645/1720)
Yellow Zone
Water: +6

Infrastructure +22
Heavy Industry +17
Light and Chemical Industry +12
Agriculture +12
Tiberium +25
Orbital Industry +10
Services +17
Military +14
Bureaucracy +12
+5 to Development Projects
+5 to Technology Working Groups
+5 to Station Building

Last Security Review:
Light/Chem 1 turns ago 2058 Q3
Services 2 turns ago 2058 Q2
Orbital 4 turn ago 2057 Q4
Heavy Ind 5 turns ago 2057 Q3
Tiberium 6 turns ago 2057 Q2
Bureaucracy 7 turns ago 2057 Q1
Infrastructure 8 turns ago 2055 Q4
Agriculture 9 turns ago 2056 Q4
Military 11 turns ago 2056 Q1

[ ] Plan Running the Eyewall v. 4.7
Infrastructure 5/5 Dice 75 Resources
-[ ] Blue Zone Arcologies (Stage 3) 95/650 15 Resources per Die -2 E on Completion, 2 Die = 30 Resources
-[ ] Integrated Cargo System 0/800 15 Resources per Die -2 Lab -2 E -2 CapG on Completion, 3 Dice = 45 Resources
Heavy Industry 4/4 Dice + 2 Free Die 120 Resources
-[ ] Continuous Cycle Fusion Plants (Phase 2) 22/300 20 Resources per Die, 6 Dice = 120 Resources
Light and Chemical Industry 4/4 Dice 40 Resources
-[ ] Blue Zone Light Industrial Sectors (Phase 1) 0/250 10 Resources per Die -1 E -1 CapG -3 Lab on Completion, 4 Dice = 40 Resources
Agriculture 3/3 Dice 30 Resources
-[ ] Perennial Aquaponics Bays (Stage 2) 123/350 10 Resources per Die, 3 Dice = 30 resources
Tiberium 6/6 Dice 165 Resources -5 PS
-[ ] Tiberium Processing Plants (Stage 1) 0/200 30 Resources per Die -4 E -2 Log on Completion, 4 Dice = 120 Resources
-[ ] Improved Tiberium Containment Facilities Development 0/40 25 Resources per Die, 1 Die = 25 Resources
-[ ] Offshore Tiberium Harvester Stations (New) 0/200 20 Resources -5 Political Support per Die, 1 Die = 20 Resources -5 PS
Orbital 5/5 Dice + 3 Free Dice 160 Resources
-[ ] GDSS Philadelphia II (Phase 4) 362/715 20 Resources per Die, 7 Dice = 140 Resources
-[ ] Study Novel Material 0/50 20 Resources per Die, 1 Die = 20 Resources
Services 4/4 Dice 45 Resources -5 PS
-[ ] Green Zone Teacher Colleges (New) 0/200 5 Resources per Die, 2 Die = 10 Resources
-[ ] Tissue Replacement Therapy Development 0/60 20 Resources per Die, 1 Die = 20 Resources
-[ ] Emergency Tiberium Infusion Development 0/120 15 Resources -5 Political Support per Die, 1 Die = 15 Resources -5 Political Support
Military 6/6 Dice +1 Free Die 80 Resources
-[ ] Pacifier Mobile Artillery Vehicle Deployment (New) 0/120 10 Resources per Die -2 E on Completion, 1 Die = 10 Resources
-[ ] Orca Refit Deployment 0/200 15 Resources per Die -1 CapG on Completion, 2 Die = 30 Resources
-[ ] GD-3 Rifle Development (New) 0/30 10 Resources per Die, 1 Die = 10 Resources
-[ ] Naval Defense Laser Refits (New) 118/330 15 Resources per Die, 2 Die = 30 Resources
-[ ] Security Reviews Military 1 Die
Bureaucracy 3/3 Dice
-[ ] Security Reviews Military 3 Dice

75+120+40+30+165+160+45+80 = 715/715

Here is what this plan does:

- 2 Die on Blue Zone Arcologies to keep them rolling.
- 3 Dice on Integrated Cargo System to start on that. I'm still doing the railroads down the line. Too useful not to.

- 6 Dice on Continuous Cycle Fusion Plant to get as much progress into it since we need a lot of Energy. I'm repeating this action next turn as well. 98% Chance and an Average DC of 27 to complete Phase 2.

- 4 Dice on Blue Zone Industrial Sectors for some extra Health gain now and because it's cheap. Myomers next turn. 60% chance and an Average DC of 46 to complete.

- 3 Dice on Perennial Aquaponics Bays to save money and do a plan goal. 32% chance and an Average DC of 59 to complete.

- 4 Dice on Tiberium Processing Plants to start on removing a strategic weakness. 98% chance and an Average DC of 22 to complete Stage 1 and a 8% chance and an Average DC of 72 to complete Stage 1+2.
- 1 Die on Improved Tiberium Containment Facilities Development for a 100% chance and a DC of 2 (critical failures are still critical) to complete.
- 1 Die on Offshore Tiberium Harvesting Stations to slow roll it as it is needed, but I'd rather lose as little of Political Support as possible.

- 7 Dice on Philadelphia II to get Phase 4 Completed this turn. 94% chance and an Average DC of 39 to complete.
- 1 Die on Study Novel Material because we will get a use out of it in SCED quest if nowhere else immediately. 76% chance and a DC of 25 to complete. Seo's bonuses don't apply here.

- 2 Die on Green Zone Teacher Colleges to keep working on Litvinov's agenda. 13% chance and an Average DC of 76 to complete.
- 1 Die on Tissue Replacement Therapy Development for a 78% chance and a DC of 28 to complete and start on developing treatment for our NOD defectors.
- 1 Die on Emergency Tiberium Infusion to slow roll it to completion and a better treatment of Rock Lung. I want Julian Bennett to live a longer life so he can preserve more artifacts and maybe even run for General Secretery again down the line. 18% chance and a DC of 88 to complete.

- 1 Die on Pacifier Mobile Vehicle Deployment for a 10% chance and a DC of 91 to complete. Slow roll to get this started
- 2 Die on Orca Refit Deployment for a 10% chance and an Average DC of 79 to complete. Probably completes next turn, but should get started on this turn.
- 1 Die on GD-3 Rifle Development to complete it this turn and start deploying it next year. 100% chance and a DC of 2 to complete.
- 2 Die on Naval Defense Laser Refits to try and get them done. 6% chance and an Average DC of 83 to complete. Probably next turn again.

- 1 Die from Military and 3 Dice on Security Reviews Military to dig out some infiltrators out of the Military before the war can start.

Our 3 Main Strategic Weaknesses are: Logistics, Lack of new generation Processing (which we only currently have in Chicago and Mecca) and Consumables. My plan expands our modern Processing Plants and Develops better Silos so we have less pressure on Mecca and Chicago and then works towards fixing other weaknesses next turn. Our orbital communication network autofinishes this turn and that will make Philladelphia II less of a masterstroke target.

I'm planning on ramping up dealing with these Strategic Weaknesses alongside making sure all of our military is prepared to fight this war and my stance is defensive. No expanding the Green Zone, just securing it.

The new rifle development project is here so it gets a Die on it and both the Orca and the Naval Laser Defense Refits are getting slow rolled so I can still get enough resources elsewhere, but they will get done next turn.
 
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[X] Plan Chimeraguard v3

The communal housing experiments could turn out to be very useful. Not everyone's going to want to live in a hippy commune where everyone works the communal cannabis garden together, but the point of the program right in the title is to be an experiment. We're going to try a bunch of stuff out, some of it will probably work and other parts probably won't. The sooner we know the parts that do work though, the earlier we can incorporate those lessons learned into the arcology/apartment/other traditional housing projects. If professionally operated residential canteens end up being a viable replacement for most of the personal kitchen space in the current floorplan or whatever, that adds up to a LOT of points saved when applied across every new arcology on the planet etc.

Also importantly, it would offer valuable data on viability of doing that in space.
 
If this happens, well shit is what I can say lol, cuz I'm one of the people who is actively pushing for the Absolute Blockade of Sol as it was contaminated to such a hazardous material, that if it ever contaminated another solar body, extrasolar or one of ours, I'mma be quite annoyed lmao.
I mean the Scrin exist and they have Tib used in all their technology, the forces that attacked Earth were actually a mining operation rather than a dedicated military force, so there's obviously sources for the stuff outside of Sol.

Depending on how the first Tib meteors arrived on earth they could have been using and seeding Tiberium mining worlds for centuries.
 
[X] Plan Chimeraguard v3

Forgot to vote, Chimeragaurd definitely has more of the stuff i'm interesting in with Tib infusion and Tib Vein Mines so we can finally get a better look at whats going on underneath us.
 
Tiberium will likely spread it just has so many ways to do it and even more with how it can mutate in all sorts of ways and will likely get though one of are checkpoints accidentally or purposely. we can only build better detecting machines and devices and have teams that job is to look in every nook and cranny and respond fast to any confirmed tiberium and make plans to hopefully completely remove it but expect to make some sort of quarantine to keep it from spreading?
 
[X]Plan A Bucket to Hold All This Power Mk.5 Communal Housing
-[X]Infrastructure 5/5 70R
--[X] Communal Housing Experiments (New) 0/140 1 die 10R (median 1/2)
--[X] Integrated Cargo System 0/800 4 dice 60R (median 4/11)
-[X]Heavy Industry 4/4 + 2 120R
--[X] Continuous Cycle Fusion Plant (Phase 2) 22/300 6 dice 120R 98%
-[X]Light & Chemical Industry 2/4 40R
--[X] Reykjavik Myomer Macrospinner (Phase 2) 1/160 2 dice 40R 33%
-[X]Agriculture 3/3 20R
--[X] Perennial Aquaponics Bays (Stage 2) 123/350 2 dice 20R (median 2/4)
--[X] Security Review 1 die
-[X]Tiberium 6/6 165R
--[X] Offshore Tiberium Harvester Stations (New) 0/200 1 dice 20R -5PS (median 1/3)
--[X] Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
--[X] Tiberium Processing Plants (Stage 1) 0/200 4 dice 120R 98%
-[X]Orbital Industry 5/5 + 2 140R
--[X] GDSS Philadelphia II (Phase 4) 362/710 7 dice 140R 95%
-[X]Services 4/4 50R
--[X] Green Zone Teacher Colleges 0/200 2 dice 10R 13% (median 2/3)
--[X] Advanced Electronic Video Assistant Development 0/60 1 die 20R 78%
--[X] Tissue Replacement Therapy Development 0/60 1 die 20R 77%
-[X]Military 6/6 + 2 110R
--[X]GD-3 Rifle Development 0/30 1 die 10R 100%
--[X]Pacifier Mobile Artillery Vehicle Deployment 0/120 1 dice 10R 10% (median 1/2)
--[X]Tube Artillery Deployment 0/200 3 dice 45R 55%
--[X]Naval Defense Laser Refits 117/330 3 dice 45R 50%
-[X]Bureaucracy 0/3
--[X]Security Review
---[X]Agriculture 3 dice 100%

715/715R, 6/6 Free Dice

[X] Plan Space and Science
[X] Plan Fixing the Backend
[X] Plan Something Something Dice Rolls Something Something
 
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I am not a fan of whole anti-tiberium paranoia. It's incredibly useful! If not for NOD, we could have had post-scarcity decades ago!
I am sure we can deal with whole "planet collapsing under your feet" side-effect within a century.
 
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I keep getting surprised and confused each turn this hasn't been done already, much less when the silk plant was done before it for some reason? What gives, it's High Priority for a reason, and we even promised it.
We were hoping to use the silk plants to fix the capital good shortage(we want to spend a lot more than we have for war factory refits and other projects) as we did not need more food or consumer goods at that time.
 
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