Why do people keep including this in their plans? Is it really that critical right now? Hallucinogen counteragents, sure, but this is not counteragents.
It is a medical product. We expect to be treating a lot of people for injuries shortly.

Also, it will dull the PTSD pain if we have to break out the reserved fungus bars...
 
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Why do people keep including this in their plans? Is it really that critical right now? Hallucinogen counteragents, sure, but this is not counteragents.
Figuring out how to make something often gives insights on how to counter, as well as new wrinkles they might come up with. In addition it is a service project which is probably the least critical need out of all dice categories. Not to mention the possible positive uses from it- NOD is likely to focus on terror uses of a product while we can wring a different set out. Much like how our version of NOD refining is somewhat different from what they use.
 
This about the railroads?

I didn't see them as too big of a deal. The other logistics project was much better.

Now that we are building more fortress towns they make perfect narrative sense. Need to connect them into the network. But doing them before? Nah. I would have done the same thing we did.
Yeah, but @Void Stalker predicted they would have exactly the effect we observe being formalized this turn, and I argued with him.

So I want to pass some respect over.
 
[ ] Plan Paladins Healing Hands
Infrastructure (6 dice +1 free dice) 170 R
-[ ] Yellow Zone Fortress Towns (Phase 4+5) 4 dice (80 R)
-[ ]Suborbital Shuttle Service (Phase 1) 0/200 3 dice 90R 91%
Heavy Industry (5 dice + 3 free dice) 140 R
-[ ] Emergency Electronic Resources Reallocation (New) 1 die auto
-[ ] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 7 dice 140R 88%
Light and Chemical Industry (4 dice) 80 R
-[ ] Medical Supplies Factories (New) 0/225 4 dice 80R 94%
Agriculture (4 dice) 50 R
-[ ] Blue Zone Aquaponics Bays (Phase 1) (New) 0/140 3 dice 30R 98%
-[ ] Poulticeplant Development (New) 0/50 1 die 20R 95%
Tiberium (7 dice) 125 R
- [] Yellow Zone Tiberium Harvesting (Phase 6+7) (Updated) 2/600 5 dice 100R 2%
-[ ] Intensification of Green Zone Harvesting (Stage 5) 63/100 1 die 15R 100%
-[ ] Railgun Harvester Factories Porto (Progress 0/70) 1 die 10R 85%
Orbital (6 dice) 120 R
-[ ]GDSS Enterprise (Phase 4) 0/765 6 dice 120R
Services (3 dice) 60R
-[ ] Neural Interfaced Operating Theater Development, 0/80 2 dice 40R 100%
-[ ] Prosthetics Deployment Initiatives (Phase 4) 288/320 1 die 20R 100%
Military (8 dice +2 free dice) 180R
-[ ] Ground Forces Zone Armor (set 1) (London) 0/200 3 dice 60R 81%
-[ ] Railgun Munitions Development 0/60 1 die 10R 87%
-[ ] Reclamator Fleet YZ-10 South (Super-MARVs), 184/210 1 die 20R 100%
-[ ] Wingman Drone Development, 1 die 15R 100%
-[ ] Tactical Airborne Laser Development, 1 die 20R 100%
-[ ]Apollo Fighter Factories (San Francisco) 0/80 1 die 15R 62%
-[ ] Escort Carrier Development 0/40 1 die 15R 100%
-[ ] Shark Class Frigate Development 0/40 1 die 15R 100%
Bureaucracy (4 dice +1 free dice)
-[ ]Conduct Economic Census DC 100/150/200/250, DC 250 5 dice 99%
Total cost 925R

Very broad strokes, sets up for vanguard.

Completes a phase of fortress towns, plus sinks some dice into the shuttles for some added logistics not dependent on rails or bote.
Slams a bunch of dice into nuuk in an effort to get that off the ground and sets up our Switchover from consumer goods to cap goods.
Light and chemical, all our dice into medicine because we're gonna get injuries.
agriculture, cheap food which we're gonna need, plus research into health
tiberium, should complete 1 phase of yellow, 1 phase of green is guaranteed, and gets a start on harvester upgrades.
Orbital is simple, all dice to enterprise.
Services, finishes off the prosthetics, and guaranteeing research into the neural interface.
Military, first and most important, both escort carrier and frigates. After that 3 dice into airforce for fighters, lasers and drones. Ground force get some dice into zone armour to try and complete that, plus research into railgun munitions and we finish off the easy supermav.
Bureacracy, well. spare free dice due to cost saving measure. So, 5 dice the census while we have a chance.
 
Because there are some concerns that a 90% chance of getting the fortresses up is unacceptable, I will be putting up this variant with the other plan when voting opens. Please feel free to make suggestions though I would like to keep both plans reasonably similar.

What this does is swaps one of the dice on rail lines out for an extra die on fortress towns.

Something I am also very tempted to do is drop one die in the original plan from YZ harvesting leaving at a 90% chance to complete in exchange for gaining a phase of GZ intensification.

[ ] Plan Putting the foot down with guaranteed fortresses
Resources: 925 + 5 in reserve (15 allocated to the Forgotten) (35 allocated to grants)(+25 from Taxes)
Infrastructure 6/6 dice 105R
-[ ] Yellow Zone Fortress Towns (Phase 4) 25/250 4 dice 80R 100%
-[ ] Rail Network Construction Campaigns (Phase 2) 15/275 2 die 30R 3%
Heavy Industry 5/5 dice +5 free dice 180R
-[ ] Continuous Cycle Fusion Plants (Phase 5) 1/300 2 free dice 40R
-[ ] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 5 dice +2 free dice 140R 88% - Phase 1 guaranteed
-[ ] Emergency Electronic Resources Reallocation 1 free die
Light and Chemical Industry 5/5 dice 100R
-[ ] Reykjavik Myomer Macrospinner (Phase 4) 20/640 5 dice 100R
Agriculture 4/4 dice 70R
-[ ] Blue Zone Aquaponics Bays (Phase 1) 0/140 1 die 10R
-[ ] Freeze Dried Food Plants 0/200 3 dice 60R 77%
Tiberium 7/7 dice 120R
-[ ] Yellow Zone Tiberium Harvesting (Phase 6) 2/300 5 dice 100R 100%
-[ ] Railgun Harvester Factories (Maputo) 0/70 1 die 10R 85%
-[ ] Railgun Harvester Factories (Dandong) 0/70 1 die 10R 85%
Orbital 6/6 dice 90R
-[ ] GDSS Enterprise (Phase 4) 0/765 3 dice 60R
-[ ] Orbital Cleanup (Stage 8+9) 13/170 3 dice 30R 94%
Services 2/5 die 20R
-[ ] Prosthetics Deployment Initiatives (Phase 4) 288/320 1 die 20R 100%
-[ ] Neural Interfaced Operating Theater Development 0/80 1 die 20R 68%
-[ ] Security Review 1 die
Military 8/8 dice +2 free dice +1 bureaucratic assistance die 220R
-[ ] Advanced Laser System Development 0/60 1 die 30R 86%
-[ ] OSRCT (Phase 2) 136/195 1 free die 20R 88%
-[ ] Super MARV Fleet Yellow Zone 6a 184/210 1 die 20R 100%
-[ ] Railgun Munitions Development 0/60 1 die 10R 87%
-[ ] Prototype Plasma Weapons Development 35/60 1 bureaucratic assistance die 25 R 91%
-[ ] Wingman Drone Development 0/40 1 die 15R 100%
-[ ] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[ ] Advanced ECCM Development 1 die 20R 100%
-[ ] Tactical Plasma Weapon Development 0/40 1 die 30R 100%
-[ ] Shark Class Frigate Development 0/40 1 die 15R 100%
-[ ] Escort Carrier Development 0/40 1 die 15R 100%
Bureaucracy 4/4
-[ ] Administrative Assistance (Prototype Plasma Weapons) 2 dice
-[ ] Security Reviews (Services) 2 dice


Used:
930/930R


[ ] Plan Putting the foot down
Resources: 925 + 5 in reserve (15 allocated to the Forgotten) (35 allocated to grants)(+25 from Taxes)
Infrastructure 6/6 dice 105R
-[ ] Yellow Zone Fortress Towns (Phase 4+5) 25/250 3 dice 60R 90%
-[ ] Rail Network Construction Campaigns (Phase 2) 15/275 3 die 45R 57%
Heavy Industry 5/5 dice +5 free dice 180R
-[ ] Continuous Cycle Fusion Plants (Phase 5) 1/300 2 free dice 40R
-[ ] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 5 dice +2 free dice 140R 88% - Phase 1 guaranteed
-[ ] Emergency Electronic Resources Reallocation 1 free die
Light and Chemical Industry 5/5 dice 100R
-[ ] Reykjavik Myomer Macrospinner (Phase 4) 20/640 5 dice 100R
Agriculture 4/4 dice 70R
-[ ] Blue Zone Aquaponics Bays (Phase 1) 0/140 1 die 10R
-[ ] Freeze Dried Food Plants 0/200 3 dice 60R 77%
Tiberium 7/7 dice 120R
-[ ] Yellow Zone Tiberium Harvesting (Phase 6+7) 2/600 5 dice 100R 26%
-[ ] Railgun Harvester Factories (Maputo) 0/70 1 die 10R 85%
-[ ] Railgun Harvester Factories (Dandong) 0/70 1 die 10R 85%
Orbital 6/6 dice 90R
-[ ] GDSS Enterprise (Phase 4) 0/765 3 dice 60R
-[ ] Orbital Cleanup (Stage 8+9) 13/170 3 dice 30R 94%
Services 3/5 die 40R
-[ ] Prosthetics Deployment Initiatives (Phase 4) 288/320 1 die 20R 100%
-[ ] Neural Interfaced Operating Theater Development 0/80 1 die 20R 63%
-[ ] Security Review 1 die
Military 8/8 dice +2 free dice +1 bureaucratic assistance die 220R
-[ ] Advanced Laser System Development 0/60 1 die 30R 86%
-[ ] OSRCT (Phase 2) 136/195 1 free die 20R 88%
-[ ] Super MARV Fleet Yellow Zone 10 South 182/210 1 die 20R 100%
-[ ] Railgun Munitions Development 0/60 1 die 10R 87%
-[ ] Prototype Plasma Weapons Development 35/60 1 bureaucratic assistance die 25 R 91%
-[ ] Wingman Drone Development 0/40 1 die 15R 100%
-[ ] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[ ] Advanced ECCM Development 1 die 20R 100%
-[ ] Tactical Plasma Weapon Development 0/40 1 die 30R 100%
-[ ] Shark Class Frigate Development 0/40 1 die 15R 100%
-[ ] Escort Carrier Development 0/40 1 die 15R 100%
Bureaucracy 4/4
-[ ] Administrative Assistance (Prototype Plasma Weapons) 2 dice
-[ ] Security Reviews (Services) 2 dice

Used:
925/930R
 
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Just caught up with the thread, been reading for a week or two. One question I have; why did the thread avoid investing in some zone armor factories for regular ground forces?
 
why did the thread avoid investing in some zone armor factories for regular ground forces?

They lack... vision.

But more seriously, we've just been playing catch up on priorities. If we had focused on zone armor then our supplies of war materials would be utterly abysmal right now. Plus worse tech overall.

I think we should have bit the bullet and built one factory several turns ago but there was always something else to spend dice on.

It's like how the navy is now. It's okay, it's okay, it's not quite okay but we need shells and ablatives, IT'S NOT OK NEED SHIPS NOWWW!!!

This stuff just sneaks up on us.
 
Because there are some concerns that a 90% chance of getting the fortresses up is unacceptable, I will be putting up this variant with the other plan when voting opens. Please feel free to make suggestions though I would like to keep both plans reasonably similar.

What this does is swaps one of the dice on rail lines out for an extra die on fortress towns.

Something I am also very tempted to do is drop one die in the original plan from YZ harvesting leaving at a 90% chance to complete in exchange for gaining a phase of GZ intensification.

Orbital 6/6 dice 90R
-[ ] GDSS Enterprise (Phase 4) 0/765 3 dice 60R
-[ ] Orbital Cleanup (Stage 8+9) 13/170 3 dice 30R 94%
It should be noted that you make a lot of sacrifices here to progress on Enterprise, when we have high hopes of being able to finish that phase of the station next turn.

Just caught up with the thread, been reading for a week or two. One question I have; why did the thread avoid investing in some zone armor factories for regular ground forces?
Because each one is a moderately expensive project, and (importantly) each factory costs -1 Capital Goods. Since we didn't have a big pile of Capital Goods to spare after the demands of the war factory refits were factored in, we didn't feel we had enough left over to build those factories.
 
Just caught up with the thread, been reading for a week or two. One question I have; why did the thread avoid investing in some zone armor factories for regular ground forces?
We decided to go for the Karachi Rush strategy where we spent our Capital Goods on War Factory Refits and consumables production instead of Zone Armor. This seems to be working out reasonably well for us, as it means we're in a position to go Six Day War on Nod's mangy hide right about now. Power armor is nice, but getting to suckerpunch Nod and steal their FOBs and lunch money is better. Also, we had T-glass bump Reykjavik and it's discount on Zone Armor down on the queue.
 
For those who were considering voting for the base version of Putting the foot down I'm going to pull a dingle harvesting die to complete a phase on GZ intensification. This will leave YZ harvesting at a 90% chance of completion and both projects will aid our forces by setting up forward bases.


It should be noted that you make a lot of sacrifices here to progress on Enterprise, when we have high hopes of being able to finish that phase of the station next turn.
I do make sacrifices but I'm aiming to get some progress out to reduce later expenditure while also hitting out to the support sats. I'm of the opinion that both are important to get out and would like to help along Ent while also getting through other goals.
 
Three Steel Vanguard supporting projects all with 90% or higher chance of completion. Lays good food infrastructure foundations for us to feed refugee waves. Protects GDI troops from those damn hallucinogens, which can cause permanent damgae.

EDIT NOTE:
This plan was accidentally 5 R over budget due to an underestimation of the cost of neuro-helmet deployment for the Steel Talons. However, @Derpmind did some math and she found 10 R under the sofa cushions in an unrelated incident, so it doesn't matter!

EDIT MK II:

This plan has been revised. Hallucinogens were swapped out for airborne lasers. See the version on Page 990.

PLAN RESOURCE BUDGET:
930/930
935/940

[] Plan Rails to the Front

Infrastructure 6/6 Dice + 1 Free Die 120 R
-[] Yellow Zone Fortress Towns (Phase 4) 46/250 (3 Dice, 60 R) (90% chance)
-[] Rail Network Construction Campaigns (Phase 2) 15/275 (4 Dice, 60 R) (95% chance)

Heavy Industry 5/5 Dice + 4 Free Dice + Admin 180 R
-[] Continuous Cycle Fusion Plant (Phase 5) 1/300 (2 Dice, 40 R) (2/4 median)
-[] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 (7 Dice, 140 R) (88% chance of Phase 2)
-[] Emergency Electronic Resources Reallocation (Administrative Assistance)

Light and Chemical Industry 5/5 Dice 100 R
-[] Reykjavik Myomer Macrospinner (Phase 4) 20/640 (5 Dice, 100 R) (5/8.25 median)

Agriculture 4/4 Dice 60 R
-[] Freeze Dried Food Plants 0/200 (2 Dice, 40 R) (20% chance)
-[] Blue Zone Aquaponics Bays (Phase 1) 0/140 (2 Dice, 20 R) (72% chance)

Tiberium 7/7 Dice 120 R
-[] Yellow Zone Tiberium Harvesting (Phase 6+7) 0/600 (5 Dice, 100 R) (Phase 6, 2% chance of Phase 7)
-[] Railgun Harvester Factory (Maputo) 0/70 (1 Die, 10 R) (85% chance)
-[] Railgun Harvester Factory (Dandong) 0/70 (1 Die, 10 R) (85% chance)

Orbital 6/6 Dice 110 R
-[] GDSS Enterprise (Phase 4) 0/765 (5 Dice, 100 R) (5/9.25 median)
-[] Orbital Cleanup (Stage 8) 13/85 (1 Die, 10 R) (70% chance)

Services 3/5 Dice 35 R
-[] Prosthetics Deployment Initiatives (Phase 4) 292/320 (1 Die, 15 R) (~100% chance)
-[] Neural Interfaced Operating Theater Development 0/80 (1 Die, 20 R) (68% chance)
-[] Security Review

Military 8/8 Dice + 2 Free Dice 210 R
-[] Super MARV Fleet Yellow Zone 6a 184/210 (1 Die, 20 R) (~100% chance)
-[] OSRCT Stations (Phase 2) 121/195 (1 Dice, 20 R) (88% chance)
-[] Hallucinogen Countermeasures Development 0/40 (1 Die, 15 R) (~100% chance) (became Airborne Lasers)
-[] Prototype Plasma Weapons Development 35/60 (1 Die, 25 R) (~100% chance)
-[] Advanced Laser System Development 0/60 (1 Die, 30 R) (87% chance)
-[] Wingman Drone Development 0/40 (1 Die, 15 R) (~100% chance)
-[] Escort Carrier Development 0/40 (1 Die, 15 R) (~100% chance)
-[] Shark Class Frigate Development 0/40 (1 Die, 15 R) (~100% chance)
-[] Tactical Plasma Weapon Development 0/40 (1 Die, 30 R) (~100% chance)
-[] Neural Interface System Refits (Talons) 0/150 (1 Die, 25 R) (42% chance)

Bureaucracy 4/4 Dice
-[] Security Review (Services) (2 Dice)
-[] Administrative Assistance (2 Dice)
 
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[X] Plan Steel Rain
Infra 6/6 105R +34
-[X] Yellow Zone Fortress Towns (Phase 4) 46/250 3 dice 60R 90%
-[X] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 57%
HI 5/5+3 free 140R +29
-[X] Nuuk Heavy Robotics Foundry (Phase 1&2) 0/480 8 dice 160R 98% for phase 2
-[X] Emergency Electronic Resources Reallocation (New) 1 die auto (Admin Assitance)
LCI 5/5 100R +24
-[X] Reykjavik Myomer Macrospinner (Phase 4) 20/640 5 dice 100R 0%
Agri 4/4 40R +24
-[X] Blue Zone Aquaponics Bays (Phase 1) (New) 0/140 2 dice 20R 72%
-[X] Strategic Food Stockpile Construction (Phase 2) 38/150 2 dice 20R 89%
Tiberium 7/7 130R +39
-[X] Yellow Zone Tiberium Harvesting (Phase 6) 2/375 5 dice 100R 92%
-[X] Intensification of Green Zone Harvesting (Stage 5&6) 63/200 2 dice 30R 91%
Orbital 6/6 120R +26
-[X] GDSS Enterprise (Phase 4) 0/765 6 dice 120R 0%
Services 4/5 55R +27
-[X] Security Review
-[X] Neural Interfaced Operating Theater Development (New) 0/80 2 dice 40R 100%
-[X] Hallucinogen Development (New) 0/60 1 die 15R 89%
Military 8/8+4 free 240R +26
-[X] Advanced Laser System Development 0/60 1 die 30R 87%
-[X] Advanced ECCM Development (New) 0/40 1 die 20R 100%
-[X] Prototype Plasma Weapons Development 35/60 1 die 25R 100%
-[X] Stealth Disruptor Development 0/40 1 die 15R 100%
-[X] Super MARV Fleet Yellow Zone 6a 184/210 1 die 20R 100%
-[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 62%
-[X] Orbital Strike Regimental Combat Team Stations (Phase 2) 136/195 1 die 20R 88%
-[X] Hallucinogen Countermeasures Development (New) 0/40 1 die 15R 100%
-[X] Escort Carrier Development 0/40 1 die 15R 100%
-[X] Tactical Plasma Weapon Development 0/40 1 die 30R 100%
Bureau 4/4 +24
-[X] Security Review (Services) (2 Dice)
-[X] Administrative Assistance (Emergency Electronic) (2 Dice)
Free 7/7
3 HI, 4 Mil
1 Idle dice

930/930 (+5 reserve)


Current thoughts- focused effort to pump out a bunch of Nuuk progress and mil projects. All in on Steel Vanguard and turning out a bunch of dev. ECCM and Stealth disruptor to counter NOD stealth, Wingman and Escort Carrier for deployment, another OSRCT stage, an apollo fighter factory for more of our main airframe.
Enterprise and Reyjavik take 2 turns to finish so full in on this turn to get them online next turn with both additional cap good as well as mech and zone armor support from reyjavik and better OSRCT support from Enterprise.

Mil choices:
Wingman Drone and Apollo Factories for increased air dominance, wingman drone is essential as it lets us do more damage with fewer pilots allowing us to leverage our better industrial base. We lose drones and replacements can be sent to keep operation tempo going, also means each strike needs fewer pilots for the same firepower letting us keep operations going 24/7. Various weapon techs to be included in Wingman drone and possible apollo refits/variants.
Escort carrier to start ones designed with wingman drones to get shipyards started in Q2.

ECCM and Stealth disruptor is to help counter NOD stealth advantages (keep in mind we do not know where NOD industrial base is which has stopped us from hitting it- this will help reduce the ability to hide increasing the chance of finding both NOD forces and NOD industry), also ECCM I can see being included in a EW Wingman Drone variant (so 1 or 2 EW drones per flight/squadron). If we can reduce or eliminate NOD ability to strike from stealth the battles tip in our favor.

OSRCT is to increase the combat drop capability (combo with Enterprise phase 4) which gives us a striking force that can be deployed at flashpoints- and with better anti stealth tech giving us more time to see and react to NOD threats. Also a bigger force to cut off raiders if we want to.
Weapon techs- allows wingman drones this turn and the frigates, mastadoons and various vehicle design projects in future turns to have the best choices that we can make in terms of loadout, also some of them are more expensive so fitting them in now gives more flex in later turns.

Admin assistance to toggle on the reallocation is a good idea, so swapping to that and security review on service since that is open
 
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Pushing Steel Vanguard all the way through with additional capgoods production, the establishment of freeze drying plants and a whole lot of mildev.


[X] Plan Putting the foot down
Resources: 925 + 5 in reserve (15 allocated to the Forgotten) (35 allocated to grants)(+25 from Taxes)
Infrastructure 6/6 dice 105R
-[X] Yellow Zone Fortress Towns (Phase 4+5) 25/250 3 dice 60R 90%
-[X] Rail Network Construction Campaigns (Phase 2) 15/275 3 die 45R 57%
Heavy Industry 5/5 dice +1 bureaucratic assistance die 180R
-[X] Continuous Cycle Fusion Plants (Phase 5) 1/300 2 free dice 40R
-[X] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 5 dice +2 free dice 140R 88% - Phase 1 guaranteed
-[X] Emergency Electronic Resources Reallocation 1 bureaucratic assistance die
Light and Chemical Industry 5/5 dice 100R
-[X] Reykjavik Myomer Macrospinner (Phase 4) 20/640 5 dice 100R
Agriculture 4/4 dice 70R
-[X] Blue Zone Aquaponics Bays (Phase 1) 0/140 1 die 10R
-[X] Freeze Dried Food Plants 0/200 3 dice 60R 77%
Tiberium 7/7 dice 115R
-[X] Yellow Zone Tiberium Harvesting (Phase 6) 2/300 4 dice 80R 90%
-[X] Intensification of Green Zone Harvesting (Stage 5) 63/100 1 die 15R 100%
-[X] Railgun Harvester Factories (Maputo) 0/70 1 die 10R 85%
-[X] Railgun Harvester Factories (Dandong) 0/70 1 die 10R 85%
Orbital 6/6 dice 90R
-[X] GDSS Enterprise (Phase 4) 0/765 3 dice 60R
-[X] Orbital Cleanup (Stage 8+9) 13/170 3 dice 30R 94%
Services 3/5 die 40R
-[X] Prosthetics Deployment Initiatives (Phase 4) 288/320 1 die 20R 100%
-[X] Neural Interfaced Operating Theater Development 0/80 1 die 20R 63%
-[X] Security Review 1 die
Military 8/8 dice +3 free dice 220R
-[X] Advanced Laser System Development 0/60 1 die 30R 86%
-[X] OSRCT (Phase 2) 136/195 1 free die 20R 88%
-[X] Super MARV Fleet Yellow Zone 10 South 182/210 1 die 20R 100%
-[X] Railgun Munitions Development 0/60 1 die 10R 87%
-[X] Prototype Plasma Weapons Development 35/60 1 free die 25 R 91%
-[X] Wingman Drone Development 0/40 1 die 15R 100%
-[X] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[X] Advanced ECCM Development 1 die 20R 100%
-[X] Tactical Plasma Weapon Development 0/40 1 die 30R 100%
-[X] Shark Class Frigate Development 0/40 1 die 15R 100%
-[X] Escort Carrier Development 0/40 1 die 15R 100%
Bureaucracy 4/4
-[X] Administrative Assistance (Emergency Electronic Resources Reallocation) 2 dice
-[X] Security Reviews (Services) 2 dice

Used:
920/930R


[X] Plan Putting the foot down with guaranteed fortresses
Resources: 925 + 5 in reserve (15 allocated to the Forgotten) (35 allocated to grants)(+25 from Taxes)
Infrastructure 6/6 dice 105R
-[X] Yellow Zone Fortress Towns (Phase 4) 25/250 4 dice 80R 100%
-[X] Rail Network Construction Campaigns (Phase 2) 15/275 2 die 30R 3%
Heavy Industry 5/5 dice +4 free dice +1 bureaucratic assistance die 180R
-[X] Continuous Cycle Fusion Plants (Phase 5) 1/300 2 free dice 40R
-[X] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 5 dice +2 free dice 140R 88% - Phase 1 guaranteed
-[X] Emergency Electronic Resources Reallocation 1 bureaucratic assistance die
Light and Chemical Industry 5/5 dice 100R
-[X] Reykjavik Myomer Macrospinner (Phase 4) 20/640 5 dice 100R
Agriculture 4/4 dice 70R
-[X] Blue Zone Aquaponics Bays (Phase 1) 0/140 1 die 10R
-[X] Freeze Dried Food Plants 0/200 3 dice 60R 77%
Tiberium 7/7 dice 120R
-[X] Yellow Zone Tiberium Harvesting (Phase 6) 2/300 5 dice 100R 100%
-[X] Railgun Harvester Factories (Maputo) 0/70 1 die 10R 85%
-[X] Railgun Harvester Factories (Dandong) 0/70 1 die 10R 85%
Orbital 6/6 dice 90R
-[X] GDSS Enterprise (Phase 4) 0/765 3 dice 60R
-[X] Orbital Cleanup (Stage 8+9) 13/170 3 dice 30R 94%
Services 2/5 die 20R
-[X] Prosthetics Deployment Initiatives (Phase 4) 288/320 1 die 20R 100%
-[X] Neural Interfaced Operating Theater Development 0/80 1 die 20R 68%
-[X] Security Review 1 die
Military 8/8 dice +3 free dice 220R
-[X] Advanced Laser System Development 0/60 1 die 30R 86%
-[X] OSRCT (Phase 2) 136/195 1 free die 20R 88%
-[X] Super MARV Fleet Yellow Zone 6a 184/210 1 die 20R 100%
-[X] Railgun Munitions Development 0/60 1 die 10R 87%
-[X] Prototype Plasma Weapons Development 35/60 1 free die 25 R 100%
-[X] Wingman Drone Development 0/40 1 die 15R 100%
-[X] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[X] Advanced ECCM Development 1 die 20R 100%
-[X] Tactical Plasma Weapon Development 0/40 1 die 30R 100%
-[X] Shark Class Frigate Development 0/40 1 die 15R 100%
-[X] Escort Carrier Development 0/40 1 die 15R 100%
Bureaucracy 4/4
-[X] Administrative Assistance (Emergency Electronic Resources Reallocation) 2 dice
-[X] Security Reviews (Services) 2 dice


Used:
930/930R
 
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[X] Plan Rails to the Front

I'd still prefer a plan with Liquid Tiberium power, but this is the only plan with freeze drying plants, and still has all the lasers and plasma I wanted. Going with this.

Edit: Well the plan posted above made me a liar, but is also doesn't have Tib power, so ya know.
 
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-[] Nuuk Heavy Robotics Foundry (Phase 1&2) 0/480 7 dice 140R 88% for phase 2
-[] Emergency Electronic Resources Reallocation (New) 1 die auto
My main concern here is that you're not putting anything into fusion, which means that if we want more Energy next turn, we have to either go tiberium power, or we have to throw about five Heavy Industry dice to be sure

-[] Blue Zone Aquaponics Bays (Phase 1) (New) 0/140 2 dice 20R 72%
-[] Strategic Food Stockpile Construction (Phase 2) 38/150 2 dice 20R 89%
I really think we should be emphasizing the freeze-drying plants, for reasons I've already discussed. Extra strategic stockpiles don't help us right now because we're not so much worried about Nod forcing us to live on canned goods, as we are about suddenly having fifty million more mouths to feed in a hurry. We need production.

Military 8/8+4 free 240R +26
-[] Advanced Laser System Development 0/60 1 die 30R 87%
-[] Advanced ECCM Development (New) 0/40 1 die 20R 100%
-[] Prototype Plasma Weapons Development 35/60 1 die 25R 100%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Super MARV Fleet Yellow Zone 6a 184/210 1 die 20R 100%
-[] Wingman Drone Development 0/40 1 die 15R 100%
-[] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[] Apollo Fighter Factories (Rotterdam) 0/80 1 die 15R 62%
-[] Orbital Strike Regimental Combat Team Stations (Phase 2) 136/195 1 die 20R 88%
-[] Hallucinogen Countermeasures Development (New) 0/40 1 die 15R 100%
-[] Escort Carrier Development 0/40 1 die 15R 100%
-[] Tactical Plasma Weapon Development 0/40 1 die 30R 100%
No frigates, I see.
 
[X] Plan Paladins Healing Hands
Infrastructure (6 dice +1 free dice) 170 R
-[X] Yellow Zone Fortress Towns (Phase 4+5) 4 dice (80 R)
-[X]Suborbital Shuttle Service (Phase 1) 0/200 3 dice 90R 91%
Heavy Industry (5 dice + 3 free dice) 140 R
-[X] Emergency Electronic Resources Reallocation (New) 1 die auto
-[X] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 7 dice 140R 88%
Light and Chemical Industry (4 dice) 80 R
-[X] Medical Supplies Factories (New) 0/225 4 dice 80R 94%
Agriculture (4 dice) 50 R
-[X] Blue Zone Aquaponics Bays (Phase 1) (New) 0/140 3 dice 30R 98%
-[X] Poulticeplant Development (New) 0/50 1 die 20R 95%
Tiberium (7 dice) 125 R
-[X] Yellow Zone Tiberium Harvesting (Phase 6+7) (Updated) 2/600 5 dice 100R 2%
-[X] Intensification of Green Zone Harvesting (Stage 5) 63/100 1 die 15R 100%
-[X] Railgun Harvester Factories Porto (Progress 0/70) 1 die 10R 85%
Orbital (6 dice) 120 R
-[X]GDSS Enterprise (Phase 4) 0/765 6 dice 120R
Services (3 dice) 60R
-[X] Neural Interfaced Operating Theater Development, 0/80 2 dice 40R 100%
-[X] Prosthetics Deployment Initiatives (Phase 4) 288/320 1 die 20R 100%
Military (8 dice +2 free dice) 180R
-[X] Ground Forces Zone Armor (set 1) (London) 0/200 3 dice 60R 81%
-[X] Railgun Munitions Development 0/60 1 die 10R 87%
-[X] Reclamator Fleet YZ-10 South (Super-MARVs), 184/210 1 die 20R 100%
-[X] Wingman Drone Development, 1 die 15R 100%
-[X] Tactical Airborne Laser Development, 1 die 20R 100%
-[X]Apollo Fighter Factories (San Francisco) 0/80 1 die 15R 62%
-[X] Escort Carrier Development 0/40 1 die 15R 100%
-[X] Shark Class Frigate Development 0/40 1 die 15R 100%
Bureaucracy (4 dice +1 free dice)
-[X]Conduct Economic Census DC 100/150/200/250, DC 250 5 dice 99%
Total cost 925/930R

Posting Nuuk and Deployment Prep for Lightwhispers

[ ] Plan Nuuk and Deployment Prep
Infrastructure 6 dice +34
-[ ] Yellow Zone Fortress Towns (Phase 4+5) 46/550 6 dice 120R 60%
Heavy Industry 5 dice +29 6 Free Dice
-[ ] Continuous Cycle Fusion Plants (Phase 5) 1/300 3 dice 60R 19%
-[ ] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 7 dice 140R 88%
-[ ] Emergency Electronic Resources Reallocation 1 die auto
Light and Chemical Industry 5 dice +24
-[ ] Reykjavik Myomer Macrospinner (Phase 4) 20/640 5 dice 100R
Agriculture 4 dice +24
-[ ] Blue Zone Aquaponics Bays (Phase 1+2) 0/280 3 dice 30R 22%
Tiberium 7 dice +39
-[ ] Yellow Zone Tiberium Harvesting (Phase 6+7) 2/600 6 dice 120R 26%
-[ ] Intensification of Green Zone Harvesting (Stage 4) 63/100 1 die 15R 100%
Orbital Industry 6 dice +26
-[ ] GDSS Enterprise (Phase 4) 0/765 6 dice 120R
Services 5 dice +27
-[ ] Hallucinogen Development 0/60 1 die 15R 88%
-[ ] Neural Interfaced Operating Theater Development 0/80 1 die 20R 68%
-[ ] Security Review
Military 8 dice +26 1 Free die
-[ ] Advanced Laser System Development 0/60 1 die 30R 87%
-[ ] Prototype Plasma Weapons Development 35/60 1 die 25R 100%
-[ ] Super MARV Fleet Yellow Zone 6a 184/210 1 die 20R 100%
-[ ] Wingman Drone Development 0/40 1 die 15R 100%
-[ ] Tactical Airborne Laser Development 0/40 1 die 20R 100%
-[ ] Orbital Strike Regimental Combat Team Stations (Phase 2) 136/195 1 die 20R 88%
-[ ] Escort Carrier Development 0/40 1 die 15R 100%
-[ ] Shark Class Frigate Development 0/40 1 die 15R 100%
-[ ] Neural Interface System Refits 0/105 1 die 25R 37%
Bureaucracy 4 dice +24
-[ ] Security Reviews:Bureaucracy DC50 2 + 1 dice 100%
-[ ] Security Reviews:Services DC50 1 die 90%

925/930R
 
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[ ] ASAT Defense System (Phase 4)
[ ] Ferro Aluminum Armor Refits
[ ] Strategic Area Defense Networks (Phase 1)
[ ] Reclamator Hubs
[ ] Reclamator Fleet YZ-10 South
[ ] Apollo Fighter Factories
[ ] Orbital Strike Regimental Combat Team Stations (Phase 2)
[ ] Orbital Defense Laser Satellite Deployment
[ ] Orbital Nuclear Caches
[ ] Universal Rocket Launch System Deployment (Phase 3) (Updated)
[ ] Shell Plants (Phase 6) (Updated)
[ ] Ablat Plating Deployment (Stage 5)
[ ] Ground Forces Zone Armor (Set 1)
[ ] Neural Interface System Refits (Talons) (New)

This is the entire military list that is in the field of actually building stuff. And almost all of them are capstones or oneoffs.
 
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