[X] Plan Global Offense Initiative
Infrastructure (6 dice +3 Free)
-[X] Yellow Zone Fortress Towns (Phase 4), 6 dice (120 Resources)
-[X] Rail Network Construction Campaigns (Phase 2), 3 dice (45 Resources)
Heavy Industry (5 dice +3 Free)
-[X] Nuuk Heavy Robotics Foundry (Phase 1), 7 dice (140 Resources)
-[X] Emergency Electronic Resources Reallocation, 1 die
Light and Chemical Industry (5 dice)
-[X] Reykjavik Myomer Macrospinner (Phase 4), 2 dice (40 Resources)
-[X] Medical Supplies Factories, 3 dice (60 Resources)
Agriculture (4 dice)
-[X] Strategic Food Stockpile Construction (Phase 2), 4 dice (40 Resources)
Tiberium (7 dice)
-[X] Yellow Zone Tiberium Harvesting (Phase 6), 7 dice (140 Resources)
Orbital (6 dice)
-[X] GDSS Enterprise (Phase 4), 2 dice (40 Resources)
-[X] Lunar Rare Metals Harvesting (Phase 1), 4 dice (80 Resources)
Services (5 dice)
-[X] Prosthetics Deployment Initiatives (Phase 4), 1 die (20 Resources)
Military (8 dice +1 Free)
-[X] Advanced Laser System Development, 1 die (30 Resources)
-[X] Prototype Plasma Weapons Development, 1 die (25 Resources)
-[X] Orbital Strike Regimental Combat Team Stations (Phase 2), 1 die (20 Resources)
-[X] Reclamator Fleet YZ-10 South (Super-MARVs), 1 die (20 Resources)
-[X] Wingman Drone Development, 1 die (20 Resources)
-[X] Tactical Airborne Laser Development, 1 die (20 Resources)
-[X] Apollo Fighter Factories (San Francisco), 1 die (15 Resources)
-[X] Escort Carrier Development, 1 die (15 Resources)
-[X] Tactical Plasma Weapon Development, 1 die (30 Resources)
Bureaucracy (4 dice)
-[X] Security Reviews (Bureaucracy), 2 (+1) dice
-[X] Make Political Promises, 1 die

Resources Available: 930
Resources Spent: 920
Resources Remaining: 10
 
I like the basis of @Chimeraguard's plan but I wanted to stretch my planmaking muscles so I made a pretty heavily modified variant focused on a more slow-and-steady Steel Vanguard. I want to guarantee one phase each of YZ fortress towns, rail network construction, YZ harvesting, and rack up enough overkill to take a solid chunk out of a second phase each. GZ intensiication I'd like to get 2 phases of, we have one unlocked right now and are guaranteed to unlock a second with the YZ harvesting/fortress town combo. All of the above support Steel Vanguard, but more broadly across 4 projects vs. 2 at the expense of not going as deep.

I still think a full phase of YZ offensives plus a solid chunk of 2 phases is still going to see the offensives advancing pretty far though, just not as maximally deep as we can theoretically go. I'd rather get 180km of Green Zone that we can quickly integrate into our logistics/defenses and secure ASAP than 300km of tenuously held Green Zone that we're just barely holding on to, especially since the war isn't likely to end in 1-2 turns so making sure our new lines have a solid foundation will be important going forwards.

Minor changes in Ag and Orbital, managed to shake loose some spare change for freeze drying and another Enterprise die, but same broad strokes. More food, offworld industrial development. Navy gets both the hulls instead of one, and I drop the Apollo factory for advanced ECCM. Suddenly being able to punch through NOD jamming will probably help everybody including the Air Force, and they want R&D more than extra Apollos anyways. Steel Vanguard is getting fought with the army we have, the stuff we do this turn has to be about whatever comes after the immediate offensives, so lots of R&D to try and catch up with the tech curves.

[X] Plan Probably Won't Be Home By Christmas
-[X]Infrastructure (6 dice +2 Free) 140 Resources
--[X] Yellow Zone Fortress Towns (Phase 4), 4 dice (80 Resources)
--[X] Rail Network Construction Campaigns (Phase 2), 4 dice (60 Resources)
-[X]Heavy Industry (5 dice +3 Free) 140 Resources
--[X] Nuuk Heavy Robotics Foundry (Phase 1), 7 dice (140 Resources)
--[X] Emergency Electronic Resources Reallocation, 1 die
-[X]Light and Chemical Industry (5 dice) 100 Resources
-[X] Reykjavik Myomer Macrospinner (Phase 4), 2 dice (40 Resources)
-[X] Medical Supplies Factories, 3 dice (60 Resources)
-[X]Agriculture (4 dice) 60 Resources
--[X] Freeze Dried Food Plants, 2 dice (40 Resources)
--[X] Strategic Food Stockpile Construction (Phase 2), 2 dice (20 Resources)
-[X]Tiberium (7 dice) 130 Resources
--[X] Yellow Zone Tiberium Harvesting (Phase 6), 5 dice (100 Resources)
--[X] Intensification of Green Zone Harvesting (Stage 5), 2 dice (30 Resources)
-[X]Orbital (6 dice) 110 Resources
--[X] GDSS Enterprise (Phase 4), 2 dice (40 Resources)
--[X] Orbital Cleanup (Stage 8), 1 die (10 Resources)
--[X] Lunar Rare Metals Harvesting (Phase 1), 3 dice (60 Resources)
-[X]Services (2 dice) 35 Resources
--[X] Neural Interfaced Operating Theater Development (New), 1 die (20 Resources)
--[X] Prosthetics Deployment Initiatives (Phase 4), 1 die (15 Resources)
-[X]Military (8 dice +2 Free) 215 Resources
--[X] Advanced Laser System Development, 1 die (30 Resources)
--[X] Advanced ECCM Development (New), 1 die (20 Resources)
--[X] Prototype Plasma Weapons Development, 1 die (25 Resources)
--[X] Orbital Strike Regimental Combat Team Stations (Phase 2), 1 die (20 Resources)
--[X] Reclamator Fleet YZ-10 South (Super-MARVs), 1 die (20 Resources)
--[X] Wingman Drone Development, 1 die (20 Resources)
--[X] Tactical Airborne Laser Development, 1 die (20 Resources)
--[X] Escort Carrier Development, 1 die (15 Resources)
--[X] Shark Class Frigate Development, 1 die (15 Resources)
--[X] Tactical Plasma Weapon Development, 1 die (30 Resources)
-[X]Bureaucracy (4 dice)
--[X] Conduct Economic Census, 4 dice
-[X] Total Cost: 930R/930R
 
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[X] Plan: Eastern Paris Next Winter
-[X] Infrastructure 6/6 dice, 105R
--[X] Yellow Zone Fortress Towns (Phase 4) (Steel Vanguard) 46/250, 3 dice 60R 90%
--[X] Rail Network Construction Campaigns (Phase 2) (Steel Vanguard) 15/275, 3 dice 45R 57%
-[X] Heavy Industry 12/5 dice, 200R
--[X] Continuous Cycle Fusion Plants (Phase 5) 1/300, 3 dice 60R 19%
--[X] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480, 7 dice 140R 88%
--[X] Emergency Electronic Resources Reallocation (New), 1 die auto
--[X] Security Review
-[X] Light and Chemical Industry 5/5 dice, 100R
--[X] Reykjavik Myomer Macrospinner (Phase 4) 20/640, 5 dice 100R 5/8.1 median dice
-[X] Agriculture 4/4 dice, 60R
--[X] Freeze Dried Food Plants 0/200, 2 dice 40R 21%
--[X] Strategic Food Stockpile Construction (Phase 2) 38/150, 2 die 20R 89%
-[X] Tiberium 7/7 dice, 125R
--[X] Yellow Zone Tiberium Harvesting (Phase 6) (Steel Vanguard) 2/300, 4 dice 80R 90%
--[X] Intensification of Green Zone Harvesting (Stage 4) (Steel Vanguard) 63/100, 1 die 15R 100%
--[X] Tiberium Processing Refits (Phase 5) 6/100, 1 die 20R 61%
--[X] Railgun Harvester Factory - Porto (Steel Vanguard) 0/70 1 die 10R 85%
-[X] Orbital Industry 6/6 dice, 120R
--[X] GDSS Enterprise (Phase 4) (Plan Goal), 0/765 6 dice 120R 6/9.something median dice
-[X] Services 5/5 dice, 85R
--[X] Prosthetics Deployment Initiatives (Phase 4) 288/320, 1 die 20R 100%
--[X] Professional Sports Programs 0/250, 3 dice 30R 49%
--[X] Hallucinogen Development 0/60, 1 die 15R 88%
-[X] Military 8/8 dice, 135R
--[X] Prototype Plasma Weapons Development (Plan Goal) 35/60 1 die 25R 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] Orbital Strike Regimental Combat Team Stations (Phase 2) 136/195 1 die 20R 88%
--[X] Railgun Munitions Development 0/60 (Plan Goal) 1 die 10R 87%
--[X] Escort Carrier Development 0/40 1 die 15R 100%
--[X] Mastodon Heavy Assault Walker Development (Plan Goal) 0/30 1 die 10R 100%
-[X] Bureaucracy 4/4 dice, 0R
--[X] Security Reviews: Bureaucracy DC50 2 + 1 dice 100%
--[X] Security Reviews: Heavy Industry DC50 1 die 90%

Free Dice 7/7
930/930R

A heavy Heavy Industry plan with heavy Mastodons.

Will review and approval vote for Heavy Industry heavy plans shortly.

[X] Plan Rails to the Front
[X] Plan Global Offense Initiative
[X] Plan Nuuk and Deployment Prep
[X] Plan Steel Rain
 
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I also made a version of Won't Be Home By Christmas that backs off on the trains a little bit in favor of trying to get some suborbital shuttles going. Ideally we prioritize getting Blue-18 a spaceport or two before they're cut off so we can still maintain SOMETHING, which I think is enough of a strategic advantage to maybe warrant the sacrifices compared to my original plan.

[X] Plan Probably Won't Be Home By Christmas, Shuttle Version
-[X]Infrastructure (6 dice + 3 Free) 185 Resources
--[X] Yellow Zone Fortress Towns (Phase 4), 4 dice (80 Resources)
--[X] Rail Network Construction Campaigns (Phase 2), 3 dice (45 Resources)
--[X] Suborbital Shuttle Service (Phase 1), 2 dice (60 Resources)
-[X]Heavy Industry (5 dice + 3 Free) 140 Resources
--[X] Nuuk Heavy Robotics Foundry (Phase 1), 7 dice (140 Resources)
--[X] Emergency Electronic Resources Reallocation, 1 die
-[X]Light and Chemical Industry (5 dice) 100 Resources
-[X] Reykjavik Myomer Macrospinner (Phase 4), 2 dice (40 Resources)
-[X] Medical Supplies Factories, 3 dice (60 Resources)
-[X]Agriculture (4 dice) 60 Resources
--[X] Freeze Dried Food Plants, 2 dice (40 Resources)
--[X] Strategic Food Stockpile Construction (Phase 2), 2 dice (20 Resources)
-[X]Tiberium (7 dice) 130 Resources
--[X] Yellow Zone Tiberium Harvesting (Phase 6), 5 dice (100 Resources)
--[X] Intensification of Green Zone Harvesting (Stage 5), 2 dice (30 Resources)
-[X]Orbital (6 dice) 110 Resources
--[X] GDSS Enterprise (Phase 4), 2 dice (40 Resources)
--[X] Orbital Cleanup (Stage 8), 1 die (10 Resources)
--[X] Lunar Rare Metals Harvesting (Phase 1), 3 dice (60 Resources)
-[X]Services (1 die) 15 Resources
--[X] Prosthetics Deployment Initiatives (Phase 4), 1 die (15 Resources)
-[X]Military (8 dice + 1 Free) 185 Resources
--[X] Advanced Laser System Development, 1 die (30 Resources)
--[X] Advanced ECCM Development (New), 1 die (20 Resources)
--[X] Prototype Plasma Weapons Development, 1 die (25 Resources)
--[X] Orbital Strike Regimental Combat Team Stations (Phase 2), 1 die (20 Resources)
--[X] Reclamator Fleet YZ-10 South (Super-MARVs), 1 die (20 Resources)
--[X] Wingman Drone Development, 1 die (20 Resources)
--[X] Tactical Airborne Laser Development, 1 die (20 Resources)
--[X] Escort Carrier Development, 1 die (15 Resources)
--[X] Shark Class Frigate Development, 1 die (15 Resources)
-[X]Bureaucracy (4 dice)
--[X] Conduct Economic Census, 4 dice
-[X] Total Cost: 930R/930R


[X] Plan Probably Won't Be Home By Christmas
 
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[X] Plan Global Offense Initiative
[X] Plan Probably Won't Be Home By Christmas
[X] Plan Probably Won't Be Home By Christmas, Shuttle Version
 
Q2 for me, along with Mastadon. As it is getting the anti stealth techs out has to be very high priority since that is NODs biggest strength
I respect the logic, but it's gonna be a hard sell to do the frigate development along with what we'll probably have to invest in the Navy to get an escort carrier yard, with Air Force deployment projects also taking up room on the docket.
 
[X] Plan Rails to the Front
[X] Plan Global Offense Initiative
[X] Plan Probably Won't Be Home By Christmas
 
[X] Plan Rails To The Front
[X] Plan Putting the foot down
[X] Plan Putting the foot down with guaranteed fortresses
[X] Plan Nuuk and Deployment Prep
 
Of what's on this list and not in a plan, this one is what interests me. Be great to have this for the Mastodon.
Ferro-aluminum doesn't seem so great for the Mastodon. It's cheap, low weight armor, not strong armor. And it doesn't withstand repeated impacts well, whereas the Mastodon is an assault mech that will predictably draw and need to withstand a lot of volume of fire.

Heavy Industry (5 dice +3 Free)
-[] Nuuk Heavy Robotics Foundry (Phase 1), 7 dice (140 Resources)
-[] Emergency Electronic Resources Reallocation, 1 die
One problem I have with Global Offense Initiative and other related plans is that they don't put any extra dice into fusion power along with the heavy investment in Nuuk. This is a problem because it means that next turn we're under a lot more pressure to hurry up and slam out the next phase of fusion reactors, potentially leading to overinvestment and disrupting our ability to advance smoothly to Nuuk Phase 3, which is the real meat of the project where things get good.

Agriculture (4 dice)
-[] Strategic Food Stockpile Construction (Phase 2), 4 dice (40 Resources)
I would like to argue that this project is counterproductive. We are about to go on an offensive campaign. We are not so worried about the enemy rampaging deep inside our territory and forcing us to live on canned goods for months.

What we are, or should be, worried about is that Steel Vanguard will mean conquering land occupied by millions and millions of people. And those people will need feeding up. We need capacity, raw +Food productive capacity, to feed the refugees that will soon stream into our Blue Zones.

We need Blue Zone Aquaponics Bays, not an increase in stored food that comes at the price of significantly denting our overall food surplus.

Military (8 dice +1 Free)
-[] Advanced Laser System Development, 1 die (30 Resources)
-[] Prototype Plasma Weapons Development, 1 die (25 Resources)
-[] Orbital Strike Regimental Combat Team Stations (Phase 2), 1 die (20 Resources)
-[] Reclamator Fleet YZ-10 South (Super-MARVs), 1 die (20 Resources)
-[] Wingman Drone Development, 1 die (20 Resources)
-[] Tactical Airborne Laser Development, 1 die (20 Resources)
-[] Apollo Fighter Factories (San Francisco), 1 die (15 Resources)
-[] Escort Carrier Development, 1 die (15 Resources)
-[] Tactical Plasma Weapon Development, 1 die (30 Resources)
No frigates. That's a problem for me, though others may approve.

My first two concerns about Global Offense Initiative, which you based this plan off of, also apply to your plan. Though you have the frigates so that's cool.

The mastodon will be making use of ferro-aluminum. That project is for doing things like fitting out the Titans, Wolverines, and generally all the other stuff that could make use of some extra lightweight protection.
Er, do you mean WILL be making use, or WON'T be making use?
 
Do we have time to do development projects and then full deployments before war? Should we focus on stuff we can start deploying now?
 
Do we have time to do development projects and then full deployments before war? Should we focus on stuff we can start deploying now?
Projects we deploy now still wont make an appreciable impact on the war. We are fighting this war with the military we have.

What we can do however, is do the developments now to have the military we want by Karachi or for Kanes return.
 
Projects we deploy now still wont make an appreciable impact on the war. We are fighting this war with the military we have.

What we can do however, is do the developments now to have the military we want by Karachi or for Kanes return.
There will hopefully be time between the coming conflict and the one after that for a development/deployment cycle. Development for that conflict probably isn't necessary now.

On reflection, perhaps the answer to whether development now will be useful hinges on how long the coming war will be. Immediate deployments will certainly be useful sooner than development + deployment, for whatever that's worth.
 
Do we have time to do development projects and then full deployments before war? Should we focus on stuff we can start deploying now?
x[ ] ASAT Defense System (Phase 4)
x[ ] Ferro Aluminum Armor Refits
x[ ] Strategic Area Defense Networks (Phase 1)
x[ ] Reclamator Hubs
x[ ] Reclamator Fleet YZ-10 South
x[ ] Apollo Fighter Factories
x[ ] Orbital Strike Regimental Combat Team Stations (Phase 2)
x[ ] Orbital Defense Laser Satellite Deployment
x[ ] 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.
@TaliesinSkye , I keep hearing this and it smacks into the same problem. There's not much left TO deploy, we've built everything. Let me run down the list:

Orbital Nuclear Caches and ASAT Phase 4 are of questionable utility under present conditions. Orbital Defense Lasers is waiting on Advanced Lasers, a development project, because otherwise we build bulky, inferior laser satellites for no good reason. Reclamator Hubs take too long to come online aside from the Savannah fleet that we're working on.

Ferro-Aluminum Armor is a very dice-hungry project that consumes a lot of dice for limited rewards. Not a great idea right now, plus to be sure of finishing in a turn you'd need to waste even more dice.

The SADN and OSRCT options at least clearly do something, but it's ambivalent whether they help enough to justify the effort invested at this stage of the game. Besides, the leading plans mostly have like an 88% or so chance of finishing the next phase of OSRCT anyway, and the first phase of SADN is a huge investment that may or may not pay off given that our plan is to hit Nod hard and put them on the defensive before they can toss a masterstroke at us.

Apollo Fighter Factories has been heavily criticized by other players who don't see it as necessary. Take it up with them; i think one die on the factories might be a good idea. And after that...

Well, there are the shells/ablatives/URLS projects, but those all mainly benefit Ground Forces which has really high military confidence right now, so it makes extra consumables production seem kind of redundant.

And there's Ground Force Zone Armor, which is likewise only it's more expensive.

And there's the neuro-helmet thing, which I for one am working on.

...

So I think you're kind of still caught up in the mindset of five or so turns ago, back when we HAD a big deployment backlog. We don't anymore, not really. We need to concentrate on developing actual next-generation weaponry, too, and now is a good time for that despite the impending war. Honestly, the war held off longer than I'd feared, which is why we're in this position- for the past several turns we've actively held off on developing certain things precisely so we could finish deployments on things like naval point defense and the Super Orca!
 
[x] Plan Probably Won't Be Home By Christmas, Shuttle Version
[x] Plan Probably Won't Be Home By Christmas
[x] Plan Global Offense Initiative
 
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