every little bit counts with shells and taking away die from them slows it down, maybe next turn we will take away another die slowing and slowing it down further and further, we can't not delay much more with the global flare up coming up

I don't think we did have enough shells for St Petersberg, it reduce shell use but we still need shell plants for a true stockpile

Ehh, like maybe maybe not, the thread has a history of leaving project half finished
No, we explicitly didn't run out of shells in St Petersberg. This was called out in the post itself. And Tubes are a bigger impact on shell availability than any single shell plant - they are a qualitative improvement to our supply situation. They absolutely will allow building up stockpiles faster, and will start doing so immediately.

The shell lobby in this thread is huge. You seriously do not have to worry for shell plants' completion - we're perfectly capable of seeing how much investment it needs based on a prior turn's investment, we have a whole probabilities sheet for it and everything. We need them for Karachi, which pretty much all the big names in the thread are for - we need them to repel Gideon, we need them for a lot. This is not a project that will be left twisting in the wind, especially not when they're so cheap.
 
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To be frank, fussing over who wins the brotherhood bowl is like arranging the deck chairs on the titanic. If they unite under anyone right now we're fucked, and Krukov is the one moving fastest to making it happen.

Whatever Stahl might try, it will be slower than allowing a snowball in progress to keep rolling. More important than who nod unites under is when they unite, and we have to take bold action to make sure the answer is "much later than now".

We can worry about the exact flavor of tib war 4 we get when we have the resource buffers to survive it.
If you're going to play the 'buy time' card, it would behoove you to take one of the more efficient HI projects that need that time instead of Heavy Industrial Sectors.

HIS is a tactile admission that we need cap goods, not in a year or a year and a half, but within two quarters. It is an admission that we don't have a year to get all our ducks in a row. If you are so confident that you can buy that much time, why not Nuuks or Tokyo instead?
 
If you're going to play the 'buy time' card, it would behoove you to take one of the more efficient HI projects that need that time instead of Heavy Industrial Sectors.

HIS is a tactile admission that we need cap goods, not in a year or a year and a half, but within two quarters. It is an admission that we don't have a year to get all our ducks in a row. If you are so confident that you can buy that much time, why not Nuuks or Tokyo instead?
To answer your question directly: Hope for the best, plan for the worst.

But to talk about the ACTUAL reason we swapped out to HIS - which, I would note, is in plan Derpy as well - it's to speed up the timeline on Factory Refits, which in turn speeds up the timeline consumables production and the Karachi sprint, which in turn gets us a bundle of logistics and the ability to harass the OTHER big contender for the brotherhood bowl in India...

Like, this is the snowball that gets us out of the stockpile hole we're in right now. I'm buying time for that AND trying to get us out of the hole as fast as we can. Doing one is not an admission that the other is not necessary.

We have to fix our situation fast, AND we have to slow down Nod from exploiting that situation.
 
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To answer your question directly: Hope for the best, plan for the worst.

But to talk about the ACTUAL reason we swapped out to HIS - which, I would note, is in plan Derpy as well - it's to speed up the timeline on Factory Refits, which in turn speeds up the timeline consumables production and the Karachi sprint, which in turn gets us a bundle of logistics and the ability to harass the OTHER big contender for the brotherhood bowl in India...

Like, this is the snowball that gets us out of the stockpile hole we're in right now. I'm buying time for that AND trying to get us out of the hole as fast as we can. Doing one is not an admission that the other is not necessary.

We have to fix our situation fast, AND we have to slow down Nod from exploiting that situation.
The big reason we're lagging on Factory Refits and every other big Military project is continuous Capital Goods poverty--of which HIS gives us one quick medium-sized shot instead of taking the time to really open the taps.

And you don't have to pick between some Cap Goods now and more Cap Goods later--Tokyo will quite happily give you both with reasonable investment.

Picking HIS gives us a short-term boost, with which, yes, we can get Factory Refits done. It does nothing for the wider Capital Goods drought, and is only really helpful because we expect to need those Refits now.
 
It fortifies GDI presence in the Green Zones and gives people hope. They could have picked any other action to cut, a Die less on Reykjavik or Red Zone Containment Lines, but they picked the one action I'm not willing to cut.

"Fortifies GDI presence in the Green Zones and gives people hope" is...every turn. I would argue that the single most important policy of Doctor Granger's directorship was outreach to Green Zones, and Litvinov has doubled down on that policy.

I approve of having our primary emphasis be hearts and minds, but at some point we need to put some effort into strengthening our military options. As far as I can recall, we haven't initiated a single military offensive all game. Yes, hearts and minds is a strategic offensive, and I agree with that emphasis, but our military options are frankly unimpressive. We have detailed intelligence on Krukov's factories, we know that they're building an ominously named project that consumes vast quantities of resources, and we still can't hit them. That's a problem.

Getting Green Zone Teacher Colleges later is okay if it means that Krukov won't get to unleash his new superpower at a time and place of his choosing.

Word of QM is that Stahl is competing for the title of most dangerous Nod warlord to have at the helm, along with possibly the Indian warlord. Stahl taking the helm may be a low risk situation, but it's a high impact one. We don't want him taking the helm in a Traitor Legions scenario if we can possibly help it.

There's no contradiction here. Stahl could be very very dangerous as the First Warlord, but right now he doesn't have the status to claim the position of First Warlord. High impact doesn't matter when the risk is this low.

Stahl is good at military operations, but he is explicitly bad at Nod politics. It doesn't matter how qualified he is if he can't convince his peers to go along.

To be frank, fussing over who wins the brotherhood bowl is like arranging the deck chairs on the titanic. If they unite under anyone right now we're fucked, and Krukov is the one moving fastest to making it happen.

Whatever Stahl might try, it will be slower than allowing a snowball in progress to keep rolling. More important than who nod unites under is when they unite, and we have to take bold action to make sure the answer is "much later than now".

We can worry about the exact flavor of tib war 4 we get when we have the resource buffers to survive it.

While it was not a military success, Krukov gained political support from his attack on St. Petersburg. If he's able to follow up with his mysterious "Project", he may gain enough status to make himself first among equals.

We don't want that. Cut the tallest poppy, and let the warlords continue to squabble among themselves.

The big reason we're lagging on Factory Refits and every other big Military project is continuous Capital Goods poverty--of which HIS gives us one quick medium-sized shot instead of taking the time to really open the taps.

And you don't have to pick between some Cap Goods now and more Cap Goods later--Tokyo will quite happily give you both with reasonable investment.

Picking HIS gives us a short-term boost, with which, yes, we can get Factory Refits done. It does nothing for the wider Capital Goods drought, and is only really helpful because we expect to need those Refits now.

I'll be honest, I'm not good at mechanics and I don't understand many of the details. The reason I backed Steel Chair is that there's some kind of major industrial project brewing in the Urals, and we don't want to find out the hard way.

What is your plan to prevent Krukov from coming back with some kind of Nod superweapon at his convenience?
 
The big reason we're lagging on Factory Refits and every other big Military project is continuous Capital Goods poverty--of which HIS gives us one quick medium-sized shot instead of taking the time to really open the taps.

And you don't have to pick between some Cap Goods now and more Cap Goods later--Tokyo will quite happily give you both with reasonable investment.

Picking HIS gives us a short-term boost, with which, yes, we can get Factory Refits done. It does nothing for the wider Capital Goods drought, and is only really helpful because we expect to need those Refits now.
Okay, let's say you're right.

How is that relevant to the current vote? None of the leading plans do what you're suggesting. They either invest in HI sectors or don't invest in getting capital goods at all.

If you just want to talk about underlying reasons for preferring HI beyond what I've stated, I'm frankly the wrong person to ask anyways - I was following the lead of other people working on the capital goods problem. Mostly though, I just don't see the point in burying discussion of the vote under discussion that isn't relevant to the outcome.
 
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[ ] Tokyo Chip Fabricator (Phase 1)
With North Boston having entered full scale production, Tokyo is planned to be the next major complex. This chip fabricator is aimed towards supplying Blue Zones around the pacific with 5nm chips, much like Boston, although it will be more focused on consumer goods. Located near Tokyo harbor, the fabricator is going to be built on a similar schedule and scale to existing designs, rather than trying to leap ahead.
(Progress 0/125: 15 resources per die) (-1 Labor)
(Progress 0/250: 15 resources per die) (+2 Capital Goods, +2 Consumer Goods, -1 Labor)
(Progress 0/500: 15 resources per die) (+ 6 Capital Goods, +6 Consumer Goods, -2 Labor, -4 Energy)
(Progress 0/1000: 15 resources per die) (+12 Consumer Goods, +12 Capital Goods, -2 Labor, -4 Energy)
(Progress 0/2000: 15 resources per die) (+24 Consumer Goods, +24 Capital Goods, -2 Labor, -4 Energy)
[ ] Blue Zone Heavy Industrial Sectors
The Initiative has an ever increasing need for heavy industrial products, ranging from heavy stampings and pressings, to synthetic crystals and tooling. While specialized areas are often more efficient, they are less capable of sheer bulk compared to setting aside large areas of the cities towards the production of capital goods.
(Progress 0/500: 25 resources per die) (+8 Capital Goods, -4 Labor, -8 Energy)
Actually, I take it back - this is clear cut enough that I can speak to easily. Tokyo is a terrible substitute for HI sectors, it takes 875 progress to provide 8 capgoods while HI sectors does it in 500, and wartime factory refits needs all 8. That would push back Karachi by half a year or more, and keep us in the military dice poverty cycle for longer.

No thanks.
 
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I'll be honest, I'm not good at mechanics and I don't understand many of the details. The reason I backed Steel Chair is that there's some kind of major industrial project brewing in the Urals, and we don't want to find out the hard way.

What is your plan to prevent Krukov from coming back with some kind of Nod superweapon at his convenience?
Not to sacrifice general war preparation on the altar of a satisfying retaliation.

Nothing Krukov will come up with will change the fundamental calculus that, come the war, NOD must win from the onset, or they'll get steam-rolled. And Krukov cannot do that for NOD, not as he is.

Losing the Finland arcology will hurt. Losing the War of the Seas will lose us the war.

Everything I've pushed before and now--Fortress Towns, Aquaponics, Food Stockpiles, ICS--has been centered around surviving that initial sucker punch, and it keeps being pushed back in favor of Philadelphia, in favor of the next wunderwaffe, in favor of appeasing the Steel Talons, in favor of coffee.

Okay.

How is that relevant to the current vote? None of the leading plans do what you're suggesting. They either invest in HI sectors or don't invest in getting capital goods at all.
And believe me, I'm not happy with that. At all. We should be working on the big HI projects, now, because if we don't we'll still be struggling with it in the middle of the war.

But I guess we're rather stuck with it now, are we?
 
Actually, I take it back - this is clear cut enough that I can speak to easily. Tokyo is a terrible substitute for HI sectors, it takes 875 progress to provide 8 capgoods while HI sectors does it in 500, and wartime factory refits needs all 8. That would push back Karachi by half a year or more, and keep us in the military dice poverty cycle for longer.

No thanks.
It doesn't take longer if you give it a little more dice.

As I've already said, we can absolutely have Tokyo 2+3 done before Q1 2060 if we gave one free die to HI starting this turn, and we would get additional Cap Goods afterward. With HIS, we would be back to square one after Factory Refits.

If we put five dice in HI every quarter this year, we can complete Tokyo 3 and CCF 3 before Q1 2060, guaranteed, for 8 Capital Goods to spend on preparing for the Karachi Sprint. And we'll be no more than 16 dice, maximum, from the next 12 Capital Goods--and since we'll almost certainly have Philadelphia 5 by then, we'll be able to knock that out in less than a year in the worst case, and probably more like two to three quarters.
 
It doesn't take longer if you give it a little more dice.

As I've already said, we can absolutely have Tokyo 2+3 done before Q1 2060 if we gave one free die to HI starting this turn, and we would get additional Cap Goods afterward. With HIS, we would be back to square one after Factory Refits.
It takes an average of 5.28 more dice, in a category that natively only has 4 per turn. It is not remotely credible to say we can get it just as fast as HI sectors, and any surge of free dice that could make it happen would also speed up HI Sectors.

Keep in mind as well, that the two categories gobbling up our free dice are Military and Orbital. We are dice limited for getting more capgoods, and the sooner we get more dice (like from say, Factory Refits), the faster we can get more capgoods - and after phase 3 of tokyo, its next phase takes 1000 progress - so the thing we'd be doing next afterwards for more capgoods is HI sectors anyways unless we just decide to take a drought of capgoods right after spending all of them. Tokyo 4 is always going to happen after HI-sectors, so unlocking it sooner isn't a meaningful benefit.

Resolving our bottlenecks sooner compounds. If we weren't as dice limited it might be otherwise, but as-is Tokyo-first is simply not as good for long haul capgoods production as HI-first despite Tokyo being resource-cheaper.
 
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It takes 5.28 more dice, in a category that natively only has 4. It is not remotely credible to say we can get it just as fast, and any surge of free dice that could make it happen would also speed up HI Sectors.
It takes fifteen dice, maximum, vs ten dice for HIS. The absolutely worse that can happen is that we complete Tokyo 2 in Q2, and Tokyo 3 in Q4, and an additional 12 Capital Goods sometime in 2060.

VS. HIS, we get 8 Capital Goods in Q2, and then you're back to square one, because there are no follow-up phases. Free dice does not help you here.
 
VS. HIS, we get 8 Capital Goods in Q2, and then you're back to square one, because there are no follow-up phases. Free dice does not help you here.
Yes it does - because then we'd have the first three phases of Tokyo, and we'd have philly 5, and we'd have warfactory refits, and are at that point no longer nearly as dice limited which is the main reason we're not doing it now. At that point, we'd legitimately be able to do Tokyo 1-3 as fast or faster than we can do HI sectors now.

That said, I'd prefer if this continue in PM at this point because all it's doing is burying discussion relevant to the vote.
 
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No, we explicitly didn't run out of shells in St Petersberg. This was called out in the post itself. And Tubes are a bigger impact on shell availability than any single shell plant - they are a qualitative improvement to our supply situation. They absolutely will allow building up stockpiles faster, and will start doing so immediately.
We didn't run out of shells because the artillery wasn't firing at maximum rate. Just being pedantic. :D
(We absolutely could have used more shells there, but we also didn't run out.
It doesn't take longer if you give it a little more dice.

As I've already said, we can absolutely have Tokyo 2+3 done before Q1 2060 if we gave one free die to HI starting this turn, and we would get additional Cap Goods afterward. With HIS, we would be back to square one after Factory Refits.
Tokyo is inferior to Nuuk in terms of getting Capital Goods. The question is, do we want to do BZ HI sectors for "enough to finish Military Factory Refits now", or wait a couple more turns to get Nuuk up to Phase 3? Given the narrative and mechanical bonuses of the factory refits, I choose the first. Tokyo is not in the running, really. It would require Tokyo level 4 to give the same number of Capital Goods as Nuuk 3.
 
Only two hours left - will no-one else dramatically enter to change the outcome?

With a steel chair, perhaps? Even the author of the leading plan has chosen to take up this noble weapon.

Adhoc vote count started by Prime 2.0 on Nov 20, 2021 at 5:19 PM, finished with 315 posts and 95 votes.

  • [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] Blue Zone Heavy Industrial Sectors 0/500 2 dice 50R (2/7 median)
    -[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) 48/1425 7 dice 140R (7/19 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%
    [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%
    [X]Plan I want Philly
    -[X] Blue Zone Arcologies (Stage 3) 3 Dice 45R
    -[X] Suborbital Shuttle Service (Phase 1) 2D 60R
    -[X] Continuous Cycle Fusion Plants (Phase 3) 4 Dice 80R
    -[X] Reykjavik Myomer Macrospinner (Phase 3), 4 dice (80 Resources)
    -[X] Perennial Aquaponics Bays (Stage 2) 1 Die 10R
    -[X] Wadmalaw Kudzu Development 1 Die 20R
    -[X] Vertical Farming Projects (Stage 2) 1 Die 15R
    -[X] GDSS Philadelphia II (Phase 5) 12 Dice 240R
    -[X] Railgun Harvester Factories
    --[X] Porto 1 Die 10R
    --[X] Vladivostok 1 Die 10R
    --[X] Bissau 1 Die 10R
    --[X] Maputo 1 Die 10R
    --[X] Dandong 1 Die 10R
    -[X] Improved Tiberium Containment Facilities Development, 1 die (25 R)
    -[X] Advanced Electronic Video Assistant Development 1 Die 20R
    -[X] Early Prototype General Artificial Intelligence Development 1D 20R
    -[X] Tube Artillery Deployment 1D 15R
    -[X] Orbital Defense Laser Development 1D 20R
    -[X] Naval Defense Laser Refits 1D 15R
    -[X] Havoc Scout Mech Deployment
    --[X] Brest 1D 10R
    --[X] Seoul 1D 10R
    -[X]Security Review 1D
    -[X]Security Review (Military) 1D 3D
    [X] Plan Stocking the Piles 1.4:
    -[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
    -[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
    -[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
    -[X] Perennial Aquaponics Bays (Stage 2) 291/350 10 Resources per Die, 3 Dice = 30 Resources
    -[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
    -[X] GDSS Philadelphia II (Phase 5) 48/1425 20 Resources per Die, 10 Dice = 200 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
    -[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
    -[X] Security Reviews Military 3 Dice DC 50
    [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
    [X] Plan Chimeraguard
    -[X] Blue Zone Arcologies (Stage 3), 3 dice (45 Resources)
    -[X] Communal Housing Experiments, 1 die (10 Resources)
    -[X] Suborbital Shuttle Service (Phase 1), 1 die (30 Resources)
    -[X] Continuous Cycle Fusion Plants (Phase 3), 2 dice (40 Resources)
    -[X] Blue Zone Heavy Industrial Sectors, 2 dice (50 Resources)
    -[X] Reykjavik Myomer Macrospinner (Phase 3), 4 dice (80 Resources)
    -[X] Perennial Aquaponics Bays (Stage 2), 3 dice (30 Resources)
    -[X] Red Zone Containment Lines (Stage 5), 1 die (25 Resources)
    -[X] Tiberium Processing Refits (Phase 1), 1 die (20 Resources)
    -[X] Railgun Harvester Factory (Maputo), 1 die (10 Resources)
    -[X] Offshore Tiberium Harvester Stations, 2 dice (40 Resources)
    -[X] Improved Tiberium Containment Facilities Development, 1 die (25 Resources)
    -[X] GDSS Philadelphia II (Phase 5), 7 dice (140 Resources)
    -[X] Green Zone Teacher Colleges, 1 die (5 Resources)
    -[X] Tissue Replacement Therapy Development, 1 die (20 Resources)
    -[X] Domestic Animal Programs, 1 die (10 Resources)
    -[X] Advanced Electronic Video Assistant Development, 1 die (20 Resources)
    -[X] Reclamator Hub Red Zone 7 South (Progress 51/105), 2 dice (40 Resources)
    -[X] Pacifier Mobile Artillery Vehicle Deployment, 1 die (10 Resources)
    -[X] Orca Refit Deployment, 2 dice (30 Resources)
    -[X] Laser Point Defense Refits, 1 die (15 Resources)
    -[X] Tube Artillery Deployment, 1 die (15 Resources)
    -[X] Shell Plants (Phase 4), 2 dice (20 Resources)
    -[X] Havoc Scout Mech Deployment (Brest), 1 die (10 Resources)
    -[X] Security Review, 1 die
    -[X] Security Review (Military), 3 dice
    [X] Plan A New Something Something
    -[X] Blue Zone Arcologies (Stage 3) 3 dice 45R 2%
    -[X] Communal Housing Experiments 1 die 10R 74%
    -[X] Suborbital Shuttle Service (Phase 1) 1 die 30R 0%
    -[X] Continuous Cycle Fusion Plants (Phase 3) 2 dice 40R 35%
    -[X] Nuuk Heavy Robotics Foundry (Phase 1) 2 dice + 1 free die 60R 91%
    -[X] Reykjavik Myomer Macrospinner (phase 3) 3 dice 60R 2%
    -[X] Civilian Glider Development 1 die 10R 92%
    -[X] Perennial Aquaponics Bays (Stage 2) 3 dice 30R 100%
    -[X] Red Zone Containment Lines (Stage 5) 2 dice 50R 95%
    -[X] Offshore Tiberium Harvester Stations 3 dice 60R 85%
    -[X] Improved Tiberium Containment Facilities Development 1 die 25R 100%
    -[X] GDSS Philadelphia II (Phase 5) 5 dice + 2 free dice 140R %
    -[X] Green Zone Teacher Colleges 1 die 5R 86%
    -[X] Tissue Replacement Therapy Development 1 die 20R 82%
    -[X] Domestic Animal Programs 1 die 10R 0%
    -[X] Advanced Electronic Video Assistant Development 1 die 20R 82%
    -[X] Reclamator Hubs
    --[X] Reclamator Hub Red Zone 7 South 1 die 20R 80%
    -[X] Pacifier Mobile Artillery Vehicle Deployment 1 die 10R 100%
    -[X] Orca Refit Deployment 1 die 15R 0%
    -[X] Orbital Defense Laser Development 1 die 20R 99%
    -[X] Tube Artillery Deployment 1 die 15R 100%
    -[X] Shell Plants (Phase 4) 1 free die 10R 0%
    -[X] GD-3 Rifle Development 1 free die 10R 100%
    -[X] Naval Defense Laser Refit 1 free die 15R 74%
    -[X] Havoc Scout Mech Deployment
    --[X] Brest 1 free die 10R 29%
    -[X] Security Reviews (Military) 1 Military die + 3 dice 99%
    [X] Plan Philly capstone and mil spending
    -[X] Blue Zone Arcologies (Stage 3) 302/650 4 dice 60R 33%
    -[X] Communal Housing Experiments, 72/140 1 die 10R 74%
    -[X] Continuous Cycle Fusion Plant (Phase 3) 125/300 2 dice 40R 35%
    -[X] Blue Zone Heavy Industrial Sectors 0/500 2 dice 50R 0%
    -[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
    -[X] Perennial Aquaponics Bays (Stage 2) 291/350 2 dice 20R 99%
    -[X] Wadmalaw Kudzu Development 0/40 1 die 20R 93%
    -[X] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 1 dice 5R 0%
    -[X] Tiberium Vein Mines (Stage 2) 20/200 3 dice 60R 87%
    -[X] Red Zone Containment Lines (Stage 5) 74/180 1 die 25R 39%
    -[X] Tiberium Processing Refits (Phase 1) (New) 0/100 1 die 20R 45%
    -[X] GDSS Philadelphia II (Phase 5) 32/1425 9 dice 180R 0%
    -[X] Green Zone Teacher Colleges 149/200 1 die 5R 86%
    -[X] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
    -[X] Domestic Animal Programs 0/200 1 die 10R 0%
    -[X] Advanced Electronic Video Assistant Development 0/60 1 die 20R 82%
    -[X] Security Review (Mil) 1 die
    -[X] Reclamator Hub Red Zone 7-South 51/105 1 die 20R 80%
    -[X] Pacifier Mobile Artillery Vehicle Deployment, 90/120 1 die 10R 100%
    -[X] Orbital Defense Laser Development 0/40 1 die 20R 99%
    -[X] Tube Artillery Deployment, 184/200 1 die 15R 100%
    -[X] Shell Plants (Phase 4) 3/300 1 die 10R 0%
    -[X] Naval Defense Laser Refits 270/330 1 die 15R 74%,
    -[X] Havoc Scout Mech Deployment (Brest) 0/110 1 dice 10R 29%
    -[X] Havoc Scout Mech Deployment (Seoul) 0/110 1 dice 10R 29%
    -[X] Security Reviews (Mil) 3 dice +1 Mil 99%
    [X] Plan Factories
    -[X] Infra 5/5 dice 70R
    --[X] Blue Zone Arcologies (Stage 3) 302/650 1 dice 15R
    --[X] Communal Housing Experiments 72/140 1 die 10R 74%
    --[X] Integrated Cargo System 0/800 3 dice 45R 3/11 median
    -[X] Heavy Ind 4/4 +2 free dice 110R
    --[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] Tokyo Chip Fabricator (Phase 1) 0/125 2 dice 30R 78%
    -[X] L&CI 4/4 dice 80R
    --[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
    -[X] Agri 3/3 dice 40R
    --[X] Perennial Aquaponics Bays (Stage 2) 291/350 1 die 10R 73%
    --[X] Yellow Zone Purification Facilities (Phase 2) 12/160 1 die 10R 1/2 median
    --[X] Wadmalaw Kudzu Development 0/40 1 die 20R 97%
    -[X] Tiberium 6/6 dice 140R
    --[X] Red Zone Containment Lines (Stage 5) 74/180 2 dice 50R 95%
    --[X] Red Zone Tiberium Harvesting (Stage 12) 29/130 1 die 25R 44%
    --[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 45R
    --[X] Green Zone Teacher Colleges 149/200 1 die 5R 86%
    --[X] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
    --[X] Domestic Animal Programs 0/200 2 dice 20R 17%
    -[X] Military 6/6 +3 free dice 110R
    --[X] Security Review
    --[X] Reclamator Hub Red Zone 7-South 51/105 1 dice 20R 80%
    --[X] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
    --[X] Tube Artillery Deployment 184/200 1 die 15R 100%
    --[X] Orca Refit Deployment 0/200 2 dice 30R 14%
    --[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%
    -[X] Bureau 3/3
    --[X] Security Review Military DC50 3 dice 100%
    [X]Plan I want Philly v2
    -[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] Continuous Cycle Fusion Plants (Phase 3) 125/300 3 dice 60R 86%
    -[X] Blue Zone Heavy Industrial Sectors 0/500 1 die 25R
    -[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
    -[X] Perennial Aquaponics Bays (Stage 2) 291/350 2 dice 20R 99%
    -[X] Wadmalaw Kudzu Development 0/40 1 Die 20R 97%
    -[X] Railgun Harvester Factories
    --[X] Porto 1 Die 0/70 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] Improved Tiberium Containment Facilities Development 0/40 1 Die 25R 100%
    -[X] GDSS Philadelphia II (Phase 5) 48/1425 12 Dice 240R 12/median 19 dice
    -[X] Green Zone Teacher Colleges 149/200 1 die 5R 86%
    -[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] Tube Artillery Deployment, 184/200 1 die 15R 100%
    -[X] Orbital Defense Laser Development 0/40 1 die 20R 99%
    -[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] Security Review, 1 die
    -[X]Security Review (Military) 1D 3D
    [X] Plan Derpy With Nuuk
    -[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) 48/1425 7 dice 140R (7/19 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%
    [X]Plan Tokyo Straight-Away
    -[X]Infrastructure 5/5 70R
    --[X] Blue Zone Arcologies (Stage 3) 302/650 1 dice 15R (median 1/5)
    --[X] Communal Housing Experiments 72/140 1 die 10R 74%
    --[X] Integrated Cargo System 0/800 3 dice 45R (median 3/11)
    -[X]Heavy Industry 4/4 + 1 90R
    --[X] Continuous Cycle Fusion Plant (Phase 3) 125/300 3 die 60R 86%
    --[X] Tokyo Chip Fabricator (Phase 1) 0/160 2 dice 30R 78%
    -[X]Light & Chemical Industry 4/4 80R
    --[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
    -[X]Agriculture 3/3 30R
    --[X] Perennial Aquaponics Bays (Stage 2) 291/350 1 die 10R 73%
    --[X] Strategic Food Stockpile Construction (Phase 1) 0/150 2 dice 20R 41%
    -[X]Tiberium 6/6 125R
    --[X]Tiberium Vein Mines (Stage 2) 5/200 4 dice 80R 100% (Vien Mines 3 median 4/6)
    --[X]Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
    --[X]Offshore Tiberium Harvester Stations 0/200 1 dice 20R 5PS (median 1/3)
    -[X]Orbital Industry 5/5 + 2 140R
    --[X]GDSS Philadelphia II (Phase 5) 32/1425 7 dice 140R (median 7/20)
    -[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 78%
    --[X] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 22%
    -[X]Military 6/6 + 4 135R
    --[X] Reclamator Hub Red Zone 7-South 51/105 2 die 40R 99%
    --[X] Long Range Sensor System Deployment (Phase 2) 26/300 1 dice 25R (median 1/4)
    --[X] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
    --[X] Tube Artillery Deployment 184/200 1 die 15R 100%
    --[X] Ablat Plating Deployment (Stage 4) 45/200 1 dice 10R (median 1/3)
    --[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] Security Review 1 die auto
    -[X]Bureaucracy 3/3
    --[X]Security Reviews
    ---[X]Military 3 dice auto
    [X] Plan Deploy the Dakka
    -[X] Blue Zone Arcologies (Stage 3), 2 dice (30 R, 0%)
    -[X] Communal Housing Experiments, 1 die (10 R)
    -[X] Suborbital Shuttle Service (Phase 1) 0/200, 2 dice (60 R, 23% chance)
    -[X] Continuous Cycle Fusion Plant (Phase 3) 125/300 (3 Dice, 60 R) (86% chance)
    -[X] Blue Zone Heavy Industrial Sectors 0/500 (1 Die, 25 R) (1/7.5 median)
    -[X] Reykjavik Myomer Macrospinner (Phase 3), 4 dice (80 R)
    -[X] Perennial Aquaponics Bays (Stage 2), 3 dice (30 R, 32%)
    -[X] Tiberium Vein Mines (Stage 2) 5/200 (1 Die, 20 R, 0%)
    -[X] Red Zone Containment Lines (Stage 5), 2 dice, 74/180, (50 R)
    -[X] Offshore Tiberium Harvester Stations, 2 dice, 0/200 (40 R)
    -[X] Improved Tiberium Containment Facilities Development, 1 die (25 R)
    -[X] GDSS Philadelphia II (Phase 5), 7 dice (140 R)
    -[X] Green Zone Teacher Colleges, 1 die (5 R)
    -[X] Tissue Replacement Therapy Development, 1 die (20 R, 78%)
    -[X] Domestic Animal Programs 0/200 1 die 10R 0%
    -[X] Pacifier Mobile Artillery Vehicle Deployment, 1 die (10 R)
    -[X] Escort carrier development, 1 die (15 R)
    -[X] Laser Point Defense Refits, 1 die (15 R)
    -[X] Tube Artillery Deployment, 1 die (15 R)
    -[X] Shell Plants (Phase 4), 4 dice (40 R, 63%)
    -[X] Reclamator Hubs - RZ 7 South, 2 die (40 R, 99%)
    -[X] Security Reviews
    -[X] Security Reviews - Military, 3 dice
    [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%
    [X] Plan Derpy with Reclamator Hub and Heavy Industrial zones
    -[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] Reclamator Hub Red Zone 7-South 51/105 1 die 99%
    --[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%
 
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Actually, I take it back - this is clear cut enough that I can speak to easily. Tokyo is a terrible substitute for HI sectors, it takes 875 progress to provide 8 capgoods while HI sectors does it in 500, and wartime factory refits needs all 8. That would push back Karachi by half a year or more, and keep us in the military dice poverty cycle for longer.
The thing with Tokyo and Nuuk, is that while they take about a turn longer to produce the same Capital Goods as the HIS, they get even better with further investment. Whereas, for HIS, you then have to start Tokyo/Nuuk and get over the build up phase first. And we will be doing further investment. We need way more than 8 Capitol Goods.
All phases of Tokyo gives 44 Capitol Goods over 3875 progress. ~88 progress per Capitol Good.
This is still more than HIS with its 62.5 progress per Capitol Good. However, HIS also has increased cost per dice, and less Capitol Goods per Energy used. So you pay quite a lot for the 'Capitol Goods now' thing.
HIS will cost about 25Rx7 dice to complete, plus 20Rx3 dice to pay for the Energy. So 235R. 650 equivalent progress needed. ~81 equivalent progress per Capitol Good. 29.375R per Capitol Good.
Tokyo 1-5 only takes 12 Energy. 15Rx55 dice to complete, plus 20Rx5 dice to pay for the Energy. So 925R. 4100 equivalent progress needed. ~93 equivalent progress per Capitol Good. 21.02R per Capitol Good.
So Tokyo is a little bit slower, but almost a third cheaper that HIS for Capitol Goods. But Tokyo 1-5 also produces 44 Consumer Goods.

What about Nuuk?
Nuuk 1-3 is 20 Capitol Goods and 12 Energy cost. 20Rx16 dice to complete, plus 20Rx5 dice to pay for the Energy. So 410R. 1345 equivalent progress needed. ~67 equivalent progress per Capitol Good. 20.5R per Capitol Good.
So if we want more than 8 Capitol Goods, and we do, then Nuuk is faster and cheaper than HIS.
And that doesn't even account for Nuuk 4 or 5...

Nuuk 1-5 is 116 Capitol Goods and 36 Energy cost. 4960 progress needed for the Foundry. 675 for the CCF. 5635 equivalent progress needed. 20Rx70 dice to complete, plus 20Rx10 for the Energy. So 1600R. ~46.5 equivalent progress per Capitol Good. ~13.9R per Capitol Good.
So almost twice as fast as HIS at long term Capitol Goods, and half the price. Though admittedly would mean a concerted effort for at least 3 years.

So in summary, we could go for HIS and get 8 Capitol Goods in a rush. But for that same investment, we could also be over halfway to Nuuk 3. (Or a quarter of the way towards Tokyo 5, with a pile of R left over.)
Arguments for HIS seem to overlook that we need to do more than just WFR, and by getting HIS first, we are setting ourselves up for a year wait before more Capitol Goods become available.
So do you want 8 Capitol Goods in 2 quarters, followed by a 4 quarter wait for another 20, or do you want 20 Capitol Goods after one year and then another ~30 Capitol Goods a year later?
 
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