[X] Plan I want Philly
[X] Plan Derpy

Yes it's a meme plan but the advantages we get from a stage 5 Philadelphia are considerable and we still have a few more turns left before any nod escalation.
 
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[X] Plan Derpy
-[X] Infra 5/5 dice 70R
--[X] Blue Zone Arcologies (Stage 3) 302/650 4 dice 60R 33%
--[X] Communal Housing Experiments 72/140 1 die 10R 74%
-[X] Heavy Ind 4/4 dice 80R
--[X] Continuous Cycle Fusion Plant (Phase 3) 125/300 2 dice 40R 35%
--[X] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 49%
-[X] L&CI 4/4 dice 80R
--[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
-[X] Agri 3/3 dice 30R
--[X] Perennial Aquaponics Bays (Stage 2) 291/350 3 dice 30R 100% (3/6 median Stage 2+3)
-[X] Tiberium 6/6 dice 135R
--[X] Red Zone Containment Lines (Stage 5) 74/180 2 dice 50R 95%
--[X] Tiberium Processing Refits (Phase 1) (New) 0/100 1 die 20R 45%
--[X] Offshore Tiberium Harvester Stations 0/200 2 dice 40R 10PS 28%
--[X]Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[X] Orb Ind 5/5 +2 free dice 140R
--[X] GDSS Philadelphia II (Phase 5) 32/1425 7 dice 140R (7/20 median)
-[X]Services 4/4 65R
--[X] Green Zone Teacher Colleges 149/200 1 die 5R 86%
--[X] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
--[X] Advanced Electronic Video Assistant Development 0/60 1 die 20R 82%
--[X] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 22%
-[X] Military 6/6 +5 free dice 130R
--[X] Security Review
--[X] Reclamator Hub Red Zone 7-South 51/105 2 dice 40R 99%
--[X] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
--[X] Tube Artillery Deployment 184/200 1 die 15R 100%
--[X] Shell Plants (Phase 4) 3/300 3 dice 30R 7%
--[X] Naval Defense Laser Refits 270/330 1 die 15R 74%
--[X] Havoc Scout Deployment Brest 0/110 1 die 10R 29%
--[X] Havoc Scout Deployment Seoul 0/110 1 die 10R 29% (50% at least one Havoc finishes)
-[X] Bureau 3/3
--[X] Security Review Military DC50 3 dice 100%
 
Elsewhere, Krukov has been gathering his strength once more and putting down uprisings across his territory, especially in the fractious east. Open warfare has occurred across the Russian steppe, with Krukov making multiple shows of force in taking his opposition's fortresses by storm rather than siege operations.
Beyond that, Cherdenko's intelligence has led to the Aurora bomber being increased in priority.
So - I'd like to say something here.

Our sudden need for a new red zone marv fleet, the attack on Chicago, Bitang making a go at our convoy, and Krukov's attack on St. Petersberg are all symptoms of the same issue: We have not done proper offensive operations against nod in a damn long time, and the warlords are all looking more towards their position under kane when he comes back than at the guns we should be pointing at them. For all the material and personnel Krukov lost in his attack, he gained everything he wanted, and is such an example to others that many warlords are just plain joining up with him.

Which is why we can fix that by punching his smug face in. He's been keeping those factories of his at full blast to support his offensives and stabilizing actions where he does harvesting. They're still where they were when our good 'ol POW last knew about them, and the Aurora bomber can target those factories without hitting the towns around them. Precision munitions: Ithillid confirmed.

I won't bother going into worse cases about what happens if we don't give nod a reason to pause. We've already got enough fires per turn igniting as it is to justify slowing their horse shit down.

So, without ado, I've got some modifications to the two leading plans to fit our strategic bomber in:
[X] Plan Derpy Hitting Krukov With A Steel Chair Edition
-[X] Infra 5/5 dice 70R
--[X] Blue Zone Arcologies (Stage 3) 302/650 4 dice 60R 33%
--[X] Communal Housing Experiments 72/140 1 die 10R 74%
-[X] Heavy Ind 4/4 dice 90R
--[X] Continuous Cycle Fusion Plant (Phase 3) 125/300 2 dice 40R 35%
--[X] -[] Blue Zone Heavy Industrial Sectors 0/500 2 Dice 50R
-[X] L&CI 4/4 dice 80R
--[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
-[X] Agri 3/3 dice 30R
--[X] Perennial Aquaponics Bays (Stage 2) 291/350 3 dice 30R 100% (3/6 median Stage 2+3)
-[X] Tiberium 6/6 dice 135R
--[X] Red Zone Containment Lines (Stage 5) 74/180 2 dice 50R 95%
--[X] Tiberium Processing Refits (Phase 1) (New) 0/100 1 die 20R 45%
--[X] Offshore Tiberium Harvester Stations 0/200 2 dice 40R 10PS 28%
--[X] Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[X] Orb Ind 5/5 +2 free dice 140R
--[X] GDSS Philadelphia II (Phase 5) 32/1425 7 dice 140R (7/20 median)
-[X] Services 3/4 60R
--[X] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
--[X] Advanced Electronic Video Assistant Development 0/60 1 die 20R 82%
--[X] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 22%
-[X] Military 6/6 +5 free dice 135R
--[X] Security Review
--[X] Aurora Strike Bomber Development 0/40 1 die 15R 99%
--[X] Reclamator Hub Red Zone 7-South 51/105 2 dice 40R 99%
--[X] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
--[X] Tube Artillery Deployment 184/200 1 die 15R 100%
--[X] Shell Plants (Phase 4) 3/300 2 dice 20R
--[X] Naval Defense Laser Refits 270/330 1 die 15R 74%
--[X] Havoc Scout Deployment Brest 0/110 1 die 10R 29%
--[X] Havoc Scout Deployment Seoul 0/110 1 die 10R 29% (50% at least one Havoc finishes)
-[X] Bureau 3/3
--[X] Security Review Military DC50 3 dice 100%

740R/740R 7/7 Free Dice

Got the extra 5 resources needed for auroras by taking out Teachers. We're in Litnov's good books already, so we don't need it rushed just yet.

EDIT: Since the original draft of this plan, I've swapped out Nuuk for 2 heavy industrial sectors dice, which needed me to cough up 10 more resources. I did it by swapping out RZ containment lines for 2 dice on yellow zone tib harvesting, to get a head start on eating Krukov's lunch while his attention is elsewhere.

EDIT 2: hopefully the last change. On Derpmind's advice, I've returned to RZ containment lines, and instead gotten the 10R filled by dropping a dice from shell plants, and switching back to Mil security reviews. He brought up a good point that with 3 dice shells had only a 7% completion chance, and that this wasn't a good enough guarantee to obligate the ground forces to start expanding territory again. We can circle back to it later depending on how things go.

Noticed too late I want Philly does not continue Pacifier. Frick.
And as it happens, I've made an update that fixes that issue:

[X] Plan I want Philly Pacifiers Edition
-[X] Infrastructure 5/5 Dice 105R
--[X] Blue Zone Arcologies (Stage 3) 302/650 3 Dice 45R 2%
--[X] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 23%
-[X] Heavy Industry 4/4 dice 80R
--[X] Continuous Cycle Fusion Plant (Phase 3) 4 dice 80R 99%
-[X] LCI 4 Dice 80R
--[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 Dice 80R 28%
-[X] Agriculture 3/3 Dice 45R
--[X] Perennial Aquaponics Bays (Stage 2) 291/350 1 die 10R 73%
--[X] Wadmalaw Kudzu Development 0/40 1 Die 20R 97%
--[X] Vertical Farming Projects (Stage 2) 65/240 1 Die 15R
-[X] Orbital 5/5 +7 dice 240R
--[X] GDSS Philadelphia II (Phase 5) 48/1425 12 Dice 240R 12/median 19 dice
-[X] Tiberium 6/6 Dice 75R
--[X] Improved Tiberium Containment Facilities Development 0/40 1 Die 25R 100%
--[X] Railgun Harvester Factories
---[X] Porto 0/70 1 Die 10R 75%
---[X] Vladivostok 0/70 1 Die 10R 75%
---[X] Bissau 0/70 1 Die 10R 75%
---[X] Maputo 0/70 1 Die 10R 75%
---[X] Dandong 0/70 1 Die 10R 75%
-[X] Services 2/4 dice 40R
--[X] Advanced Electronic Video Assistant Development 0/60 1 die 20R 82%
--[X] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 22%
-[X] Military 6/6 dice 75R
--[X] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
--[X] Aurora Strike Bomber Development 0/40 1 die 15R 99%
--[X] Tube Artillery Deployment 184/200 1 die 15R 100%
--[X] Naval Defense Laser Refits 270/330 1 die 15R 74%
--[X] Havoc Scout Mech Deployment
---[X] Brest 0/110 1 die 10R 29%
---[X] Seoul 0/110 1 die 10R 29%
-[X] Bureaucracy 3/3 Dice
--[X] Rationalize Yellow Zones 3 dice 99% DC 90

Total: 740R/740R 7/7 Free Dice

In both cases, I freed up a mil die by swapping out the security sweep for Rationalizing Yellow Zones - this is good for quickly following up with a territory grab, but in general the idea is that we can still do the military audits next turn, and just really need a die freed up right now.

Orbital Defense Laser won't go into any systems until ASAT 5 and modern nod lasers are coming soon, so that was an easy one to put off to get the last bit of required resources for the purifier. There are no other changes to the Philly plan.
 
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[X] Plan Derpy
-[X] Infra 5/5 dice 70R
--[X] Blue Zone Arcologies (Stage 3) 302/650 4 dice 60R 33%
--[X] Communal Housing Experiments 72/140 1 die 10R 74%
-[X] Heavy Ind 4/4 dice 80R
--[X] Continuous Cycle Fusion Plant (Phase 3) 125/300 2 dice 40R 35%
--[X] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 2 dice 40R 49%
-[X] L&CI 4/4 dice 80R
--[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
-[X] Agri 3/3 dice 30R
--[X] Perennial Aquaponics Bays (Stage 2) 291/350 3 dice 30R 100% (3/6 median Stage 2+3)
-[X] Tiberium 6/6 dice 135R
--[X] Red Zone Containment Lines (Stage 5) 74/180 2 dice 50R 95%
--[X] Tiberium Processing Refits (Phase 1) (New) 0/100 1 die 20R 45%
--[X] Offshore Tiberium Harvester Stations 0/200 2 dice 40R 10PS 28%
--[X] Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[X] Orb Ind 5/5 +2 free dice 140R
--[X] GDSS Philadelphia II (Phase 5) 32/1425 7 dice 140R (7/20 median)
-[X] Services 4/4 65R
--[X] Green Zone Teacher Colleges 149/200 1 die 5R 86%
--[X] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
--[X] Advanced Electronic Video Assistant Development 0/60 1 die 20R 82%
--[X] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 22%
-[X] Military 6/6 +5 free dice 130R
--[X] Security Review
--[X] Reclamator Hub Red Zone 7-South 51/105 2 dice 40R 99%
--[X] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
--[X] Tube Artillery Deployment 184/200 1 die 15R 100%
--[X] Shell Plants (Phase 4) 3/300 3 dice 30R 7%
--[X] Naval Defense Laser Refits 270/330 1 die 15R 74%
--[X] Havoc Scout Deployment Brest 0/110 1 die 10R 29%
--[X] Havoc Scout Deployment Seoul 0/110 1 die 10R 29% (50% at least one Havoc finishes)
-[X] Bureau 3/3
--[X] Security Review Military DC50 3 dice 100%

730R/740R 7/7 Free Dice

This was a draft plan I've patched up. Might as well throw my hat in the ring, and all. It's probably quite similar to many other plans, like, we have a lot of plans this turn. So that's cool.

Likely the main thing I'm doing that other plans aren't is the [] Tiberium Processing Refits. I think we should do these ASAP, not just because it reduces the strain on our processing network, but because we need spare processing capacity to do them, and these are cheaper overall to do because since these only cost 20R per die and don't cost any Energy or Logistics. So if we want to do the cheaper +Processing option, we need do it soon since we won't always have so much space capacity to do the refits with. If we work on these starting this turn, it'll make the following phases easier to do and save us 4 Energy and 3 Logistics for use elsewhere.

[X]Plan I want Philly
[X] Plan Chimeraguard
Processing refits amount to 0/600 20 R +300 Refining Cap, compared to 0/200 30 R +600 Refining Cap -4 Energy (like 1 Die and 20 Rs) and -3 Logistics (3 Die or so and 60 R) or 0/100 30R -2 Energy -1.5 Logistics. The only reason to do refits is if we are running out of space for new refineries or don't want to use the old tech ones even as an emergency buffer in case of Nod for some reason. Or if we really need to raise the Refining Cap and cant afford the Logistics cost somehow.

Could we please finally do the Kudzu? There is literally no reason not to right now, the Perennials will be done for sure with 2 Dice and you literally have the Rs free for it.

Doing the AI action in particular before finishing up AEVAs seems like running before we walk, and its not like we are likely to have the dice to deploy all three of these development actions simultaneously.

Doing Nuuk postpones Wartime Factory Refits by over half a year if fully focused on best I can tell. WFR is a very important action and not just for those Mil dice, it means producing more tanks, airplanes, everything that we did not build factories for in this quest as old rushed refits are fixed. I recommend Blue Zone Industrial Zones instead and then dump its +8 CapGs into WFR right away, then return back to Nuuk. BZIZ are also hardened against Nod sabotage as they are spread all over the place.
 
[X] Plan Derpy Hitting Krukov With A Steel Chair Edition
[X] Plan I want Philly Pacifiers Edition
 
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Huh so Plan Derpy is in the lead right now, but that is in part because a lot of the voters have not seen the newer plans and @uju32 has not been agitating for a plan this time.
 
So - I'd like to say something here.

Our sudden need for a new red zone marv fleet, the attack on Chicago, Bitang making a go at our convoy, and Krukov's attack on St. Petersberg are all symptoms of the same issue: We have not done proper offensive operations against nod in a damn long time, and the warlords are all looking more towards their position under kane when he comes back than at the guns we should be pointing at them. For all the material and personnel Krukov lost in his attack, he gained everything he wanted, and is such an example to others that many warlords are just plain joining up with him.

Which is why we can fix that by punching his smug face in. He's been keeping those factories of his at full blast to support his offensives and stabilizing actions where he does harvesting. They're still where they were when our good 'ol POW last knew about them, and the Aurora bomber can target those factories without hitting the towns around them. Precision munitions: Ithillid confirmed.

I won't bother going into worse cases about what happens if we don't give nod a reason to pause. We've already got enough fires per turn igniting as it is to justify slowing their horse shit down.

We could damage Krukov very badly. It might be worth doing, and I'm not arguing against it.

The top warlords are competing for the regency, trying to position themselves as Kane's Right Hand, and gaining that position requires them to launch major attacks on GDI. If we take out Krukov's factories and cripple his strategic position, we can sabotage his attempt to be First Warlord. This will not stop others from reaching for the same goal.

Proper offensive operations against Nod might encourage some measure of unity and cooperation. Right now, the warlords are still focused on their individual achievements rather than any kind of joint offensive. I do not want that to change. We want them looking towards their position under Kane rather than focusing on the threat GDI poses.

Nod has not launched a successful offensive in the course of the game. This does not mean that we should become complacent, but it does mean that the current state of affairs favors GDI. The "fires per turn" have not changed the strategic momentum of the war, which is turning decisively in favor of GDI as we build our economy and win hearts and minds in the Yellow Zones.

Maybe we should attack Krukov. I'm not opposed. But generally speaking, the Nod competition favors us, because it shows that the warlords are focused on their success against their rivals rather than Nod's success against GDI. The alternative to "Nod warlords show off by attacking us" is "Nod warlords cooperate to resist a GDI offensive". By attacking us.
 
We could damage Krukov very badly. It might be worth doing, and I'm not arguing against it.

The top warlords are competing for the regency, trying to position themselves as Kane's Right Hand, and gaining that position requires them to launch major attacks on GDI. If we take out Krukov's factories and cripple his strategic position, we can sabotage his attempt to be First Warlord. This will not stop others from reaching for the same goal.

Proper offensive operations against Nod might encourage some measure of unity and cooperation. Right now, the warlords are still focused on their individual achievements rather than any kind of joint offensive. I do not want that to change. We want them looking towards their position under Kane rather than focusing on the threat GDI poses.

Nod has not launched a successful offensive in the course of the game. This does not mean that we should become complacent, but it does mean that the current state of affairs favors GDI. The "fires per turn" have not changed the strategic momentum of the war, which is turning decisively in favor of GDI as we build our economy and win hearts and minds in the Yellow Zones.

Maybe we should attack Krukov. I'm not opposed. But generally speaking, the Nod competition favors us, because it shows that the warlords are focused on their success against their rivals rather than Nod's success against GDI. The alternative to "Nod warlords show off by attacking us" is "Nod warlords cooperate to resist a GDI offensive". By attacking us.
It was pretty late last night when I wrote all that, so I probably wasn't all that clear, but the main thrust of what I'm proposing is retaliation to establish deterrence, rather than just "attack nod in general". Further, I've been talking a lot about the economic and humanitarian competition we could provide as a backbone of our efforts, even against Krukov in specific, for a while over on discord, that's not something you need to convince me of. I think that should resolve most of the issue here.

But there's one thing I do disagree with:
Proper offensive operations against Nod might encourage some measure of unity and cooperation. Right now, the warlords are still focused on their individual achievements rather than any kind of joint offensive. I do not want that to change. We want them looking towards their position under Kane rather than focusing on the threat GDI poses.
...Not that an overfocus on offensive operations might not cut a gordian knot for nod, but rather, that doing the opposite preserves the status quo.

It doesn't. For all that Krukov didn't get his stretch goal of killing a BZ arcology, he does consider his offensive a success, and we can see why: Other warlords are consolidating with him voluntarily, even before Kane comes into the picture.

This jockeying isn't just about sucking up to the bald man, it's about convincing the others to choose them as a leader, and right now Krukov is in the lead, and snowballing. That means to preserve the status quo, we specifically have to take him down several pegs.

That's what I feel. More later, maybe.
 
Doing Nuuk postpones Wartime Factory Refits by over half a year if fully focused on best I can tell. WFR is a very important action and not just for those Mil dice, it means producing more tanks, airplanes, everything that we did not build factories for in this quest as old rushed refits are fixed. I recommend Blue Zone Industrial Zones instead and then dump its +8 CapGs into WFR right away, then return back to Nuuk. BZIZ are also hardened against Nod sabotage as they are spread all over the place.
So this is an important issue, and I'm glad you brought it up. I have 10R unspent in my plan, and that means I could switch from doing Nuuk to doing BZ Heavy Industrial Sectors. Doing so would let us do the Wartime Factory Refits approximately 6 months (two turns) earlier. The downside is it'll take longer to get Capital Goods for other project, but WFR is probably our most important military project. And BZ Heavy Industry is a distributed project, meaning it's a supply of Capital Goods that NOD can't attack a single location to disrupt.

I really want to ask the thread: Should I switch two dice off Nuuk and into Blue Zone Heavy Industrial Sectors? If in the next, say, 12 hours I don't get many objections, or most people say they prefer I make the switch, then I'm going to be making this change to the plan.
Processing refits amount to 0/600 20 R +300 Refining Cap, compared to 0/200 30 R +600 Refining Cap -4 Energy (like 1 Die and 20 Rs) and -3 Logistics (3 Die or so and 60 R) or 0/100 30R -2 Energy -1.5 Logistics. The only reason to do refits is if we are running out of space for new refineries or don't want to use the old tech ones even as an emergency buffer in case of Nod for some reason. Or if we really need to raise the Refining Cap and cant afford the Logistics cost somehow.
Here's my thinking on [] Tiberium Processing Plants vs. [] Tiberium Processing Refits: The average cost of doing all five phases of Processing Refits (500 progress total) is 6 dice and 60R. The average cost of Processing Plants is 2 dice and 60R, and -4 Energy -3 Logistics. 4 Energy is 1/4th a phase of our fancy new Fusion Plants, or roughly 3/4th of a die and 12.5R. 3 Logistics is 1/6th of the upcoming Integrated Cargo System, so that's roughly 1.66 dice and 25R. That puts the total cost of [] Tiberium Processing Plants at about 4-ish dice and 97.5R. I think the Refits are cheaper, and that plus their other benefits makes them the better option for now.

Even putting iffy cost estimates aside, we're better off saving the Energy and, more pressingly, the Logistics for now anyways. Plus we really want an ample supply of transuranics, and finishing the processing refits will give us a larger supply of those than the next stage of processing plants.
Could we please finally do the Kudzu? There is literally no reason not to right now, the Perennials will be done for sure with 2 Dice and you literally have the Rs free for it.
It's a plan goal to do all three phases of the Perennials, not just the next phase. And the sooner we finish them, the more of their food and consumer goods we'll get before the end of the plan.
Doing the AI action in particular before finishing up AEVAs seems like running before we walk, and its not like we are likely to have the dice to deploy all three of these development actions simultaneously.
I disagree. I think there's synergy in researching similar systems on the same turn, so I hope doing both EVAs and AI at the same time will benefit both. Also, given that medical advancements take time to test before we can deploy them (last turn's Tiberium Infusion isn't ready yet) I don't expect we'll see the project that Tissue Replacement Therapy unlocks until later.
 
I really want to ask the thread: Should I switch two dice off Nuuk and into Blue Zone Heavy Industrial Sectors? If in the next, say, 12 hours I don't get many objections, or most people say they prefer I make the switch, then I'm going to be making this change to the plan.

Yes please. That's my largest criticism of your plan and why I'm not currently voting for it, I know the BZHIS are less efficient in the long run but the refits being done 6+ months earlier could make a significant operational difference in the situation we find ourselves
 
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