[X] Plan Get People Into Space Already Damn It
-[X] Infra 6/6 dice 90R
--[X] Yellow Zone Fortress Towns (Phase 3) 25/200 3 dice 60R 97%
--[X] Integrated Cargo System 695/800 2 dice 30R 97%
--[X] Security Review
-[X] Heavy Ind 5/5 dice 80R
--[X] Continuous Cycle Fusion Plants (Phase 4) 76/300 3 dice 60R 70%
--[X] Reserve Heavy Industrial Resources 1 die auto
--[X] Hover Chassis Development 0/60 1 die 20R 89%
-[X] L&CI 5/5 dice 70R
--[X] T-Glass Foundries (Stage 2) 55/350 4 dice 60R 60%
--[X] Civilian Glider Development 0/40 1 die 10R 100%
-[X] Agri 4/4 dice 40R
--[X] Perennial Aquaponics Bays (Stage 3) 207/350 2 die 20R 68%
--[X] Wadmalaw Kudzu Plantations (Phase 1) 0/150 2 dice 20R 62%
-[X] Tiberium 7/7 dice 130R
--[X] Tiberium Processing Refits (Phase 3+4+5) 3/300 3 dice 60R 46% (94% Phase 3+4)
--[X] Offshore Tiberium Harvester Stations (Phase 3) 67/200 2 dice 40R 90%
--[X] Tiberium Inhibitor Deployment (Red Zone 6) 0/120 1 die 30R 32%
--[X] Security Review
-[X] Orb Ind 6/6 dice 120R
-[X] GDSS Columbia (Phase 1+2) 0/245 2 dice 40R 4%, 3 dice 60R 54%
--[X] Lunar Heavy Metals Mines (Phase 1) 0/395 3 dice 40R
-[X] Services 5/5 60R
--[X] Prosthetics Deployment Initiatives (Phase 4) 146/320 2 dice 40R 49%
--[X] Domestic Animal Programs 0/200 2 dice 20R 26%
--[X] Erewhon Life Support Commitments (New) 1 die auto
-[X] Military 8/8 +7 free dice 265R
--[X] Long Range Sensor System Deployment (Phase 2) 118/300 3 dice 75R 88%
--[X] Prototype Plasma Weapons Development 0/60 1 die 25R 86%
--[X] Orca Refit Deployment 151/200 1 die 15R 92%
--[X] Orbital Strike Regimental Combat Team Stations (Phase 1) 55/220 3 dice 60R 97% (2% Phase 1+2)
--[X] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 46%
--[X] Shell Plants (Phase 5) 27/150 2 dice 20R 84%
--[X] Ablat Plating Deployment (Stage 4) 45/200 3 dice 30R 96%
--[X] Neural Interface System Development 0/60 1 die 25R 86%
-[X] Bureau 4/4
--[X] Security Review (Infra) DC50 2 dice 100%
--[X] Security Review (Tiberium) DC50 2 dice 100%

855R/860R 7/7 Free Dice

Literally the same as Catching Up the Military, but putting a whole three dice into Columbia.

Frankly this edit could work on ANY plan posted so far, and I will gladly do so if anyone cares to request it. Catching Up was just the last I saw when I got frustrated over nobody wanting to invest in orbital habs.

Because Starbound wants orbital habs before the election, and if we don't get a move on on that we are screwing them over.
 
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I am also researching Visceroid Research Programs to learn more about Liquid Tiberium to better build Liquid Tiberium Power Plants, which I think we will need to cover our energy needs and to better understand the thing threatening to blow up our planet.
--[X] Visceroid Research Programs 0/120 2 dice 30R 98%

I like most of your plan but there is a election next turn and this is unpopular. Best to delay it a turn I think.
 
[X] Plan Insert Witty Name Here
-[X]Infrastructure 6/6 90R
-[X] Integrated Cargo System 2 dice 30R 97%
(progress 695/800: 15 resources per die) (+18 Logistics, -2 Labor, -2 Energy, -2 Capital Goods)
-[X] Yellow Zone Fortress Towns (Phase 3) 3 dice 60R 97%
(Progress 25/200: 20 resources Per die) (+4 Housing) (Supports Yellow Zone Intensification)
-[X] Security Review 1 die
-[X]Heavy Industry 5/5 160R
-[X] Continuous Cycle Fusion Plants (Phase 4) 4 dice 80R 97%
(Progress 76/300: 20 resources per Die) (+16 Energy)
-[X] Nuuk Heavy Robotics Foundry (Phase 1) 1 die + 2 free dice 60R 97%
(Progress 0/160: 20 resources per die) (-1 Labor)
-[X] Hover Chassis Development 1 free die 20R 89%
(Progress 0/60: 20 resources per die)
-[X]Light and Chemical Industry 5/5 70R
-[X] T-Glass Foundries (Stage 2) 4 dice 60R 60%
(Progress 55/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [25 Resources])
-[X] Civilian Glider Development 1 die 10R 100%
(Progress 0/40: 10 resources per die)
-[X]Agriculture 4/4 40R
-[X] Perennial Aquaponics Bays (Stage 3) 2 dice 20R 68%
(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) 2 dice 20R 62%
(Progress 0/150: 10 resources per die) (+5 Political Support)
-[X]Tiberium 7/7 100R
-[X] Tiberium Processing Refits (Phase 3) 1 die 20R 55%
(Progress 3/100: 20 resources per die) (+50 processing capacity [-250 during refits])
-[X] Railgun Harvester Factories
--[X] Maputo 1 die 10R 82%
(Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy, -1 Labor)
-[X] Offshore Tiberium Harvester Stations (Phase 3) 2 dice 40R 90%
(Progress 67/200: 20 resources per die) (+20-30 resources per turn)
-[X] Visceroid Research Programs 2 dice 30R 98%
(Progress 0/120: 15 resources per die) (-10 Political Support)
-[X]Orbital 6/6 140R
-[X] Lunar Heavy Metals Mines (Phase 1) 6 dice + 1 free die 140R 90%
(Progress 0/395: 20 resources per die) (+20 Resources per turn)
-[X]Services 3/5 10R
-[X] Domestic Animal Programs 1 die 10R 0%
(Progress 0/200: 10 resources per die) (-3 Food, +2 Consumer Goods) (10 Political Support)
-[X] Erewhon Life Support Commitments 1 die
(-2 to all Services dice until Erewhon expires) (+2 to Erewhon Growth Dice) (This Turn Only)
-[X] Security Review 1 die
-[X]Military 8/8 240R
-[X] Advanced Laser System Development 1 die 30R 86%
(Progress 0/60: 30 resources per die)
-[X] Long Range Sensor System Deployment (Phase 2) 2 dice 50R 36%
(Progress 118/300: 25 resources per die)(Very High Priority)
-[X] Reclamator Fleet YZ-10 South
--[X] Super MARVs 1 Administrative Assistance die 20R 90%
(progress 182/210: 20 resources per die) (3 Points Yellow Zone Mitigation, 15 RpT)
-[X] Orca Refit Deployment 1 die 15R 92%
(Progress 151/200: 15 resources per die) (Very High Priority)
-[X] Wingman Drone Development 1 die 15R 100%
(Progress 0/40: 15 resources per die)
-[X] Orbital Strike Regimental Combat Team Stations (Phase 1) 3 dice 60R 97%
(Progress 55/220: 20 resources per die) (High Priority)
-[X] Universal Rocket Launch System Deployment (Phase 2) 1 free die 15R 46%
(Progress 105/200: 15 resources per die) (-2 Energy) (High Priority)
-[X] Railgun Munitions Development 1 free die 10R 86%
(Progress 0/60: 10 resources per die) (High Priority)
-[X] Neural Interface System Development 1 free die 25R 86%
(Progress 0/60: 25 resources per die)
-[X]Bureaucracy 4/4
-[X] Administrative Assistance 2 dice (Reclamator Fleet YZ-10 South)
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
-[X] Security Reviews (Infrastructure) 1 Infrastructure die + 1 die 89%
(DC 50 + 1 operations die)
-[X] Security Reviews (Services) 1 Services die + 1 die 89%
(DC 50 + 1 operations die)
-[X]Free Dice 7/7
-[X] 3 in Heavy Industry
-[X] 1 in Orbital
-[X] 3 in Military
-[X]Resources Income 850/850 Reserve 0/10
 
[X] Plan Industry and Deployment
Infra 6/6 75R +33
-[X] Security Review (infra) 1 die
-[X] Integrated Cargo System 695/800 2 dice 30R 97%
-[X] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 54%
HI 5/5 +2 free 140R +28
-[X] Continuous Cycle Fusion Plant (Phase 4) 76/300 4 dice 80R 97%
-[X] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 3 dice 60R 97%
LCI 5/5 75R +23
-[X] T-Glass Foundries (Stage 2) 117/350 5 dice 75R 91%
Agri 4/4 40R +23
-[X] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 68%
-[X] Wadmalaw Kudzu Plantations (Stage 1) 0/150 2 die 20R 62%
Tiberium 7/7 120R +36
-[X] Security Review (tib) 1 die
-[X] Hub 4 dice 80R (see Military)
-[X] Offshore Tiberium Harvester Stations (Phase 3) 67/200 2 dice 40R 90%
Orbital 6/6 120R +23
-[X] GDSS Enterprise (Phase 4) 0/765 6 dice 120R 0%
Services 4/5 60R +28
-[X] Automatic Medical Assistants 0/300 1 die 20R 0%
-[X] Erewhon Life Support Commitments 1 die
-[X] Human Genetic Engineering Programs 0/120 1 die 25R 29%
-[X] Hallucinogen Development (New) 0/60 1 die 15R 89%
Military 8/8 +5 free 230R +25
-[X] Long Range Sensor System Deployment (Phase 2) 118/300 2 dice 50R 36%
-[X] Reclamator Hub RZ2 South 2 dice+4 tib 40R high chance to finish 3 hubs
-[X] Super MARV Fleet Yellow Zone 6a 184/210 1 die 20R 100%
-[X] Orca Refit Deployment 151/200 1 die 15R 92%
-[X] Wingman Drone Development 0/40 1 die 15R 100%
-[X] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[X] Apollo Fighter Factories (Rotterdam) 0/80 1 die 15R 61%
-[X] Orbital Strike Regimental Combat Team Stations (Phase 1) 55/220 2 dice 40R 61%
-[X] Hallucinogen Countermeasures Development (New) 0/40 1 die 15R 100%
Bureau 4/4 +23
-[X] Security Reviews (Infra) 2 dice 100%
-[X] Security Reviews (Tib) 2 dice 100%
Free 7/7
2HI+ 5 mil
3 Idle dice

860/850 (+10 reserve)


Right so this plan is focused on both pushing out some useful mil projects while also pumping the industrial base that supports further growth as well as working towards a good amount of income (60-70 this turn and 40+ next turn). One thing I noticed is that the African warlord is beginning to poke around which makes the hubs in africa an easy choice because I would rather fight around the hubs than closer to our industrial areas (also new hubs have additional defenses which is why they had an increase in progress required). This sets us up to deploy 3 hubs this turn and follow up with 2-3 marvs next turn for income and mitigation (because tiberium has not stopped being a threat).


I am going for enterprise because we can get phase 4 done in 2 turns and that gives a small amount of cap goods and should see a shimmer shield and additional defenses added to the station (this happened for Philly since we developed the defenses after putting the earlier stages in place). Also as an orbital plan goal, which is a category that has almost no flexibility without using free dice and well we really need free dice for Mil and HI investments- Mil to stop nod and HI to support Mil and our other projects.


For HI the free dice let me knock out stage 2 of Nuuk and 2 stages of fusion over Q4 and Q1 which also means we can rollout one of the Advanced Electronic Video Assistant, likely HI, to push our progress per turn forward.
For mil- the three dev projects provide a boost to fighting NOD, one vs NOD ground and the other two to help in the skies and potential orbital interception depending on what that NOD airship is going to be used as. In addition pushing out an Apollo factory for more fighters because we need less Firehawks and more Apollos. Also pushing the Long Ranger Sense deployment forward and work on OSRCT.
Bureau- 2 reviews of the departments that are going to be doing the Karachi push which also are 1 and 3 on longest since last review.
In general trying to set us up for additional rollouts and Cap Good and Energy usage while also working on plan goals so that bad dice rolls do not screw us over/force use of free dice.
 
Hmmm, so we've had Erewhon for a single update already and I'm already in the business of throwing everything I can at them to make life easier.

As a side note, I would kind of like to discuss Tiberium Inhibitor deployment. I don't know if it's a typo, but three of the zones for that don't look like they cost Energy… and frankly we've had the dang things forever and constantly put off using them.
 
I like most of your plan but there is a election next turn and this is unpopular. Best to delay it a turn I think.
Do you have an idea on what to spend those two dice? I personaly think that this research is ok, even before elections, because it isnt as charged as building the liquid riberium power plants, but if you have a good alternative i would like to hear it.
 
There are a few plans right now which call for establishing a Capital Goods reserve, how would that work when we're also spending Capital Goods? Would they be taken out of the reserve or not go in at all?
 
Updated versions of this plan without Tiberium power are available on the next page.

-[X] Plan Higher Skies
Resources: 850 + 10 in reserve (15 allocated to the Forgotten) (35 allocated to grants)(+25 from Taxes)
Infrastructure 6/6 dice 90R
-[X] Integrated Cargo System 695/800 2 dice 30R 97%
-[X] Yellow Zone Fortress Towns (Phase 3) 25/200 3 dice 60R 97%
-[X] Security Reviews Infrastructure 1 Die


Heavy Industry 5/5 dice 100R
-[X] Continuous Cycle Fusion Plants (Phase 4) 76/300 4 dice 80R 97%
-[X] Hover Chassis Development (New) 0/60 1 die 20R 84%


Light and Chemical Industry 5/5 dice 70R
-[X] T-Glass Foundries (Stage 2) 55/350 4 dice 60R 60%
-[X] Civilian Glider Development 0/40 1 die 10R 100%


Agriculture 4/4 dice 40R
-[X] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 68%
-[X] Wadmalaw Kudzu Plantations (Phase 1) 0/150 2 die 20R 62%


Tiberium 6/7 dice 100R
-[X] Tiberium Processing Refits (Phase 3) 3/100 1 die 20R 55%
-[X] Offshore Tiberium Harvester Stations (Phase 3) 67/200 2 dice 40R 90%
-[X] Railgun Harvester Factories (Porto) 0/70 1 die 10R 82%
-[X] Railgun Harvester Factories (Maputo) 0/70 1 die 10R 82%
-[X] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 die 20R 53%


Orbital 6/6 dice 100R
-[X] Lunar Heavy Metals Mines (Phase 1) 0/395 4 dice 80R 3%
-[X] Orbital Cleanup (Stage 8) + Stage 9 13/170 2 dice 20R 54%


Services 5/5 dice 60R
-[X] Prosthetics Deployment Initiatives (Phase 4) 146/320 2 dice 40R 49%
-[X] Domestic Animal Programs 0/200 2 dice 20R 26%
-[X] Erewhon Life Support Commitments (New) 1 die autocomplete


Military 8/8 dice +7 free dice +1 administrative assistance dice 295R
-[X] Advanced Laser System Development 0/60 1 die 30R 86%
-[X] Long Range Sensor System Deployment (Phase 2) 118/300 3 dice 75R 88%
-[X] Ablat Plating Deployment (Phase 4) 45/200 3 dice 30R 99%
-[X] Reclamator Fleet YZ-10 South (S-MARVs) 184/210 1 die 20R 100%
-[X] Orca Refit Deployment 151/200 1 die 15R 92%
-[X] Wingman Drone Development 0/40 1 die 15R 100%
-[X] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[X] Apollo Fighter Factories (San Francisco) 0/80 1 die 15R 61%
-[X] Apollo Fighter Factories (Maputo) 0/80 1 die 15R 61%
-[X] Apollo Fighter Factories (Rotterdam) 0/80 1 die 15R 61%
-[X] Escort Carrier Development 0/40 1 die 15R 100%
-[X] Tactical Plasma Weapon Development 0/40 1 administrative assistance die 30R 76%


Bureaucracy 4/4
-[X] Security Reviews Infrastructure 2 dice
-[X] administrative assistance 2 dice


Used :

855/860R
 
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Do you have an idea on what to spend those two dice? I personaly think that this research is ok, even before elections, because it isnt as charged as building the liquid riberium power plants, but if you have a good alternative i would like to hear it.

I just think that doing anything with a political cost right before the election isn't a great idea. As to what to spend it on... no idea.

Tiberium Processing Refits maybe?
 
[X] Plan Chimeraguard
[X] Plan Catching-Up The Military

Either looks fine to me, pretty similar and the minor deviations one way or another aren't a big deal IMO. The important economic and military stuff is all close enough to the same for me, I like both plans.
 
I'm happy for any plan that starts lunar mining of some kind, does hover development, does wingman development, and doesn't do anything with a political cost right before the election.
 
There are a few plans right now which call for establishing a Capital Goods reserve, how would that work when we're also spending Capital Goods? Would they be taken out of the reserve or not go in at all?

The way cap goods reserves work got explained at the top of the turn post. It's not like food where it permanently subtracts X points of production in exchange for maintaining Y points of stockpiles. It's a toggled option that puts whatever our surplus production is at the end of the turn into the stockpiles, every turn for as long as it's active. So if we end the turn with +2 cap goods production, then the stockpile grows by +2. The big difference is that it doesn't permanently consume production, so if we turn on stockpiling it doesn't turn our +2 surplus into a 0, it adds the +2 to the stockpiles and at the start of next turn we still have +2 production. If we end another turn with +2 cap goods production, then the stockpiles get that added again for a total of 4 points stockpiled, again with +2 production not affected etc.

The downside is that the extra machinery being produced each turn is getting stored in a bunker instead of put to productive use, but that's where the balancing act between rebuilding our ability to restart an industrial base when shit blows up vs. getting more economic growth now comes in.
 
There are a few plans right now which call for establishing a Capital Goods reserve, how would that work when we're also spending Capital Goods? Would they be taken out of the reserve or not go in at all?
Heavy Industrial Reserves
Currently, surplus heavy industrial goods are going into the markets, other people's supplies, and other wants and needs. By ordering production in excess of immediate needs to go into reserves, you can begin building up a supply of capital goods in case enemy action forces you into the negatives. This is a toggled action.
Basically, what the above means is that instead of the current excess +5 Capital Goods we make each turn going into various miscellaneous uses, we're going to start putting them into a Capital Goods Reserve stockpile. Each turn the Reserve will grow by +5 Capital Goods... or rather +3 after we finish the Integrated Cargo System. So in Q1 we'll have +3 CG in Reserve, then +6 in Q2, then +9 in Q3 etc. And anytime we grow (or shrink) our extra CG production, that'll be how much is added to the Reserve each turn.

This is how it always worked since the option was given to us, but we haven't taken it previously since we didn't understand the mechanics, prompting the clarification this update. Edit: Ninja'd. :ninja2:
 
I'll probably have to try coming up with my own plan, because while pretty much every plan covers all the high points, perennials, kadzoo, Nuuk, hover, integrated logistics, yadda yadda, only Plan Higher Skies does Advanced Lasers and some kind of plasma, my personal sticking points, and it also pushes on Liquid T power cells. I want them, but not during election season.

So need to come up with something myself, looks like.
 
I'll probably have to try coming up with my own plan, because while pretty much every plan covers all the high points, perennials, kadzoo, Nuuk, hover, integrated logistics, yadda yadda, only Plan Higher Skies does Advanced Lasers and some kind of plasma, my personal sticking points, and it also pushes on Liquid T power cells. I want them, but not during election season.

So need to come up with something myself, looks like.
hold on I'll get my plan out for you, it's hitting all those points. It's just...a bit odd.

[X]Plan Robots, Ace Combat, and Combine Harvesters
(Infrastructure 6/6 dice, 75R)
-[X] Blue Zone Arcologies (Stage 4) 1/650 3 dice 45R
-[X] Integrated Cargo System 695/800 2 dice 30R 97%
-[X] Security Review
-(Heavy Industry 11/5 dice, 200 R)
-[X] Continuous Cycle Fusion Plants (Phase 4) 76/300 4 dice 80R 97%
-[X] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 5 dice 100R 14%
-[X] Reserve Heavy Industrial Resources 1 die auto
-[X] Hover Chassis Development 0/60 1 die 20R 89%
-(Light Industry 5/5 dice, 80R)
-[X] T-Glass Foundries (Stage 2) 55/350 4 dice 60R 60%
-[X] Reykjavik Myomer Macrospinner (Phase 4) 20/640 1 dice 20R
-(Agriculture 4/4 Dice 40R)
-[X] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 68%
-[X] Wadmalaw Kudzu Plantations (Phase 1) 0/150 2 dice 20R 62%
-(Tiberium 6/6 dice, 90R)
-[X] Tiberium Processing Refits (Phase 3) 3/100 1 die 20R 55%
-[X] Offshore Tiberium Harvester Stations (Phase 3) 67/200 1 die 20R 19%
-[X] Tiberium Inhibitor Deployment ( Red Zone 6) 0/120 1 die 30R 32%
-[X] Railgun Harvester Factories Vladivostok 0/70 1 die 10R 82%
-[X] Railgun Harvester Factories Dandong 0/70 1 die 10R 82%
-[X] Security Review
-(Orbital 6/6 dice, 120R)
-[X] Lunar Rare Metals Harvesting (Phase 1+2) 0/170 4 dice 80R 40%
-[X] Lunar Heavy Metals Mines (Phase 1) 0/395 2 dice 40R
-(Services 5/5 dice 60R)
-[X] Erewhon Life Support Commitments 1 die
-[X] Prosthetics Deployment Initiatives (Phase 4) 146/320 2 dice 40R 49%
-[X] Domestic Animal Programs 0/200 2 dice 20R 26%
-(Military 9/8 dice, 195R)
-[X] Advanced Laser System Development 0/60 1 die 30R 86%
-[X] Long Range Sensor System Deployment (Phase 2) 118/300 2 dice 50R 36%
-[X] Prototype Plasma Weapons Development 0/60 1 die 25R 86%
-[X] Orca Refit Deployment 151/200 1 die 15R 92%
-[X] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[X] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 46%
-[X] Orbital Strike Regimental Combat Team Stations (Phase 1) 55/220 2 dice 40R 61%
-(Bureaucracy 4/4 dice)
-[X] Security Reviews(Infrastructure):2 dice 100%
-[X] Security Reviews(Tiberium):2 dice 100%
 
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[X]Plan Sunrise
(Infrastructure 6/6 dice, 90R)
-[X] Yellow Zone Fortress Towns (Phase 3) 3 dice 60R 97%
-[X] Integrated Cargo System 695/800 2 dice 30R 97% -2 Energy
-[X] Security Review
(Heavy Industry 5 dice + 2 free, 140 R)
-[X] Continuous Cycle Fusion Plants (Phase 4) 76/300 3 dice 60R 70%
-[X] Nuuk Heavy Robotics Foundry (Phase 1) 0/160 3 dice 60R 97%
-[X] Hover Chassis Development 0/60 1 die 20R 89%
(Light Industry 5/5 dice, 80R)
-[X] T-Glass Foundries (Stage 2) 55/350 4 dice 60R 60% -2 Energy
-[X] Reykjavik Myomer Macrospinner (Phase 4) 20/640 1 dice 20R
(Agriculture 4/4 Dice 40R)
-[X] Perennial Aquaponics Bays (Stage 3) 207/350 2 dice 20R 68%
-[X] Wadmalaw Kudzu Plantations (Phase 1) 0/150 2 dice 20R 62%
(Tiberium 7/7 dice, 115R)
-[X] Red Zone Containment Lines (Stage 6+7) 54/400 3 dice 75R 8%
-[X] Railgun Harvester Factories(Vladivostok) 0/70 1 die 10R 82% -2 Energy
-[X] Railgun Harvester Factories(Dandong) 0/70 1 die 10R 82% -2 Energy
-[X] Offshore Tiberium Harvester Stations (Phase 3) 67/200 1 die 20R 19%
-[X] Security Review
(Orbital 6/6 dice + 1 free, 140R)
-[X] Lunar Rare Metals Harvesting (Phase 1) 0/170 3 dice 60R 90%
-[X] Lunar Heavy Metals Mines (Phase 1) 0/395 4 dice 80R 3%
(Services 4/5 dice 15R)
-[X] Erewhon Life Support Commitments 1 die
-[X] Hallucinogen Development (New) 1 die 15R
(Military 8/8 + 3 free dice, 235R)
-[X] Advanced Laser System Development 0/60 1 die 30R 86%
-[X] Long Range Sensor System Deployment (Phase 2) 118/300 2 dice 50R 36%
-[X] Prototype Plasma Weapons Development 0/60 1 die 25R 86%
-[X] Orca Refit Deployment 151/200 1 die 15R 92%
-[X] Wingman Drone Development 0/40 1 die 15R 100%
-[X] Escort Carrier Development 1 die 15R
-[X] Reclamator Fleet YZ-10 South 1 die 20R
-[X] Orbital Strike Regimental Combat Team Stations (Phase 1) 55/220 2 dice 40R 61%
-[X] Shell Plants (Phase 5) 27/150 1 die 10R 18%
-[X] Hallucinogen Countermeasures Development (New) 1 die 15R 86%
Burocracy 4/4 0R
-[X] Security Reviews(Infrastructure):2 dice 100%
-[X] Security Reviews(Tiberium):2 dice 100%

855/‌860
 
Also I prefer dogs to investigating weaponized hallucinogens for possible medical use.
'Medicinal' hallucinogens.

Ah...hahaha...haha.

Before voting opens, I would like to bring up the likely need to sweep Services. Perhaps free dice could be leveraged to sweep it, as well as Tiberium and Infrastructure, both of which are vital to the Karachi Sprint next turn. We may end up having to make an uncomfortable choice between which departments we need to sweep.
I feel if we're doing Karachi 2060 we're gonna have to let Services slide a quarter, sorry.


There are a few plans right now which call for establishing a Capital Goods reserve, how would that work when we're also spending Capital Goods? Would they be taken out of the reserve or not go in at all?
We have a tinny-tinny excess of Cap Goods production. Right now that disappears into the wider economy.

Establishing the reserve diverts that excess production to the reserve. We don't 'lose' the surplus.

At least to my understanding.

The Squid has been clear that if we research the
...research the....?

[X] Plan Chimeraguard
[X] Plan Grab the NOD Tech
I don't hate it, actually.

The most problematic part is Visceriod research during campaign season, but that's more about the political timing.
 
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