[X] Plan Derpy
I'm bullet voting for Plan Derpy alongside my plan because it's the only plan with more than 20 votes that does Green Zone Teaching Colleges and I don't expect to be here late into the night to do this then in case my plan rises up in the meanwhile.
Alright reposting my plan here, please do keep in mind that MARVs being
written as 5 Resources per Die more expensive than they are is the reason for the lack of full use of Resources:
Political Support: 75
SCIENCE Meter: 4/4
Free Dice: 7
Housing: +15 (23 Low Quality)
Energy: +13 (+3 Reserve)
Logistics: +7
Food: +21 (+8 Reserve)
Health: +11 (3 Consumed)
Capital Goods: +3
Consumer Goods: +34
Labor: +30
Tiberium Processing Capacity (1670/2320)
Green Zone:
Water: +6
Abatement: 86
Red Zone:
Abatement: 67
Infrastructure: +26
Heavy Industry: +21
Light and Chemical Industry: +16
Agriculture: +16
Tiberium: +29
Orbital Industry: +16
Services: +21
Military: +18
Bureaucracy: +16
Security Reviews:
Agriculture 1 turn ago 2058 Q4
Light/Chem 2 turn ago 2058 Q3
Services 3 turns ago 2058 Q2
Orbital 5 turns ago 2057 Q4
Heavy Ind 6 turns ago 2057 Q3
Tiberium 7 turns ago 2057 Q2
Bureaucracy 8 turns ago 2057 Q1
Infrastructure 9 turns ago 2056 Q4
Military 12 turns ago 2056 Q1
[X] Plan Stocking the Piles 1.4:
Infrastructure 5/5 Dice 70 Resources
-[X] Blue Zone Arcologies (Stage 3) (Updated) 302/650 15 Resources per Die -2 E on Completion, 2 Die = 30 Resources
-[X] Communal Housing Experiments (New) 72/140 10 Resources per Die -5 PS on Completion, 1 Die = 10 Resources
-[X] Integrated Cargo System 0/800 15 Resources per Die -2 Lab - 2 E -2 CapG on Completion, 2 Die = 30 Resources
Heavy Industry 4/4 Dice 80 Resources
-[X] Continuous Cycle Fusion Plants (Phase 3) 125/300 20 Resources per Die, 2 Die = 40 Resources
-[X] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 20 Resources per Die -1 Lab on Completion, 2 Die = 40 Resources
Light and Chemical Industry 4/4 Dice 70 Resources
-[X] Reykjavik Myomer Macrospinner 4/320 20 Resources per Die, 3 Dice = 60 Resources
-[X] Civilian Glider Development (New) 0/40 0/40 10 Resources per Die, 1 Die = 10 Resources
Agriculture 3/3 Dice 30 Resources
-[X] Perennial Aquaponics Bays (Stage 2) 291/350 10 Resources per Die, 3 Dice = 30 Resources
Tiberium 6/6 Dice 120 Resources -10 PS
-[X] Red Zone Containment Lines (Stage 5) 74/180 25 Resources per Die, 1 Die = 25 Resources
-[X] Tiberium Processing Refits (Phase 1) (New) 0/100 20 Resources per Die 1 Die per Turn -250 Processing Capacity if Incomplete, 1 Die = 20 Resources
-[X] Railgun Harvester Factories (Updated) Maputo 0/70 10 Resources per Die -2 E -1 Lab on Completion, 1 Die = 10 Resources
-[X] Offshore Tiberium Harvester Stations 0/200 20 Resources -5 PS per Die, 2 Die = 40 Resources -10 PS
-[X] Improved Tiberium Containment Facilities Development 0/40 25 Resources per Die, 1 Die = 25 Resources
Orbital 5/5 Dice + 5 Free Dice 200 Resources
-[X] GDSS Philadelphia II (Phase 5) 48/1425 20 Resources per Die, 10 Dice = 200 Resources
Services 4/4 Dice 45 Resources
-[X] Green Zone Teacher Colleges 149/200 5 Resources per Die, 1 Die = 5 Resources
-[X] Tissue Replacement Therapy Development 0/60 20 Resources per Die, 1 Die = 20 Resources
-[X] Domestic Animal Programs 0/200 10 Resources per Die -3 F on Completion, 2 Die = 20 Resources
Military 6/6 Dice + 2 Free Dice Edit: 110 Resources:
-[X] Reclamator Hub Red Zone 7-South 51/105 Edit: 20 Resources per Die, 2 Die = 40 Resources
-[X] Pacifier Mobile Artillery Vehicle Deployment 90/120 10 Resources per Die -2 E on Completion, 1 Die = 10 Resources
-[X] Tube Artillery Deployment 184/200 15 Resources per Die, 1 Die = 15 Resources
-[X] Shell Plants (Phase 4) 3/300 10 Resources per Die -2 E on Completion, 2 Die = 20 Resources
-[X] Naval Defense Laser Refits 270/330 15 Resources per Die, 1 Die = 15 Resources
-[X] Havoc Scout Mech Deployment (New) Brest 0/110 10 Resources per Die -2 E on Completion, 1 Die = 10 Resources
-[X] Security Reviews Military 1 Die
Bureaucracy 3/3 Dice:
-[X] Security Reviews Military 3 Dice DC 50
70+80+70+30+120+200+45+110 = 725/740
So here is what this plan does:
- 2 Die on Blue Zone Arcologies to keep them rolling and get another Stage done next turn.
- 1 Die on Communal Housing Experiments to finish it off. 74% chance and a DC of 27.
- 2 Die on Integrated Cargo System to get started on that to patch one of our strategic weaknesses.
- 2 Die on Continuous Cycle Fusion Plants for a 35% chance and an Average DC of 59 to complete Phase 3. We will need Phase 4 soon.
- 2 Die on Nuuk to get started on that. 49% chance and an Average DC of 52 to complete.
- 3 Dice on Reykjavik to continue hardening our Myomer supply. 2% chance and an Average DC of 85 to complete.
- 1 Die on Civilian Glider Development because we need something cheap and this is it. 92% chance and a DC of 9 to complete.
- 3 Dice on Perennial Aquaponics Bays to finish a Stage of it and roll over to the next which is a plan goal. 100% chance and an Average DC of 2 to complete Stage 2. Rollover is key to how much of Stage 3 we'll need to do next turn.
- 1 Die on Red Zone Containment Lines as we need those done for the long term goal of Tiberium Abatement. 39% chance and a DC of 62 to complete.
- 1 Die on Tiberium Processing Refits to get started on that since we can only use 1 Die. 45% chance and a DC of 56 to complete.
- 1 Die on Railgun Harvester Factory in Maputo for a 75% chance and a DC of 26 to complete. Because Africa is where the next Glacier Mines are.
- 2 Die on Offshore Tiberium Harvest Station to slow roll it. 28% chance and an Average DC of 69 to complete.
- 1 Die on Improved Tiberium Containment Facilities Development for a 100% chance and a DC of 2 to complete.
- 10 Dice on GDSS Philadelphia II to get Phase 5 Rolling and a 70% chance to finish it next turn.
- 1 Die on Green Zone Teacher's Colleges to get Litvinov her goals done. 86% chance and a DC of 15 to complete.
- 1 Die on Tissue Replacement Therapy Development for a 82% chance and a DC of 24 to complete and support Emergency Tiberium Infusion Deployment.
- 2 Die on Domestic Animal Programs since that is a Mental Health option, cheap and gives us PS. 17% chance and an Average DC of 72.
- 2 Die on Reclamator Hub Red Zone 7-South to finish it. Expect a lot of rollover. 99% chance and a DC of 2 to complete Red Zone 7-South.
- 1 Die on Pacifier Mobile Artillery Deployment to complete it. 100% chance and a DC of 2 to complete.
- 1 Die on Tube Artillery Deployment to complete it. 100% chance and a DC of 2 to complete.
- 2 Die on Shell Plants to get working on that again.
- 1 Die on Naval Defense Laser Refits for a 74% chance and a DC of 27 to complete.
- 1 Die on Havoc Deployment in Brest because that is closer to Russia for making a mess. 29% chance and a DC of 77 to complete.
- 1 Die from Military and 3 Dice from Bureaucracy to do Security Reviews Military. 100% chance and a DC of 2 to complete. DC is 50 for Security Reviews since Q4 2058. Yeah this turn we just completed was the first one with a DC of 50 on Security Reviews.
We have the following Strategic, Operational and Tactical Needs and Weaknesses:
- Our Strategic Needs are to keep the confidence level of all our military branches High and to have enough Resources per Turn to activate all Dice while gaining more Dice.
- Our Strategic Weaknesses currently are a lack of full new generation Tiberium processing (which we can mitigate by building new processing plants, but isn't going away until we do both the retrofit and the new generation of Tiberium storage/silos), not enough consumables (which can be fixed by building up ammo, ablat and sensor stockpiles) and not enough slack in our Logistics system for fighting a war (which we can fix by building up more Logistics projects).
- Our Operational Needs are a better distribution of personnel (civilian and military), a better defensive envelope around the Earth so NOD can't use the orbits against us (so the completion of the ASAT system and the installment of new armaments for it), rapid expansion of space infrastructure and Tiberium abatement in all environments (we are currently not doing enough to mine it out of Blue Zones, we are not cleaning the ocean floor, the Red Zones don't have complete containment lines and we are not doing enough in Glacier Mining).
- Our Operational Weaknesses currently are a lack of completed Railways in Blue and Green Zones for better direct population transfer, a lack of Integrated Cargo System for better ablation of Logistics during a war, a lack of Zone Armor so that ZOCOM isn't doing the job of the regular military and a lack of enough quality Housing for our population.
- Our Tactical Needs are better education for all (Litvinov is going to be really helpful with this), Labor pool expansions, Mental Health treatment actions, more options in Orbital Supremacy (Orbital Lasers, High Altitude Ion Cannons, Orbital Nuclear Stockpiles and Orbital Strike Regimental Team Combat Stations), deescalation of everyday life from the war footing and better preparation of our population for participation in military actions.
- Our Tactical Weaknesses currently are an insufficient amount of Yellow Zone Fortress Cities, lack of NOD anti-stealth deployment, lack of Orbital Lasers, the Himalayan (isolated, which can be fixed with a MARV Hub and Karachi), South African (too many eggs in one basket, can be mitigated with Reykjavik) and Arabian Blue Zones (ZOCOM HQ and the Blue Zone from which the Mecca complex is run, needs a MARV Hub and more Fortress Cities), Security Reviews (DC is still too high for 1 Die so we need Philadelphia II completed to be able to run two of them at the same time which will mitigate some problems), better local Food and Water supplies for the Green Zones and the lack of Plasma Shuttle Logistics which would enable better binding of the Blue Zones into a more coherent entity.