Hmmm...
I don't mind the slim chance of falling behind on Capitol Goods. However, is spending all the Good from BZHIS on both WFR phases the best idea?
Since we are spending two quarters on Tib Glass instead of Myomers, we aren't going to be getting any more Capitol Goods until Nuuk 2. And that looks to be another 2 quarters away. (Because power plants needed keep eating the HI dice.)
Orca Refits and ICS are going to eat into our small Capitol Goods buffer, and something else might come up before we can get Nuuk rolling.
Eh...it's no worse an idea now than a quarter later, the risk besides...and that extra Mil dice is shiny.

And we don't have to spend HI dice on powerplants now that we have Liquid Tiberium Power, so we can in fact do Nuuks 2 in two quarters without free dice, or one quarter with one or two. I'm not terribly worried.
 
[]Plan High Flight
or
"Sunward I've climbed, and joined the tumbling mirth
Of sun-split clouds, – and done a hundred things
You have not dreamed of –"


-Infra 5/5 75R +28
--[] Integrated Cargo System 207/800 5 dice 75R 10%
-HI 4/4+1 free 115R +23
--[] Continuous Cycle Fusion Plant (Phase 3) 258/300 1 die 20R 97%
--[] Blue Zone Heavy Industrial Sectors 336/500 3 dice 75R 92%
--[] Hover Chassis Development 0/60 1 die 20R 84%
-LCI 4/4 60R +18
--[] T-Glass Foundries (Stage 1) 117/350 4 dice 60R 83%
-Agri 3/3 30R +18
--[] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 59%
--[] Strategic Food Stockpile Construction (Phase 1) 0/150 1 dice 10R 0%
-Tiberium 6/6 140R +31
--[] Offshore Tiberium Harvester Stations (Phase 2) 0/200 3 dice 60R 88.
--[] Tiberium Processing Refits (Phase 2) 20/100 1 die 20R 66%
--[] Tiberium Inhibitor Deployment Red Zone 6 0/120 1 die 30R 27%
--[] Tiberium Inhibitor Deployment Red Zone 7 0/120 1 die 30R 27%
-Orbital 5/5 110R +18
--[] GDSS Philadelphia II (Phase 5) 1227/1425 4 dice 80R 97%
--[] Study Novel Material 0/50 1 die 20R 84%
-Services 4/4 65R +23
--[ ] Prosthetics Deployment Initiatives (Phase 3), 2/160 3 dice 45R 94%
--[] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 89%
-Military 6/6+6 215R +20
--[] Wartime Factory Refits (Phase 3+4) 3/200 3 dice 60R 18%
--[] Advanced Laser System Development 0/60 1 die 30R 81%
--[] Orca Refit Deployment 0/200 3 dice 45R 72%
--[] Aurora (Oslo) 0/90 2 dice 30R 94%
--[] Aurora (Anchorage) 0/90 2 dice 30R 94%
--[] Orbital Strike Regimental Combat Team Station (Phase 1) 0/220 1 dice 20R
-Bureau 3/3 +18
--[] Consumer Satisfaction surveys 3 dice DC 180 78%, DC 150 91%

Total spending: 810 R, all dice locked in.

Okay so this is a slightly watered down version of a memeplan where I put the Advanced laser System and Tactical Airborne Lasers on development in the same turn, so that next turn we fill the sky with classic Ace Combat TLS units. We just roll out the modern lasers a *bit* later here, because I am psyched for getting a truly revolutionary weapon system into the field. Auroras get max investment, partly for Krukov (it turns out his superweapon is NOT a superlaser, because Squid is tired of people hyperventilating about that.), partly for all the other potential projects. Stahl has ships unloading cargo on the surface, you can't tell me that's not a tempting target. Orcas are refit, wartime factory refits, and we start on the OSRCT station, with an eye towards more in drips and drabs over the coming turns as we also ramp up our consumable war material and roll out a first tranche of laser weapons.

I get started on food stockpiles, instead of Kudzu, because, well, we've got a row to hoe there, and we might as well get started. I want to do the Connestoga study because that opens up the possibility of mass G-drive ships, or at least a small flotilla, enough to service and rotate crews to and from Mars and the Asteroid belt, really making our space mining options open up. But nobody else seems to be interested in that, so Novel Material studies-if we want more of the stuff, we've got to do Connestogas soon enough. I use free dice for hover-chassis research, instead of taking one off BZHI, because hey, the military loves it's hovertech, what, are they gonna object? I do prosthetics deployment instead of dogs, because we have plenty of pent up amputees on back order. And I do Consumer Satisfaction Surveys *before* I unilaterally lower prices on consumer goods, so next turn we can do it a bit more cleanly and efficiently.
 
Last edited:
Four Year Plan Required Dice as of the start of Q3 2059.
Infrastructure Projects
Infrastructure still requires the completion of one more phase of Arcologies and four phases of Karachi.

Required Projects:
-Complete at least one more phase of Blue Zone Arcologies: 1/650 Progress ~8 dice median
--Requires 2 Energy
--Provides 4 Consumer Goods towards goal

-Complete at least four phases of Karachi Planned City: 0/975 Progress ~12 dice median (Can use Tib dice)
--Requires 10 Labor
--Provides 12 Logistics

Semi Required Projects:
-None

Infrastructure Total = 20 dice
50 Infrastructure dice for the rest of the Plan (not including Philadelphia II completing), 30 dice available, no free dice required.
Heavy Industry Considerations
Heavy Industry does not have anything that is explicitly required by the Plan, however, the most progress efficient way to provide sufficient Capital Goods for the Plan Goal is via the Nuuk Heavy Robotics Foundry. It is possible to achieve the Capital Goods Plan Goal with a combination of other less Energy expensive options, though it likely that some of Nuuk will be needed regardless. Nuuk will require a significant expenditure of Energy, additionally the Military factories in the Plan will require a phase of Fusion Plants all on their own

Any questions please ask.

Required Projects:
-None

Semi Required Projects:
-Nuuk Heavy Robotics Foundry Phase 1-4 0/2400 Progress, ~33 dice median
--Requires 7 Labor
--Requires 20 Energy
--Provides 52 Capital Goods

-Continuous Cycle Fusion Plant Phase 3+4: 258/600 Progress, ~5 dice median
--Provides 32 Energy

Total Heavy Industry = 38 dice
40 Heavy Industry dice for the rest of the Plan (not including Philadelphia II completing), 2 dice available, 0 free dice required
Agricultural Projects
Agriculture requires the deployment of Wadamalaw Kudzu, the completion of Perennials Phase 3, and the increase of Food Reserve to 20 points.

Required Projects:
-Complete at least two phases of Wadamalaw Kudzu Plantations: 0/450 Progress ~7 dice
--Provides 6 Consumer Goods

-Complete Perennials Phase 3: 207/350 Progress ~2 dice median
--Provides 4 Food over 16 Turns
--Provides 16 Consumer Goods over 16 Turns

-Food: 20 points in reserve: Currently 8, need 12
--Strategic Food Stockpile Construction Phase 1+2: 0/300 ~4 dice median
---Requires 8 Food
---Provides 4 Food in reserve
--Extra Large Food Stockpiles: 1 die 100%
----Requires 16 Food
---Provides 8 Food in reserve

Semi Required Projects:
-Freeze Dried Food Plants: 0/200 ~3 dice median (Increases efficiency of Strategic Food Stockpile Construction and Extra Large Food Stockpiles)
--Note: Currently we have 21 Food and will be getting 3 more from Perennials minimum before the end of the plan, and potentially another 2 more if we finish Perennials Phase 3 in the next 3 turns. This means we will have 24 Food min by the end of the plan, and we could technically not complete Freeze Dried Food, but we wouldn't have much of a reserve.

Agricultural Total = 17
30 Agricultural Dice for the rest of the Plan (not including Philadelphia II completing), 13 dice available, no free dice required.
Tiberium Projects
It is required that Tiberium dice be expended for the Income and Abatement goals. Tiberium is also the source of the most efficient means of achieving our Processing goal, Tiberium Processing Plants. It is technically possible to achieve the processing goal by completing the Chicago Planned City, or by completing Phase 4 of the same along with Tiberium Processing Refits. However, the later is 5 times as much progress as the Tiberium Processing Plants, while the former is 8 times as much. Still because it's possible, Tiberium Processing Plants is technically only Semi Required.

Required Projects:
-Income and Abatement: we would want some combination of various Tiberium Harvesting/Containment projects as they give both, we will meet those two goals as even if we pursue either the more Income or the more Abatement focused options exclusively. Either path would cost ~36 dice median to complete both targets, less if we followed a more balanced strategy. No matter which path is pursued, it will require the expenditure of some combination of Capital Goods, Logistics, and Energy.

Semi Required Projects:
-Processing: 430 points
--Tiberium Processing Plants: 20/200 Progress ~2 dice median
---Requires 4 Energy
---Requires 3 Logistics
---Provides 600 Processing

Tiberium Total = 38
60 Tiberium Dice for the rest of the Plan (not including Philadelphia II completing), 22 dice available, no free dice required.
Orbital Projects
Orbital requires completion of Philadelphia II, Enterprise and 6 lunar mines.

Required Projects:
-Complete GDSS Philadelphia II: 1227/1425 Progress ~3 dice median
--Provides 198 Progress to Station Goal

-Complete GDSS Enterprise: 0/2300 Progress ~30 dice median (Assuming Philadelphia II is completed first)
--Provides 2300 Progress to Station Goal
--Provides 4 Capital Goods
--Provides 4 Consumer Goods

-Stations: 2108 Points
--Enterprise provides 2300
--Philadelphia II provides 198
--Total Provided is 2498, no further station investment is required

-Complete at least six phases of Space Mines:
--2 Rare Metals Mines and 4 Lunar Regolith Harvesting (Philadelphia II is completed): 0/325 Progress ~5 dice median, 50/1360 Progress ~18 dice
---Requires 2 Rare Metal Nodes
---Provides +10 RpT and +8 Light Metals (60 RpT with Processing)
---Note: If additional Rare Metal Nodes are found we could proceed with a cheeper alternative:
----All Rare Metals Mines (Assuming Philadelphia II is completed): 0/945 Progress ~13 dice median
-----Requires 6 Rare Metal Nodes, only 2 currently found
-----Provides +30 RpT

Semi Required Projects:
-None

Orbital Total = 56
50 Orbital Dice for the rest of the Plan (not including Philadelphia II completing), no dice available, 6 free dice required.
Note by the time Philadelphia II completes Graduates will give us a +2 bonus along with +2 from Settling in by the end of Q4 2059.
Military Projects
Military requires multiple single die projects to complete along with a few more extensive projects such as OSRCT.

Required Projects:
-Complete ASAT Phase 4: 36/220 Progress ~3 dice median
-Prototype Plasma Weapons Development: 0/60 Progress 1 die 81%
-Develop Tactical Ion Cannons: ??? Not Yet Available (I think this requires Tactical or Prototype Plasma Weapon Development from the flavor text, probably 1 die)
-General Military Total = 5 dice

Space Force
-Complete OSRCT Phase 4: 0/1105 Progress ~15 dice median
-Space Force Total = 15 dice

Ground Forces
-Complete at least two more phases of URLS production: 105/400 Progress ~4 dice median
--Requires 4 Energy
-Complete at least two more phases of Shell Plants: 27/300 Progress ~4 dice median
--Requires 2 Energy
-Railgun Munitions Development: 0/60 Progress 1 die 81%
-Complete at least two more phase of Ablative Armor: 45/400 Progress ~5 dice median
-Ground Forces Total = 14 dice

Steel Talons
-Develop Mastodon: 0/30 Development 1 die 100%
-Deploy Mastodon: ??? Not Yet Developed (Going by Havoc Deployment, will cost~4 dice)
--Going by Havoc Deployment will require 4 Energy
-Deploy Havoc Seol 92/110 1 die 100% (Will Auto Deploy by Q1 2060)
--Requires 2 Energy
-Tactical Plasma Weapon Development 0/40 1 die 100%
-Steel Talons Total = 6 dice

Semi Required Projects:
-None

Military Total = 40 dice
60 Military dice for the rest of the Plan (not including Philadelphia II completing), 20 dice available, no free dice required.
Economic Targets/Factors
-Energy: 8 current, 4 in reserve
--2 used by Blue Zone Arcologies
--4 used by Tiberium Processing Plants
--20 used by Nuuk heavy Robotics Foundry for Capital Goods Goal
--4 used by ULRS
--2 used by Shell Plants
--4 used by Mastodon Deployment
--2 used by Havoc Deployment
--32 provided by Continuous Cycle Fusion Plants see Heavy industry Considerations
--Net 2

-Logistics:‌ 7
--12 provided by Karachi
--3 used by Tiberium Processing Plants
--Net 16

-Food:‌ 21, 8 in reserve, 20 required in reserve
--See Agricultural Projects

-Health: 12, 2 consumed by emergency refugee healthcare
--Not effected by Plan

-Capital Goods: Current 5, must produce 47 for plan
--4 provided by Enterprise
--52 provided by Nuuk Heavy Robotics Foundry Phase 1-4, see Heavy Industry Considerations
--Net 61

-Consumer Goods: 38 current, must produce 94 (18) for plan
--Blue Zone Arcologies provides 4
--Wadmalaw Kudzu Plantations provides 6
--Perennials will provide an amount by the end of the plan equal to the quarters remaining when Phase 3 is finished (currently 9)
--Enterprise provides 4
--Net 80 (4) remaining (up to 9 provided by Perennials Phase 3 if finished this turn)
--Will not need any additional Consumer Goods investment unless Perennials Phase 4 is finished after Q4 2061

-Labor: 38, +4 per turn
--10 used by Karachi
--7 used by Nuuk Heavy Robotics Foundry
--Unknown when Labor gains from prosthetics will expire (Currently +3 per turn)
--Net 24+

-Income: 260 Points
--Lunar Mines provides 10 RpT min, 70 RpT with Enterprise processing
--Tiberium
--Net 190 RpT required

-Abatement: 19 Points
--Tiberium

I've summarized the Economic Targets here as there are multiple ways to achieve them. I've noted the synergies between the Plan Goals as well. I've also placed them in the sections I feel they are most applicable.
Dice Summary
Infrastructure: 20, 0 free dice required
Heavy Industry: 38, 0 free die required
Agriculture: 14, 0 free dice required
Tiberium: 38, 0 free dice required
Orbital: 56, 6 free dice required (average <1 per turn)
Military: 40, 0 free dice required
Free Total: 6 free dice required
70 free dice for the rest of the plan, 64 free dice available.
Notes:
-With the exception of Orbital, all dice estimates are calculated based on the present respective die bonus.
-The total dice numbers at the bottom of each section are the dice requirements for the Required and Semi Required Projects combined.
-Required Projects are those that must be completed for the Plan, or are otherwise far and above to the other options, in which case an explanation is provided as to the logic.
-Semi Required Projects are those that should be completed, but are not technically mandatory for the completion of the Plan. These projects provide efficient methods to achieve the economic targets or otherwise reduce/mitigate the costs of the other required and semi required projects.

Any questions/comments are welcome.
 
I will say in regards to the SMARV that it's not really needed to be finished. For one thing it's not a vulnerability and close enough to our lands to not be a refugee crisis. The thing can wait till next turn and the dice is better off in the ORSCT.
Next turn we're back to a resource crunch and sweating over how to activate all our dice again. Passing up +15 RpT and +3 Yellow Zone mitigation when we're literally one turn from getting them seems inadvisable; this is the reason I favor using Bureaucratic Assistance to polish off the action.

According to discord it's actually not as bad as it could be. Going -4 for one turn would not be bad for Neo who is sitting at 70 PS or so the QM says.
Okay, but I don't think it's worth it just to rush the project by one quarter. Especially since we're constantly (including now) doing shit that zig-zags our Political Support up and now.

If we gamble dipping into negative Capital Goods because we want to spend CapGoods we don't have, and then Nod chooses this quarter to hit us with the Great Dogpile and we have a couple of successful warlord attacks (i.e. they don't have shit rolls) and one of them manages to get through and hurt us like Stahl tried and failed to... Well, it's a bad time to already be at negative Capital Goods just so we could trim our margins of error a little closer for more efficiency.

Any reason not to jump straight into Enterprise? I'd prefer not to do something that isn't a plan goal at the moment.
Novel Materials is arguably worth it- it's another one of those Development actions that could potentially have a huge impact, and it probably only needs one Orbital die. Well worth it to get it sooner rather than later if it turns out to be important (e.g. "is literally eezo from Mass Effect," in which case we'd feel pretty stupid leaving that stone unturned for years).

General weariness of Hover and Hubs.
That's because I've got imitators. :p

More seriously, hovertrucks are likely to be a big deal. So far the only Scrin tech we've ever left lying on the table for long before we did its Development project was Improved Containment... and T-Glass was sitting underneath that stone, we could have had it years ago.

Scrin gacha prizes are one of the most precious things we can get in the game, and I for one advocate rolling every one about as soon as we can get it into development.

As for the MARVs, it's not just that it does a lot to potentially secure the Middle East against the impending Great Warlord Dogpile. It's also that rolling out two fleets (a fairly realistic goal for 2059Q4 if we do two hubs this turn) gives us +6 RZ mitigation and +50 RpT... and we could really use the +RpT given the extra dice we'll be rolling. It's that combination of benefits that helps us, given how much of the tiberium income we now have is coming out of the Middle East and how nice it would be to kick RZ mitigation up higher.

@Simon_Jester

Any promises that we make as part of the Political Promises action will need to be completed by the end of the next turn. It probably isn't worth doing.
When did @Ithillid tell us this?
 
I'll bear that in mind...

Sigh.

The risk for wartime factory refits isn't BZHIS failing to complete, it's the specific combination of BZHI failing to complete while refits DO complete. Both failing is nbd at all, and the specific binary condition where we run into trouble is less than a 3% chance. The more likely failure condition is BZHIS completing while refits don't, which also wouldn't be a problem beyond not getting the dice a turn earlier but c'est la guerre, it's not a cap goods shortage. I think the small risk of the specific binary success/fail condition that's already basically at the floor we can get risk levels to is more than worth getting 1-2 Mil dice a turn earlier and having spare parts stockpiles 3 months deeper when we pull the trigger on Karachi.
And even then, it's a one quarter dip, even on that 3%. We'll live.
Part of it is that I'm specifically thinking about the Warlord Dogpile; we don't know when that happens exactly and we're already into the zone of "could happen any minute now." Stahl just tried to hit us with a temporary -5 Capital Goods malus and failed because of bad rolls. Something like that happening when we're already in malus territory because we wanted to shave the margins strikes me as likely but unattractive.

I am now. I had thought it would be obvious that you won't get promises beyond the next election.
While a party like Development that's confident of still being there after the election could reasonably make such deals, I do see the logic.
 
I'll bear that in mind...

Sigh.

Part of it is that I'm specifically thinking about the Warlord Dogpile; we don't know when that happens exactly and we're already into the zone of "could happen any minute now." Stahl just tried to hit us with a temporary -5 Capital Goods malus and failed because of bad rolls. Something like that happening when we're already in malus territory because we wanted to shave the margins strikes me as likely but unattractive.

While a party like Development that's confident of still being there after the election could reasonably make such deals, I do see the logic.
Hay politics be whack so all possibilities are possible like that extremist Mormon or whatever he is gets crowned god king or something.
 
[X] Plan Military and Income
Infra 5/5 75R +28
-[X] Integrated Cargo System 207/800 5 dice 75R 10%
HI 4/4 95R +23
-[X] Continuous Cycle Fusion Plant (Phase 3) 258/300 1 die 20R 97%
-[X] Blue Zone Heavy Industrial Sectors 336/500 3 dice 75R 92%
LCI 4/4 60R +18
-[X] T-Glass Foundries (Stage 1) 117/350 4 dice 60R 83%
Agri 3/3 30R +18
-[X] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 59%
-[X] Wadmalaw Kudzu Plantations (New) 0/150 1 die 10R 0%
Tiberium 6/6 120R +31
-[X] Hub 3 dice 60R (see Military)
-[X] Offshore Tiberium Harvester Stations (Phase 2) (New) 0/200 3 dice 60R 88%
Orbital 5/5 100R +18
-[X] GDSS Philadelphia II (Phase 5) 1227/1425 4 dice 80R 97%
-[X] Study Novel Material 0/50 1 die 20R 83%
Services 4/4 65R +23
-[X] Domestic Animal Programs 0/200 2 dice 20R 18% (likely to be flexed to other service projects if there are some interesting new additions)
-[X] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 89%
-[X] Human Genetic Engineering Programs 0/120 1 die 25R 23
Military 6/6+7 free 245R +20
-[X] Wartime Factory Refits (Phase 3) 3/100 1 die 20R 39%
-[X] Super MARV Fleet Yellow Zone 6a 182/210 1 die 20R 87%
-[X] Reclaimator Hub (RZ3 South) x2 0/250 2 mil dice 3 tib dice 40R 99%
-[X] Orca Refit Deployment 0/200 3 dice 45R 70%
-[X] Aurora (Olso) 0/90 2 dice 30R 94%
-[X] Aurora (Anchorage) 0/90 2 dice 30R 94%
-[X] Orbital Strike Regimental Combat Team Station (Phase 1) 0/220 3 dice 60R 66%
Bureau 3/3 +18
-[X] Administrative Assistance (MARV fleet) 2 dice
-[X] Decrease Prices on Consumer Goods (New) 1 die
Free 7/7
7 mil
0 Idle dice

790/810 (20 rollover)

Of note pushing out some income projects because we are adding 9 more dice with philly 2 coming online this turn and we need a lot more income to handle that with the marv fleet providing mitigation as well. Otherwise rolling out the aurora and orca projects and putting some major work into OSRCT. RZ Beirut Hub since that is the one glacier mining area without a Hub and Fleet and with 4 phases there an attack there would really slow us down (try to make a plan for this turn at 160 less income to get an idea of how bad it would be). 2 hub push since it lets us spend tib dice for more hubs keeping the amount of mil dice on hubs (and the follow up fleets) to a minimum. While still providing the path to the needed income for all dice to be in use, while also protecting a major income area (4 phases or 1/3 of our glacier mining) and denying area for NOD to maneuver in.

Right now we need 900 income once Philly 2 finishes and 917-934 once mil factory refit finishes to use all of our dice.
 
Removed Make Political Promises from both plans, otherwise unchanged.

[X]Plan No Middle East MARV 1.1
-[X]Infrastructure 5/5 + 2 105R
--[X]Integrated Cargo System 307/800 7 dice 105R 82%
-[X]Heavy Industry 4/4 90R
--[X] Continuous Cycle Fusion Plant (Phase 3) 258/300 1 die 20R 97%
--[X] Blue Zone Heavy Industrial Sectors 336/500 2 dice 50R 49%
--[X] Hover Chassis Development (New) 0/60 1 die 20R 84%
-[X]Light & Chemical Industry 4/4 60R
--[X] T-Glass Foundries (Stage 1) 117/350 4 dice 60R 96%
-[X]Agriculture 3/3 + 1 40R
--[X]Perennial Aquaponics Bays (Stage 3) 207/350 1 die 10R (median 1/2)
--[X] Wadmalaw Kudzu Plantations (Phase 1) 0/150 3 dice 30R 92%
-[X]Tiberium 6/6 120R
--[X] Tiberium Processing Refits (Phase 2) 20/100 1 die 20R 66%
--[X] Liquid Tiberium Power Cell Deployment (Phase 1) (New) 2 dice 40R 81%
--[X] Offshore Tiberium Harvester Stations (Phase 2) (New) 0/200 3 dice 60R 88%
-[X]Orbital Industry 5/5 100R
--[X]GDSS Philadelphia II (Phase 5) 1227/1425 4 dice 80R 94%
--[X]Study Novel Material 0/50 1 die 20R 83%
-[X]Services 4/4 50R
--[X] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 89%
--[X] Domestic Animal Programs 0/200 3 dice 30R 75%
-[X]Military 6/6 + 4 + 1A 185R
--[X] MARV Fleet YZ-6a (Savannah) 182/210 1 A die 20R 88%
--[X] Orbital Strike Regimental Combat Team Station (Phase 1) 3 dice 60R 66%
--[X] Orca Refit Deployment 0/200 3 dice 45R 70%
--[X] Aurora Strike Bomber Factories
---[X] Oslo 2 0/90 2 dice 30R 94%
---[X] Anchorage 0/90 2 dice 30R 94%
-[X]Bureaucracy 2/3
--[X] Administrative Assistance 2 die auto
---[X]MARV Fleet YZ-6a (Savannah)
750/810R, 7/7 Free Dice


[X]Plan REFIIIIIIT
-[X]Infrastructure 5/5 + 2 105R
--[X]Integrated Cargo System 307/800 7 dice 105R 82%
-[X]Heavy Industry 4/4 + 1 115R
--[X] Continuous Cycle Fusion Plant (Phase 3) 258/300 1 die 20R 97%
--[X] Blue Zone Heavy Industrial Sectors 336/500 3 dice 75R 92%
--[X] Hover Chassis Development (New) 0/60 1 die 20R 84%
-[X]Light & Chemical Industry 4/4 60R
--[X] T-Glass Foundries (Stage 1) 117/350 4 dice 60R 96%
-[X]Agriculture 3/3 30R
--[X]Perennial Aquaponics Bays (Stage 3) 207/350 1 die 10R (median 1/2)
--[X] Wadmalaw Kudzu Plantations (Phase 1) 0/150 2 dice 20R 52%
-[X]Tiberium 6/6 120R
--[X] Tiberium Processing Refits (Phase 2) 20/100 1 die 20R 66%
--[X] Liquid Tiberium Power Cell Deployment (Phase 1) (New) 2 dice 40R 81%
--[X] Offshore Tiberium Harvester Stations (Phase 2) (New) 0/200 3 dice 60R 88%
-[X]Orbital Industry 5/5 100R
--[X]GDSS Philadelphia II (Phase 5) 1227/1425 4 dice 80R 94%
--[X]Study Novel Material 0/50 1 die 20R 83%
-[X]Services 4/4 50R
--[X] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 89%
--[X] Domestic Animal Programs 0/200 3 dice 30R 75%
-[X]Military 6/6 + 4 + 1A 185R
--[X] MARV Fleet YZ-6a (Savannah) 182/210 1 A die 20R 88%
--[X] Wartime Factory Refits (Phase 3+4) 3/200 3 dice 60R 72%
--[X] Orca Refit Deployment 0/200 3 dice 45R 70%
--[X] Aurora Strike Bomber Factories
---[X] Oslo 2 0/90 2 dice 30R 94%
---[X] Anchorage 0/90 2 dice 30R 94%
-[X]Bureaucracy 2/3
--[X] Administrative Assistance 2 die auto
---[X]MARV Fleet YZ-6a (Savannah)
765/810R, 7/7 Free Dice

[X] Plan: Package Delivery, Amazon Version
 
[X] Plan Airforce gets planes
Infrastructure 5 dice +28
-[X] Integrated Cargo System 207/800 5 dice 75R 10%
Heavy Industry 4 dice +23 1 Free Die
-[X] Continuous Cycle Fusion Plant (Phase 3) 258/300 1 die 20R 97%
-[X] Blue Zone Heavy Industrial Sectors 336/500 3 dice 75R 92%
-[X] Hover Chassis Development (New) 0/60 1 die 20R 84%
Light and Chemical Industry 4 dice +18
-[X] T-Glass Foundries (Stage 1) 117/350 4 dice 60R 83%
Agriculture 3 dice +18
-[X] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 59%
-[X] Wadmalaw Kudzu Plantations (Phase 1) (New) 0/150 1 die 10R
Tiberium 6 dice +31
-[X] Offshore Tiberium Harvester Stations (Phase 2) 0/200 3 dice 60R 88%
-[X] Tiberium Processing Refits (Phase 2) 20/100 (1 Die, 20 R) (67% chance)
-[X] Tiberium Inhibitor Deployment (Red Zone 6) 0/120 1 die 30R 27%
-[X] Tiberium Inhibitor Deployment (Red Zone 7) 0/120 1 die 30R 27%
Orbital Industry 5 dice +18
-[X] GDSS Philadelphia II (Phase 5) 1227/1425 4 dice 80R 97%
-[X] Study Novel Material 0/50 1 die 20R 84%
Services 4 dice +23
-[X] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 90%
-[X] Domestic Animal Programs 0/200 3 dice 30R 75%
Military 6 dice +20 5 Free Dice + Admin Assist
-[X] Wartime Factory Refits (Phase 3+4) 3/200 3 dice 60R 72%
-[X] Aurora Strike Bomber Factory: Oslo 0/90 2 dice 30R 94.4%
-[X] Aurora Strike Bomber Factory: Anchorage 0/90 1 dice 15R 46%
-[X] Orca Refit Deployment 0/200 3 dice 45R 70%
-[X] Orbital Strike Regimental Combat Team Station (Phase 1) 0/220 2 dice + Admin Assist die 60R 40.3%
-[X] Advanced Laser System Development (New) 0/60 1 die 30R 81%
Bureaucracy 3 dice +18
-[X] Administrative Assistance 2 die auto
-[X] Decrease Prices on Consumer Goods (New)

75+115+60+30+140+100+50+235=805/‌810

[X] Plan: Package Delivery, Amazon Version
[X] Plan ICS, OSRCT, Auroras, Super Orcas, Eezo!
 
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[X] Plan Return of the Something Something
Infrastructure 5/5 60R
-[X] Integrated Cargo System 4 dice 60R 0%
(progress 307/800: 15 resources per die) (+18 Logistics, -2 Labor, -2 Energy, -2 Capital Goods)
Heavy Industry 4/4 115R
-[X] Continuous Cycle Fusion Plants (Phase 3) 1 die 20R 97%
(Progress 258/300: 20 resources per Die) (+16 Energy)
-[X] Blue Zone Heavy Industrial Sectors 3 dice 75R 92%
(Progress 336/500: 25 resources per die) (+8 Capital Goods, -4 Labor, -8 Energy)
-[X] Hover Chassis Development 1 free die 20R 84%
(Progress 0/60: 20 resources per die)
Light and Chemical Industry 4/4 60R
-[X] T-Glass Foundries (Stage 1) 4 dice 60R 83%
(Progress 117/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [15 Resources])
Agriculture 3/3 30R
-[X] Perennial Aquaponics Bays (Stage 3) 2 dice 20R 59%
(Progress 207/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) (+10 Political Support)
-[X] Wadmalaw Kudzu Plantations (Phase 1) 1 die 10R 0%
(Progress 0/150: 10 resources per die) (+5 Political Support)
Tiberium /6 120R
-[X] Tiberium Processing Refits (Phase 2) 1 die 20R 67%
(Progress 20/100: 20 resources per die) (+50 processing capacity [-250 during refits])
-[X] Offshore Tiberium Harvester Stations (Phase 2) 3 dice 60R 88%
(Progress 0/200: 20 resources per die) (+20-30 resources per turn)
-[X] Liquid Tiberium Power Cell Deployment (Phase 1) 2 dice 40R 81%
(Progress 0/140: 20 resources per die) (-5 Political Support) (+8 Energy)
Orbital 5/5 100R
-[X] GDSS Philadelphia II (Phase 5) 4 dice 80R 97%
(Progress 1227/1425: 20 resources per die) (+4 to all dice, +1 die to each category) (15 Political Support)
-[X] GDSS Enterprise (Phase 4) 1 die 20R 0%
(Progress 0/765: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (1 available Bay)
Services 4/4 50R
-[X] Domestic Animal Programs 3 die 30R 75%
(Progress 0/200: 10 resources per die) (-3 Food, +2 Consumer Goods) (10 Political Support)
-[X] Early Prototype General Artificial Intelligence Development 1 die 20R 90%
(Progress 66/120: 20 resources per die) (-10 PS)
Military 6/6 185R
-[X] Wartime Factory Refits (Phase 3) 2 dice 40R 92%
(Progress 3/100: 20 resources per die) (-4 Capital Goods) (+1 Energy)
-[X] Orca Refit Deployment 3 dice 45R 68%
(Progress 0/200: 15 resources per die) (Very High Priority) (-1 Capital Goods)
-[X] Aurora Strike Bomber Factories
--[X] Oslo 1 die + 1 free die 30R 94%
(Progress 0/90: 15 resources per die) (-4 Energy)
--[X] Anchorage 2 free dice 30R 94%
(Progress 0/90: 15 resources per die) (-4 Energy)
-[X] Orbital Strike Regimental Combat Team Stations (Phase 1) 1 free die 20R 0%
(Progress 0/220: 20 resources per die) (High Priority)
-[X] Railgun Munitions Development 1 free die 10R 81%
(Progress 0/60: 10 resources per die) (High Priority)
-[X] GD-3 Rifle Development 1 free die 10R 100%
(Progress 0/30: 10 resources per die)
Bureaucracy 3/3
-[X] Security Reviews (Infrastructure) 1 Infrastructure die + 2 dice 100%
(DC 50 + 1 operations die)
-[X] Decrease Prices on Consumer Goods 1 die
(+5 Political Support) (-15 Consumer Goods)
Free Dice 7/7
Resources Income 720/810 Reserve 0/0
 
Hay politics be whack so all possibilities are possible like that extremist Mormon or whatever he is gets crowned god king or something.
Within the bounds of realism there are some limits.

...

I'd like to take a moment to lobby in favor of plans that put two Free dice on the ICS to finish it this turn.

We talk about "no, we need those dice for the military." But you know what really strengthens the military?

Good supply lines.

I'm serious.

We could be attacked at any time. We know that even limited-scale attacks tend to inflict temporary Logistics maluses. A full-scale Nod offensive is likely to cost us considerably more, both in direct damage to our capacity and in the efforts required to keep troops supplied and repair damage suffered near the front.

Our current logistics buffer is calculated for 'peacetime' conditions in which major battles happen only on one continent at a time, and no more than one or two of them a quarter. There is enough reserve capacity that any single act of Nod sabotage probably can't send us into negatives... but we are very far from being in a position of confidently supplying troops on ALL fronts as heavily as we'd like while all or most of Nod is doing its best to stop us.

We need the ICS. It's a defense objective, not just a civilian project.
 
We also need to make sure no NOD spies are slipping security gaps into the ICS or redirecting deliveries to NOD forces.
 
[X] Plan Mass Military
Infrastructure (5 dice)
-[X] Integrated Cargo System, 5 dice (75 Resources)
Heavy Industry (4 dice)
-[X] Continuous Cycle Fusion Plants (Phase 3), 1 die (20 Resources)
-[X] Blue Zone Heavy Industrial Sectors, 3 dice (75 Resources)
Light and Chemical Industry (4 dice)
-[X] T-Glass Foundries (Stage 1), 4 dice (60 Resources)
Agriculture (3 dice)
-[X] Strategic Food Stockpile Construction (Phase 1), 3 dice (30 Resources)
Tiberium (6 dice)
-[X] Tiberium Processing Refits (Phase 2), 1 die (20 Resources)
-[X] Offshore Tiberium Harvester Stations (Phase 2), 4 dice (80 Resources)
-[X] Improved Tiberium Containment Facilities Construction, 1 die (20 Resources)
Orbital (5 dice)
-[X] GDSS Philadelphia II (Phase 5), 4 dice (80 Resources)
-[X] Lunar Heavy Metals Mines (Phase 1), 1 die (20 Resources)
Services (4 dice)
-[X] Prosthetics Deployment Initiatives (Phase 3), 3 dice (45 Resources)
-[X] Early Prototype General Artificial Intelligence Development, 1 die (20 Resources)
Military (6 dice +7 Free + 1 Administrative Assistance)
-[X] Wartime Factory Refits (Phase 3), 3 dice (60 Resources)
-[X] Long Range Sensor System Deployment (Phase 2), 2 dice (50 Resources)
-[X] Orca Refit Deployment, 3 dice (45 Resources)
-[X] Aurora Strike Bomber Factory (Oslo), 2 dice (30 Resources)
-[X] Aurora Strike Bomber Factory (Anchorage), 2 dice (30 Resources)
-[X] Orbital Strike Regimental Combat Team Stations (Phase 1), 1 die + 1 Administrative Assistance die (40 Resources)
Bureaucracy (3 dice)
-[X] Administrative Assistance (Military), 2 dice
-[X] Decrease Prices on Consumer Goods, 1 die

[X] Plan Mass Military and the Mysterious Martian Materials
[X] Plan Mass Military and Martians and a MARV
 
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We also need to make sure no NOD spies are slipping security gaps into the ICS or redirecting deliveries to NOD forces.
Given the realistic, likely scale of any hypothetical Nod sabotage compared to past precedent (note that the vast majority of our security sweeps turn up very little or nothing)...

I do not think it wise to deliberately delay implementing the entire system just for a pre-emptive security sweep. Nod's infiltration levels exist, they are not zero, but we've been aggressively sweeping every few years and there's ample evidence that the grass is pretty well mowed. I fully intend to do an Infra sweep literally next turn, mind you... and it'd be a good way to catch saboteurs, because one thing the ICS does is help us track the goods we're moving around!
 
790/810 R
7/7 Free dice used



[X] Plan ICS, OSRCT, Auroras, Super Orcas, Eezo!

Infrastructure 5/5 Dice + 2 Free Dice 105 R
-[X] Integrated Cargo System 307/800 (7 Dice, 105 R) (82% chance)
Heavy Industry 4/4 Dice 90 R
-[X] Continuous Cycle Fusion Plant (Phase 3) 258/300 (1 Die, 20 R) (97% chance)
-[X] Blue Zone Heavy Industrial Sectors 336/500 (2 Dice, 50 R) (49% chance)
-[X] Hover Chassis Development 0/60 (1 Die, 20 R) (~79% chance estimate)
Light and Chemical Industry 4/4 Dice 60 R
-[X] T-Glass Foundries (Stage 1) 117/350 (4 Dice, 60R) (83% chance)
Agriculture 3/3 Dice 30 R
-[X] Perennial Aquaponics Bays (Stage 3) 163/350 (1 Die, 10 R) (1/2 median)
-[X] Wadmalaw Kudzu Plantations 0/150 (2 Dice, 20 R) (52% chance)
Tiberium 6/6 Dice 120 R
-[X] RZ-3N? MARV Hub (Beirut) 0/125 (2 Dice, 40 R) (combined with Mil dice, should finish two hubs)
-[X] Tiberium Processing Refits (Phase 2) 20/100 (1 Die, 20 R) (67% chance)
-[X] Offshore Tiberium Harvester Stations (Phase 2) 0/200 (3 Dice, 60 R) (88% chance)
Orbital 5/5 Dice 100 R
-[X] GDSS Philadelphia II (Phase 5) 1227/1425 (4 dice, 80 R) (97.4% chance)
-[X] Study Novel Material 0/50 (1 Die, 20 R) (83% chance)
Services 4/4 Dice 80 R
-[X] Early Prototype General Artificial Intelligence Development 66/120 (1 Die, 20 R) (89% chance)
-[X] Human Genetic Engineering Programs 0/120 (2 Dice, 50 R) (88% chance)
-[X] Domestic Animal Programs 0/200 (1 Die, 10 R) (1/2.5 median)
Military 6/6 Dice + 5 Free Dice + Bureaucrats 205 R
-[X] OSRCT (Phase 1) 0/220 (2 Dice, 40 R) (11% chance)
-[X] Orca Refit Deployment 0/200 (3 Dice, 45 R) (68% chance)
-[X] RZ-3N? MARV Hub (Beirut) 0/125 (2 Dice, 40 R) (Also Tib dice, median finish 2x hubs, maybe 3)
-[X] MARV Fleet YZ-6a (Savannah) 182/210, (Bureaucracy, 20 R) (~88% chance)
-[X] Aurora Strike Bomber Factory (Oslo), (2 Dice, 30 R) (~95% chance)
-[X] Aurora Strike Bomber Factory (Anchorage), (2 Dice, 30 R) (~95% chance)
Bureaucracy 3/3 Dice
-[X] Bureaucratic Assistance (Savannah MARV fleet) (2 Dice)
-[X] Decrease Prices on Consumer Goods (1 Die)





(EDIT: This was formerly known as "Plan ICS, OSRCT, Auroras, Super Orcas, Eezo, Fly Columbia!" . The word 'Eezo' does not belong in this plan title, so it was removed to avoid false advertising)

[X] Plan ICS, OSRCT, Auroras, Super Orcas, Fly Columbia!

Infrastructure 5/5 Dice + 2 Free Dice 105 R
-[X] Integrated Cargo System 307/800 (7 Dice, 105 R) (82% chance)
Heavy Industry 4/4 Dice 90 R
-[X] Continuous Cycle Fusion Plant (Phase 3) 258/300 (1 Die, 20 R) (97% chance)
-[X] Blue Zone Heavy Industrial Sectors 336/500 (2 Dice, 50 R) (49% chance)
-[X] Hover Chassis Development 0/60 (1 Die, 20 R) (~79% chance estimate)
Light and Chemical Industry 4/4 Dice 60 R
-[X] T-Glass Foundries (Stage 1) 117/350 (4 Dice, 60R) (83% chance)
Agriculture 3/3 Dice 30 R
-[X] Perennial Aquaponics Bays (Stage 3) 163/350 (1 Die, 10 R) (1/2 median)
-[X] Wadmalaw Kudzu Plantations 0/150 (2 Dice, 20 R) (52% chance)
Tiberium 6/6 Dice 120 R
-[X] RZ-3N? MARV Hub (Beirut) 0/125 (2 Dice, 40 R) (combined with Mil dice, should finish two hubs)
-[X] Tiberium Processing Refits (Phase 2) 20/100 (1 Die, 20 R) (67% chance)
-[X] Offshore Tiberium Harvester Stations (Phase 2) 0/200 (3 Dice, 60 R) (88% chance)
Orbital 5/5 Dice 100 R
-[X] GDSS Philadelphia II (Phase 5) 1227/1425 (4 dice, 80 R) (97.4% chance)
-[X] GDSS Columbia (Phase 1) 0/80 (1 Die, 20 R) (58% chance of Phase 1, 1/3.25 median to Phase 2, 1/8 median to Phase 3)
Services 4/4 Dice 80 R
-[X] Early Prototype General Artificial Intelligence Development 66/120 (1 Die, 20 R) (89% chance)
-[X] Human Genetic Engineering Programs 0/120 (2 Dice, 50 R) (88% chance)
-[X] Domestic Animal Programs 0/200 (1 Die, 10 R) (1/2.5 median)
Military 6/6 Dice + 5 Free Dice + Bureaucrats 205 R
-[X] OSRCT (Phase 1) 0/220 (2 Dice, 40 R) (11% chance)
-[X] Orca Refit Deployment 0/200 (3 Dice, 45 R) (68% chance)
-[X] RZ-3N? MARV Hub (Beirut) 0/125 (2 Dice, 40 R) (Also Tib dice, median finish 2x hubs, maybe 3)
-[X] MARV Fleet YZ-6a (Savannah) 182/210, (Bureaucracy, 20 R) (~88% chance)
-[X] Aurora Strike Bomber Factory (Oslo), (2 Dice, 30 R) (~95% chance)
-[X] Aurora Strike Bomber Factory (Anchorage), (2 Dice, 30 R) (~95% chance)
Bureaucracy 3/3 Dice
-[X] Bureaucratic Assistance (Savannah MARV fleet)
-[X] Decrease Prices on Consumer Goods (1 Die)
 
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Given the realistic, likely scale of any hypothetical Nod sabotage compared to past precedent (note that the vast majority of our security sweeps turn up very little or nothing)...
I don't know how about we find out before any potential problems crop up rather then after we finish the complex global scale transport management system, after all the few times NOD infiltrators got past our security the results were pretty serious.
 
[X] Plan Mass Military
Infrastructure (5 dice)
-[X] Integrated Cargo System, 5 dice (75 Resources)
Heavy Industry (4 dice)
-[X] Continuous Cycle Fusion Plants (Phase 3), 1 die (20 Resources)
-[X] Blue Zone Heavy Industrial Sectors, 3 dice (75 Resources)
Light and Chemical Industry (4 dice)
-[X] T-Glass Foundries (Stage 1), 4 dice (60 Resources)
Agriculture (3 dice)
-[X] Strategic Food Stockpile Construction (Phase 1), 3 dice (30 Resources)
Tiberium (6 dice)
-[X] Tiberium Processing Refits (Phase 2), 1 die (20 Resources)
-[X] Offshore Tiberium Harvester Stations (Phase 2), 4 dice (80 Resources)
-[X] Improved Tiberium Containment Facilities Construction, 1 die (20 Resources)
Orbital (5 dice)
-[X] GDSS Philadelphia II (Phase 5), 4 dice (80 Resources)
-[X] Lunar Heavy Metals Mines (Phase 1), 1 die (20 Resources)
Services (4 dice)
-[X] Prosthetics Deployment Initiatives (Phase 3), 3 dice (45 Resources)
-[X] Early Prototype General Artificial Intelligence Development, 1 die (20 Resources)
Military (6 dice +7 Free + 1 Administrative Assistance)
-[X] Wartime Factory Refits (Phase 3), 3 dice (60 Resources)
-[X] Reclamator Fleet YZ-10 South (S-MARVs), 1 Administrative Assistance die (20 Resources)
-[X] Long Range Sensor System Deployment (Phase 2), 2 dice (50 Resources)
-[X] Orca Refit Deployment, 3 dice (45 Resources)
-[X] Aurora Strike Bomber Factory (Oslo), 2 dice (30 Resources)
-[X] Aurora Strike Bomber Factory (Anchorage), 2 dice (30 Resources)
-[X] Orbital Strike Regimental Combat Team Stations (Phase 1), 1 die (20 Resources)
Bureaucracy (3 dice)
-[X] Administrative Assistance (Military), 2 dice
-[X] Decrease Prices on Consumer Goods, 1 die

Resources Available: 810
Resources Spent: 800
Resources Remaining: 10

[X] Plan Mass Military and the Mysterious Martian Materials
[X] Plan Mass Military and Martians and a MARV
 
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I like most of Plan Mass Military but there's a few tweaks I'd personally make, specifically using our spare Orbital die this turn to research the mystery Martian STU, and starting Tib power instead of building silos with the 6th Tib die. The Auroras are a significant unexpected power cost and I think a phase of Tib power just got a lot less optional, we need something that we can float smaller power expenditures on while fusion chugs through its big phases. Especially since HI needs to keep busy with cap goods production too.

Still approval voting for Mass Military though, honestly I'll vote for anything that does 3 dice on factory refits even if Mass Military is my favorite.

[X] Plan Mass Military and the Mysterious Martian Materials
Infrastructure (5 dice)
-[X] Integrated Cargo System, 5 dice (75 Resources)
Heavy Industry (4 dice)
-[X] Continuous Cycle Fusion Plants (Phase 3), 1 die (20 Resources)
-[X] Blue Zone Heavy Industrial Sectors, 3 dice (75 Resources)
Light and Chemical Industry (4 dice)
-[X] T-Glass Foundries (Stage 1), 4 dice (60 Resources)
Agriculture (3 dice)
-[X] Strategic Food Stockpile Construction (Phase 1), 3 dice (30 Resources)
Tiberium (6 dice)
-[X] Tiberium Processing Refits (Phase 2), 1 die (20 Resources)
-[X] Offshore Tiberium Harvester Stations (Phase 2), 4 dice (80 Resources)
-[X] Liquid Tiberium Power Cell Deployment (Phase 1) (New), 1 die (20 Resources)
Orbital (5 dice)
-[X] GDSS Philadelphia II (Phase 5), 4 dice (80 Resources)
-[X] Study Novel Material, 1 die (20 Resources)
Services (4 dice)
-[X] Prosthetics Deployment Initiatives (Phase 3), 3 dice (45 Resources)
-[X] Early Prototype General Artificial Intelligence Development, 1 die (20 Resources)
Military (6 dice +7 Free + 1 Administrative Assistance)
-[X] Wartime Factory Refits (Phase 3), 3 dice (60 Resources)
-[X] Reclamator Fleet YZ-10 South (S-MARVs), 1 Administrative Assistance die (20 Resources)
-[X] Long Range Sensor System Deployment (Phase 2), 2 dice (50 Resources)
-[X] Orca Refit Deployment, 3 dice (45 Resources)
-[X] Aurora Strike Bomber Factory (Oslo), 2 dice (30 Resources)
-[X] Aurora Strike Bomber Factory (Anchorage), 2 dice (30 Resources)
-[X] Orbital Strike Regimental Combat Team Stations (Phase 1), 1 die (20 Resources)
Bureaucracy (3 dice)
-[X] Administrative Assistance (Military), 2 dice
-[X] Decrease Prices on Consumer Goods, 1 die
Resources Available: 810
Resources Spent: 800
Resources Remaining: 10

[X] Plan Mass Military
[X] Plan Airforce gets planes
[X]Plan REFIIIIIIT
 
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I am noticing a trend in some plans to ignore the incoming income requirements- we are getting 9 more dice next turn and need a big income increase to activate them. Avoiding that is a good way to put a squeeze on finishing the plan and reduces the number of projects overall that we push out.
 
[X] Plan Military and Income
[X] Plan Mass Military and the Mysterious Martian Materials
[X] Plan Mass Military and Martians and a MARV
 
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[X] Plan Mass Military
[X] Plan Mass Military and the Mysterious Martian Materials
I'd prefer the AA on the MARV fleet for extra income, but these are fine.
 
[X] Plan Airforce gets planes

and

[X]Plan High Flight

-Infra 5/5 75R +28
--[X] Integrated Cargo System 207/800 5 dice 75R 10%
-HI 4/4+1 free 115R +23
--[X] Continuous Cycle Fusion Plant (Phase 3) 258/300 1 die 20R 97%
--[X] Blue Zone Heavy Industrial Sectors 336/500 3 dice 75R 92%
--[X] Hover Chassis Development 0/60 1 die 20R 84%
-LCI 4/4 60R +18
--[X] T-Glass Foundries (Stage 1) 117/350 4 dice 60R 83%
-Agri 3/3 30R +18
--[X] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 59%
--[X] Strategic Food Stockpile Construction (Phase 1) 0/150 1 dice 10R 0%
-Tiberium 6/6 140R +31
--[X] Offshore Tiberium Harvester Stations (Phase 2) 0/200 3 dice 60R 88.
--[X] Tiberium Processing Refits (Phase 2) 20/100 1 die 20R 66%
--[X] Tiberium Inhibitor Deployment Red Zone 6 0/120 1 die 30R 27%
--[X] Tiberium Inhibitor Deployment Red Zone 7 0/120 1 die 30R 27%
-Orbital 5/5 110R +18
--[X] GDSS Philadelphia II (Phase 5) 1227/1425 4 dice 80R 97%
--[X] Study Novel Material 0/50 1 die 20R 84%
-Services 4/4 65R +23
--[X] Prosthetics Deployment Initiatives (Phase 3), 2/160 3 dice 45R 94%
--[X] Early Prototype General Artificial Intelligence Development 66/120 1 die 20R 89%
-Military 6/6+6 215R +20
--[X] Wartime Factory Refits (Phase 3+4) 3/200 3 dice 60R 18%
--[X] Advanced Laser System Development 0/60 1 die 30R 81%
--[X] Orca Refit Deployment 0/200 3 dice 45R 72%
--[X] Aurora (Oslo) 0/90 2 dice 30R 94%
--[X] Aurora (Anchorage) 0/90 2 dice 30R 94%
--[X] Orbital Strike Regimental Combat Team Station (Phase 1) 0/220 1 dice 20R
-Bureau 3/3 +18
--[X] Consumer Satisfaction surveys 3 dice DC 180 78%, DC 150 91%
 
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